Log

Author Commit Date CI Message
Brandon Schaefer 2298ed17 2014-03-25T15:18:18 Remove two unused variables, causing compiler warnings.
Brandon Schaefer b0502ce8 2014-03-25T14:33:34 Re-enable Mir/Wayland support now that 2.0.3 has been released.
David Ludwig a99bf4d7 2014-03-24T22:51:03 WinRT: Call IDXGIDevice3::Trim before app-suspend, as required on Windows 8.1 Thanks to Sylvain Becker for pointing this out!
David Ludwig cbf71846 2014-03-24T22:12:38 WinRT: Line ending fixes (CRLF to LF)
Gabriel Jacobo 22a7dd0b 2014-03-24T11:42:09 Fixes #2456, controllermap's undo does not work correctly (by Bogdan Marinov)
Gabriel Jacobo 1f92c9dc 2014-03-24T11:04:42 Emit SDL_RENDER_DEVICE_RESET on Android when the GLES context is recreated
Ryan C. Gordon dd81dad1 2014-03-24T07:12:26 Added an assert to help static analyzer.
Sam Lantinga 26823b1b 2014-03-23T23:09:22 Added an event SDL_RENDER_DEVICE_RESET, which is triggered on Direct3D 11 when the device has been lost and all textures need to be recreated.
Sam Lantinga 25919bf2 2014-03-23T23:08:26 Fixed warning on Mac OS X
Sam Lantinga 3317e434 2014-03-23T22:53:50 Fixing Alt-Enter handling, submitted by Nader Golbaz I encountered a little issue: DXGI monitors application's message queue and this behavior interferes with SDL if the application already handles Alt-Enter sequence. I think it is necessary to disable this behavior. http://msdn.microsoft.com/en-us/library/windows/desktop/bb174540%28v=vs.85%29.aspx
David Ludwig 119dff55 2014-03-23T22:07:01 WinRT: Implemented SDL_ShowMessageBox for Windows 8.x/RT hosts This change does not include message box support for Windows Phone 8, which does not offer the same message box APIs that Windows 8.x/RT does.
Ryan C. Gordon 6ab50a5e 2014-03-23T18:56:47 Tossed in some SDL_asserts to make static analyzer happier. (Most of its complaints here are that these ints can be negative, although they wouldn't been in sane cases. Checking sanity is what assertions do, and it placates the analyzer appropriately.)
David Ludwig 46a80b04 2014-03-23T16:08:32 D3D11: Fixed a crash after a GPU device-reset on Win32
David Ludwig 6ce684e9 2014-03-23T13:48:16 D3D11: Added code to handle GPU-device-removed scenarios These scenarios can happen when a GPU is switched, its driver updated, or in some virtual machines (such as Parallels) are suspended and then resumed. In these cases, all GPU resources will already be lost, and it's up to the app to recover. For now, SDL's D3D11 renderer will handle this by freeing all GPU resources, including all textures, and then sending a SDL_RENDER_TARGETS_RESET event. It's currently up to an app to intercept this event, destroy all of its textures, then recreate them from scratch.
Sam Lantinga c3d10376 2014-03-23T09:44:04 Better keyboard detection when some of the keys are remapped, thanks to Lewis Wall
David Ludwig c2243092 2014-03-23T11:04:47 WinRT: Miscellaneous app-backgrounding/restoring event fixes and additions SDL_WINDOWEVENT_FOCUS_LOST is now sent when an app's native window is hidden. Likewise, SDL_WINDOWEVENT_FOCUS_GAINED is sent when an app's window is shown. This mimicks behavior seen on iOS and Android. SDL_WINDOWEVENT_MINIMIZED and SDL_WINDOWEVENT_RESTORED are now sent when the app's native window is hidden and shown. Previously, these were sent when an app was suspended and resumed. On Windows 8.x/RT, an app may be sent to the background without being suspended, which previously meant that SDL_WINDOWEVENT_MINIMIZED might never have been sent. (On Windows Phone 8, however, this seems to be different, whereby apps sent to the background appear to always get suspended.)
David Ludwig 50ee99ec 2014-03-23T08:56:52 WinRT: Made app-backgrounded events get sent at separate, distinct times. SDL_APP_WILLENTERBACKGROUND is now sent as soon as the app is told that it is about to go to the background. SDL_APP_DIDENTERBACKGROUND is sent via a WinRT 'deferral operation', which is how WinRT gives apps a bit of extra time (multiple seconds worth) to prepare for an app-backgrounding. The distinction may be important as the deferral operation's code is always run in a separate thread. For Direct3D-only apps, this means that between the two SDL app-backgrounded events, SDL_APP_WILLENTERBACKGROUND will be the only one run from the main thread. Given that some WinRT operations can only be done on the main thread (operations to the CoreWindow fall into this category), this could be important. It is important to note that pre-deferral code may only have a very short bit of time to execute code, less so than code run in the deferral operation (where SDL_APP_DIDENTERBACKGROUND is sent from), which usually gets several seconds to run.
David Ludwig 823bf721 2014-03-22T21:08:05 WinRT globals cleanup: Removed WINRT_GlobalSDLVideoDevice
David Ludwig b51a3206 2014-03-22T20:48:18 WinRT: Got OpenGL ES 2 working with the latest version of ANGLE/WinRT. SDL/WinRT did have support for OpenGL ES 2 via an older version of ANGLE/WinRT, however its API changed a few months ago, and SDL/WinRT would crash when trying to use it. It would also occasionally crash when using the older version. This changeset should make SDL/WinRT work with the latest version, as available via MS Open Tech's git repository of it at https://github.com/msopentech/angle Older versions of ANGLE/WinRT (from either https://github.com/stammen/angleproject or https://bitbucket.org/DavidLudwig/angleproject) will need to be updated to MS Open Tech's latest version.
Ryan C. Gordon cc529398 2014-03-21T10:40:15 Static analysis fix: more cleanups of unused variables, etc, in blitters.
Ryan C. Gordon 7bf36abf 2014-03-21T00:57:43 Static analysis fix: more dead stores.
Ryan C. Gordon ba4b3aa9 2014-03-20T18:00:41 Patched to compile on C89 compilers, removed more streamer code.
Ryan C. Gordon e177b1cc 2014-03-20T17:55:24 Static analysis fix: clean up unused variables and dead stores in blitters.
Ryan C. Gordon 6d6fba4b 2014-03-20T17:00:33 #ifdef'd out the audio streamer code. It's been hardcoded out forever now, but I've now forcibly removed it with the preprocessor so static analysis doesn't complain about it for now. Eventually I want to rewrite or remove this code.
Ryan C. Gordon a43dbfad 2014-03-20T16:56:37 Static analysis fix: Removed unused variable. (We don't care if closing the device fails anyhow).
Ryan C. Gordon 3aae0ed2 2014-03-20T16:54:20 Static analysis fix: uninitialized data. (This is Clang not knowing that SDL_SetError() always returns -1.)
Ryan C. Gordon d7a253b5 2014-03-20T16:25:30 Static analysis fix: uninitialized data. (Clang doesn't know that "_this" was already checked for NULLness elsewhere.)
Ryan C. Gordon 93ba5bd8 2014-03-20T16:23:18 Static analysis fix: uninitialized value. (A false positive: clang doesn't know SDL_SetError() always returns -1.)
Ryan C. Gordon a25bd63c 2014-03-20T16:05:57 Static analysis fix: leaking Objective-C object.
Ryan C. Gordon 84b919a2 2014-03-20T11:22:57 Static analysis fix: dereference of a NULL pointer.
Ryan C. Gordon 415675be 2014-03-20T11:14:44 Static analysis fix: division by zero.
Ryan C. Gordon b99a6253 2014-03-20T11:14:02 Static analysis fix: let clang know _this->displays isn't NULL.
Ryan C. Gordon b659c700 2014-03-20T10:41:47 Static analysis fix: uninitialized variables. This is actually a false-positive, in this case, since Clang doesn't know that SDL_SetError() only ever returns -1. Feature request to improve that, with explanation about these specific SDL patches, is here: http://llvm.org/bugs/show_bug.cgi?id=19208
Ryan C. Gordon 1a2a3e9c 2014-03-20T10:04:23 Static analysis fix: Fixed leaking Objective-C object.
Andreas Schiffler a7b84069 2014-03-19T21:48:32 Fix visualstudio build break introduced by changeset 8645
Andreas Schiffler f018ca46 2014-03-19T21:39:55 Add input validation to SDL_getenv/SDL_setenv; update Stdlib testsuite; add Hints testsuite
Ryan C. Gordon bcc2ed09 2014-03-19T23:19:34 Static analysis fix: bad release. (object is already init'd at this point, so -[obj init] destroys existing reference count.)
Ryan C. Gordon 6ca11273 2014-03-19T22:43:30 Minor comment cleanups in checker-buildbot.sh
Ryan C. Gordon e84fc5a3 2014-03-19T18:25:21 Static analysis fix: division by zero.
Ryan C. Gordon 546cb890 2014-03-19T16:55:38 Static analysis fix: Value stored to '[bcd]' is never read.
Ryan C. Gordon faaaf6c5 2014-03-19T16:52:26 Static analysis fix: "Value stored to 'p' is never read"
Ryan C. Gordon 7b893acd 2014-03-19T16:02:25 Don't overwrite SDL_dynapi.h in checker-buildbot.sh.
Ryan C. Gordon 055d5679 2014-03-19T15:25:27 Make checker-buildbot.sh work just about anywhere Clang is installed.
Ryan C. Gordon ff3f49f0 2014-03-19T13:22:09 Reenable static builds for now with static analysis.
Ryan C. Gordon 7b785625 2014-03-19T03:29:14 Buildbot static analysis script: use configure script instead of cmake.
Ryan C. Gordon 80bb859c 2014-03-19T03:04:04 Just build shared libraries for static analysis. Building the static libs just does the same work twice.
Ryan C. Gordon f53d1669 2014-03-19T00:58:32 Added a script to let buildslaves run Clang static analysis.
Ryan C. Gordon 18c9a4e9 2014-03-18T17:16:28 Fixed SDL_HapticNewEffect() failing on various DirectInput devices.
Ryan C. Gordon 2a2fb611 2014-03-18T12:53:01 Fixed PS4 game controller config on Windows.
Ryan C. Gordon 978566a6 2014-03-18T12:52:51 Whitespace fix.
Ryan C. Gordon 1f45d4b6 2014-03-18T12:33:57 controllermap: Don't treat SDL_HAT_CENTERED as a valid input.
David Ludwig 1496be6e 2014-03-18T12:08:49 Fixed a build error in SDL_platform.h when using Code Blocks and MinGW winapifamily.h, a header file specific to Microsoft's Windows 8 SDK, wasn't getting found, which was leading to a build error.
Ryan C. Gordon 7eaf8997 2014-03-17T19:11:18 Fixed SDL_HapticOpenFromJoystick() with DirectInput devices.
Sam Lantinga cf3ff16e 2014-03-15T19:31:20 Added tag release-2.0.3 for changeset d0af6b2f53ca
Sam Lantinga d4f2f015 2014-03-15T19:30:52 Fixed iOS build
Sam Lantinga a2e77a24 2014-03-15T16:48:32 Added tag release-2.0.3 for changeset 9ac15210f445
Sam Lantinga adddf269 2014-03-15T16:43:58 Added a patch note for 2.0.3
Sam Lantinga 56b40ce0 2014-03-15T16:32:45 Fixed bug 2450 - Crosscompiling for Win32 with MinGW fails due to WM_UNICHAR undeclared
Sam Lantinga 9245c930 2014-03-15T16:27:06 Only show the window if it's supposed to be shown.
Ryan C. Gordon c663d731 2014-03-15T15:35:15 Mac: Make sure window is still showing when we exit a fullscreen space.
David Ludwig f25ee50b 2014-03-15T14:54:23 Fixed broken rotation detection routines on WinRT Rotation detection and handling should now work across all, publicly-released, WinRT-based platforms (Windows 8.0, Windows 8.1, and Windows Phone 8.0).
David Ludwig 5281f9f1 2014-03-15T13:27:18 Fixed a crash on Windows Phone 8 that occurred after rotating a device This changeset prevents IDXGISwapChain::ResizeBuffers from being invoked on Windows Phone 8, a function that isn't available on the platform (but is available on other Windows platforms). The call would fail, which ultimately led to a crash. This changeset also attempts to make sure that the D3D11 swap chain is created at the correct size, when using Windows Phone 8. Still TODO: make sure rotation-querying works across relevant Windows platforms (that support Direct3D 11.x).
David Ludwig 205266fa 2014-03-15T10:37:40 Fixed a build error when including WinRT's SDLmain file directly in an app
Sam Lantinga 26e8e387 2014-03-14T18:06:09 Fixed Mac OS X window level when leaving fullscreen mode
David Ludwig 2216ab93 2014-03-14T01:36:05 Added a missing file related to WinRT power management/reporting.
Sam Lantinga f9a58968 2014-03-13T21:21:26 Added missing copyright notices
Sam Lantinga ed02f61d 2014-03-13T00:40:08 Fixed the copyright date on files contributed by David Ludwig
Sam Lantinga 7124034b 2014-03-12T23:44:23 Windows XP toolchain fix from Bruce Dawson: Fix to allow using SDL when compiling with v110_xp or v120_xp -- compiling with VS2012/VS2013 with the XP targeting option. In order to ensure that we can target Windows XP we compile with the v120_xp toolset instead of v120. This means that we use an earlier SDK version and it means that winapifamily.h is not available. Compiling for this old SDK can be detected using the _USING_V110_SDK71_ define which is set through the %(PreprocessorDefinitions) option.
David Ludwig 646cdedb 2014-03-12T12:14:47 Fixed line endings (CRLF to LF) in WinRT source code
David Ludwig 4cd5ed7b 2014-03-12T12:12:20 Merged various WinRT build fixes
David Ludwig b68b6e23 2014-03-12T11:57:15 Fixed various build and runtime errors when using WinRT with VS2012.
Sam Lantinga c515b794 2014-03-12T07:55:32 Updated framework version to match dylib version. Actually the dylib compatibility version is 3.0.0, but don't break compatibility with previous frameworks, which were compatibility version 1.0.0
Sam Lantinga 641ba099 2014-03-12T07:26:07 Fixed compiling Windows RT code on Visual Studio 2013
David Ludwig 36e7c8d9 2014-03-11T12:40:31 Fixed compiler errors in the D3D11 renderer when building for WinRT Still TODO: fix other build errors, especially linker errors, when building SDL/WinRT, then fix any runtime errors that pop up.
Ryan C. Gordon b2fcdfca 2014-03-11T10:33:51 Disable Wayland/Mir again for 2.0.3; it's a quick, brown-paper-bag release. We'll enable it by default for 2.0.4. Hopefully. :) ( http://www.catb.org/jargon/html/B/brown-paper-bag-bug.html )
Andreas Schiffler 7a36070a 2014-03-11T07:17:56 Fix bug/add test coverage for SDLTest_GenerateRunSeed helper; improve test harness adding output of repro steps for failures; improve negative test for SDL_GetError/SDL_SetError
Sam Lantinga b677d1d8 2014-03-10T19:59:06 Fixed Mac OS X OpenGL context creation to match other backends, where we only care about the actual version we request if it's 3.0 or newer or a special profile context. Eventually we'll probably move the version checking to higher level code and report the actual version of context that got created, but to avoid breakage we'll leave it like this for now.
David Ludwig ce3c5b84 2014-03-10T22:53:03 Made VS2012 build the D3D11 renderer This change is currently limited to Win32/Windows-Desktop builds. Build fixes for WinRT + VS2012 are still pending.
Sam Lantinga e99dc1f1 2014-03-10T19:11:52 Fixed binary compatibility with the new Windows RT support
Sam Lantinga 7d98754a 2014-03-10T19:11:50 Temporarily disabled the D3D11 renderer so we can get a build.
Sam Lantinga 28398109 2014-03-10T18:45:07 Fixed regression causing the renderer to recreate its window since it's not getting an OpenGL 2.1 context anymore.
David Ludwig e8eb1427 2014-03-10T21:21:35 build fixes for most WinRT-related files Still TODO: getting the D3D11 renderer back up and running in VC 2012.
Sam Lantinga 2c558ca2 2014-03-10T17:19:19 Fixed D3D9 initialization on Windows 8, which doesn't have D3DX
Sam Lantinga 9c2fb684 2014-03-10T15:00:59 Implemented fullscreen <-> windowed transition on Windows 8
Sam Lantinga 7e8b2553 2014-03-10T14:35:37 Fixed line endings
Sam Lantinga 3df586ce 2014-03-10T12:49:15 Fixed creating the rendering context on a specific device
Sam Lantinga 9aa5b1d4 2014-03-10T05:44:34 Implemented YV12 and IYUV texture support for the D3D11 renderer
Sam Lantinga cb7a408f 2014-03-10T05:37:25 testoverlay2 depends on SDL2, SDL2main, and SDL2test
Sam Lantinga 1e6ac691 2014-03-10T03:59:47 Added testoverlay2 to the Visual Studio 2013 solution
Sam Lantinga 965cdf10 2014-03-10T02:13:44 Minor style tweaks
Sam Lantinga 1a35f32b 2014-03-10T01:51:03 Converted David Ludwig's D3D11 renderer to C and optimized it. The D3D11 renderer is now slightly faster than D3D9 on my Windows 8 machine (testsprite2 runs at 3400 FPS vs 3100 FPS) This will need tweaking to fix the Windows RT build.
Sam Lantinga a8f540fe 2014-03-09T22:48:38 Fixed renderer flags to include support for target textures after the renderer is created.
Ryan C. Gordon 8c7ee701 2014-03-10T00:48:41 Removed unused variable.
Ryan C. Gordon 8d2dcbc1 2014-03-10T00:31:31 Updated WinCE readme to note WinRT work.
Ryan C. Gordon ea333d2e 2014-03-10T00:26:40 Turn off Mir support in the buildbot Raspberry Pi script.
Ryan C. Gordon 89648a9a 2014-03-10T00:01:14 Drop the default requested OpenGL version to 1.2. Fixes default context creation on Mac OS X <= 10.6.
Sam Lantinga 1fe7b27a 2014-03-09T12:27:31 Fixed 64-bit warnings
Sam Lantinga e58ee540 2014-03-09T12:08:07 Fixed compiling with mingw64
Sam Lantinga 1367bf87 2014-03-09T11:36:47 Integrated David Ludwig's support for Windows RT
Sam Lantinga 05c23063 2014-03-09T11:06:11 Fixed line endings on WinRT source code