|
3f1fd5ab
|
2023-05-23T10:59:03
|
|
Updated source to match SDL function prototype style
|
|
23bce27b
|
2023-03-16T09:49:15
|
|
Change SDL_BLENDMODE_MUL for gl renderers
Add FIXME for PSP and DirectFB
|
|
0479df53
|
2023-01-09T09:48:21
|
|
Updated copyright for 2023
|
|
b8d85c69
|
2022-11-30T12:51:59
|
|
Update for SDL3 coding style (#6717)
I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base.
In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted.
The script I ran for the src directory is added as build-scripts/clang-format-src.sh
This fixes:
#6592
#6593
#6594
(cherry picked from commit 5750bcb174300011b91d1de20edb288fcca70f8c)
|
|
fb0ce375
|
2022-11-27T17:38:43
|
|
Cleanup add brace (#6545)
* Add braces after if conditions
* More add braces after if conditions
* Add braces after while() conditions
* Fix compilation because of macro being modified
* Add braces to for loop
* Add braces after if/goto
* Move comments up
* Remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements after merge
* Fix inconsistent patterns are xxx == NULL vs !xxx
* More "{}" for "if() break;" and "if() continue;"
* More "{}" after if() short statement
* More "{}" after "if () return;" statement
* More fix inconsistent patterns are xxx == NULL vs !xxx
* Revert some modificaion on SDL_RLEaccel.c
* SDL_RLEaccel: no short statement
* Cleanup 'if' where the bracket is in a new line
* Cleanup 'while' where the bracket is in a new line
* Cleanup 'for' where the bracket is in a new line
* Cleanup 'else' where the bracket is in a new line
(cherry picked from commit 6a2200823c66e53bd3cda4a25f0206b834392652 to reduce conflicts merging between SDL2 and SDL3)
|
|
ce5da5d5
|
2022-11-16T21:47:43
|
|
Don't compare pointer against '0', but NULL
|
|
8b9c82e1
|
2022-10-30T08:50:36
|
|
SDL_RENDER_PSP.C: Correct spelling mistakes
wether -> whether
|
|
3903f4c8
|
2022-10-17T21:59:38
|
|
PSP: Use vramalloc instead of conflicting valloc function
The libpspvram library was offering a function with conflicted with valloc. This has been renamed now, so SDL2 had to be updated for it.
|
|
41c718ed
|
2022-10-11T10:07:32
|
|
Fix memory leak in PSP_CreateTexture
|
|
01498d3a
|
2022-10-06T03:19:28
|
|
SDL_render_psp.c: fix -Wshadow
Emitted by PSP's gcc
|
|
d744aafb
|
2022-09-15T01:00:12
|
|
Added support for simulated vsync in the renderer
This kicks in if the platform doesn't support vsync directly, or if the present fails for some reason (e.g. minimized on some platforms)
Fixes https://github.com/libsdl-org/SDL/issues/5134
|
|
61abc4e5
|
2022-02-15T11:34:50
|
|
PSP: SDL_RenderCopyEx rotation and global scaling around the wrong way (see #bug 3070)
|
|
66ee79bd
|
2022-02-14T10:59:25
|
|
[PSP] Don't swizzle streaming textures
It was causing issues in the teststreaming demo and unswizzling
later is inefficient and causes issues.
|
|
abc8198a
|
2022-02-09T18:07:46
|
|
Render all sides when drawing rect on PSP
|
|
54304b97
|
2022-02-08T18:31:43
|
|
Fix rotation direction and center point on PSP
|
|
2b572dff
|
2022-02-08T18:03:11
|
|
Make RenderCopyEx rotate around center
This still isn't perfect. The rotation is the wrong way around and the
images are upside down.
|
|
60deadba
|
2022-01-17T17:22:30
|
|
re-use return value of SDL_SetError/WIN_SetErrorFromHRESULT/SDL_OutOfMemory
|
|
3cdda8f8
|
2022-01-08T21:58:26
|
|
PSP: use 'data' variable which is alread the driver data
|
|
18e4d9fe
|
2022-01-08T09:02:25
|
|
Re-enable line drawing path in render drivers
This is still used for scaled line drawing in RenderDrawLinesWithRects()
|
|
4472b831
|
2022-01-08T11:56:56
|
|
PSP_RunCommandQueue: fix argument to PSP_SetBlendState()
src/render/psp/SDL_render_psp.c: In function 'PSP_RunCommandQueue':
src/render/psp/SDL_render_psp.c:1200: warning: passing argument 1 of 'PSP_SetBlendState' from incompatible pointer type
|
|
6d3b5d66
|
2022-01-07T18:18:53
|
|
psp: draw lines with RenderGeometry, same as with the other renderers.
|
|
515b5f2a
|
2021-12-22T12:04:10
|
|
Fix build errors in PSP port
|
|
34e34ad5
|
2021-12-22T11:43:07
|
|
Remove debug code from PSP renderer
|
|
520c89a0
|
2021-01-19T20:11:36
|
|
cleaning
|
|
09f4711f
|
2021-01-09T12:52:55
|
|
Fix LRU when destroying texture.
|
|
c3ec62d6
|
2021-01-09T11:25:39
|
|
PSP lazier blend states, display mode report with 16bit option
|
|
0f5368fe
|
2021-01-09T10:33:38
|
|
PSP cached blending and texturing state, ABGR1555 stencil hack
|
|
fe405eb2
|
2020-12-28T14:00:53
|
|
fixed LRU cache code
|
|
c1f15229
|
2020-12-27T11:43:22
|
|
Spill render targets to ram on PSP
|
|
77d874e3
|
2020-12-26T19:20:17
|
|
Attempt to make render to texture work on PSP
|
|
120c76c8
|
2022-01-03T09:40:00
|
|
Updated copyright for 2022
|
|
0b7b0977
|
2020-12-27T17:51:39
|
|
fix PSP texure artifacts
|
|
0341ec93
|
2021-11-26T11:34:40
|
|
Improve performance when vsync is enabled and the game is not reaching the 60 FPS
|
|
3a5e148b
|
2021-12-14T11:02:07
|
|
Renderer backends use SDL_Color instead of int for geometry colors.
|
|
21d46b7e
|
2020-12-26T12:46:07
|
|
PSP renderer fixed
|
|
e17a3154
|
2021-12-07T10:56:48
|
|
Fix build issue
|
|
7266cf66
|
2021-12-07T10:54:30
|
|
Clean up PSP render code to fit C standard used better
|
|
07608bf4
|
2021-12-07T10:36:19
|
|
Fix ISO C90 violations in psp render code
|
|
8dd6edec
|
2021-11-23T09:30:42
|
|
Fixed bug #3232 - Integer overflow generates Illegal instruction under sanitizers + see bug #4995
|
|
fb218e58
|
2021-11-22T16:16:04
|
|
PSP: use SDL_malloc/SDL_free
|
|
f080273a
|
2021-10-04T22:00:16
|
|
PSP: add implementation for RenderGeometry
|
|
dd9b2daf
|
2021-10-04T21:56:42
|
|
PSP: fixed build
|
|
4549769d
|
2021-03-07T15:20:45
|
|
Add `SDL_RenderSetVSync()`
Currently, if an application wants to toggle VSync, they'd have to tear
down the renderer and recreate it. This patch fixes that by letting
applications call SDL_RenderSetVSync().
This is the same as the patch in #3673, except it applies to all
renderers (including PSP, even thought it seems that the VSync flag is
disabled for that renderer). Furthermore, the renderer flags also change
as well, which #3673 didn't do. It is also an API instead of using hint
callbacks (which could be potentially dangerous).
Closes #3673.
|
|
9130f7c3
|
2021-01-02T10:25:38
|
|
Updated copyright for 2021
|
|
cb361896
|
2020-12-09T07:16:22
|
|
Fixed bug 5235 - All internal sources should include SDL_assert.h
Ryan C. Gordon
We should really stick this in SDL_internal.h or something so it's always available.
|
|
a8780c6a
|
2020-01-16T20:49:25
|
|
Updated copyright date for 2020
|
|
981e0d36
|
2020-01-16T08:52:59
|
|
Fixed bug 4903 - Lack of color multiply with alpha (SDL_BLENDMODE_MOD + SDL_BLENDMODE_BLEND) blending mode for all renderers
Konrad
This kind of blending is rather quite useful and in my opinion should be available for all renderers. I do need it myself, but since I didn't want to use a custom blending mode which is supported only by certain renderers (e.g. not in software which is quite important for me) I did write implementation of SDL_BLENDMODE_MUL for all renderers altogether.
SDL_BLENDMODE_MUL implements following equation:
dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA))
dstA = (srcA * dstA) + (dstA * (1-srcA))
Background:
https://i.imgur.com/UsYhydP.png
Blended texture:
https://i.imgur.com/0juXQcV.png
Result for SDL_BLENDMODE_MOD:
https://i.imgur.com/wgNSgUl.png
Result for SDL_BLENDMODE_MUL:
https://i.imgur.com/Veokzim.png
I think I did cover all possibilities within included patch, but I didn't write any tests for SDL_BLENDMODE_MUL, so it would be lovely if someone could do it.
|
|
5e19e66c
|
2019-12-22T13:39:44
|
|
Fixed bug 4914 - Expose SDL_ScaleMode and add SDL_SetTextureScaleMode/SDL_GetTextureScaleMode
Konrad
This was something rather trivial to add, but asked at least several times before (I did google about it as well).
It should be possible to dynamically change scaling mode of the texture. It is actually trivial task, but until now it was only possible with a hint before creating a texture.
I needed it for my game as well, so I took the liberty of writing it myself.
This patch adds following functions:
SDL_SetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode scaleMode);
SDL_GetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode *scaleMode);
That way you can change texture scaling on the fly.
|
|
b2e76d86
|
2019-03-19T16:52:09
|
|
Fixed Windows RT build
|
|
5e13087b
|
2019-01-04T22:01:14
|
|
Updated copyright for 2019
|
|
9cdd0dd9
|
2018-12-29T17:59:34
|
|
PSP renderer: use colors from 'draw' union (very likely, but un-tested)
|
|
09140bd8
|
2018-10-04T16:11:43
|
|
render: Move PSP backend to new interface.
I have no idea if this works (or if it ever worked, having now examined this
code), as I have no way to compile or test this.
If it's broken, send patches. :)
|
|
eb14b635
|
2018-05-07T19:52:25
|
|
Fixed bug 4134 - Render targets lose scale quality after minimizing a fullscreen window
Olli-Samuli Lehmus
If one creates a window with the SDL_WINDOW_FULLSCREEN_DESKTOP flag, and creates a render target with SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"), and afterwards sets SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest"), after minimizing the window, the scale quality hint is lost on the render target. Textures however do keep their interpolation modes.
|
|
e3cc5b2c
|
2018-01-03T10:03:25
|
|
Updated copyright for 2018
|
|
4c239e55
|
2017-08-11T20:54:06
|
|
Fixed bug 3297 - Horizontal and Vertical flip swapped on PSP
Littlefighter19
When trying to mirror something on the PSP, I've stumbled upon the problem,
that using SDL_RenderCopyEx with SDL_FLIP_HORIZONTAL flips the image vertically, vise-versa SDL_FLIP_VERTICAL flips the image horizontally.
Proposed patch would be swapping the check in line 944 with the one in line 948 in SDL_render_psp.c
|
|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
831597f7
|
2016-04-01T21:13:58
|
|
PSP: Fixed returning success from unsupported SDL_RenderReadPixels().
This also fixed the missing error message.
|
|
d1e48141
|
2016-04-01T21:12:37
|
|
PSP: Fixed returning success for unsupported SDL_SetTextureColorMod().
Partially fixes Bugzilla #3298.
|
|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
0e45984f
|
2015-06-21T17:33:46
|
|
Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
|
|
2c4a6ea0
|
2015-05-26T06:27:46
|
|
Updated the copyright year to 2015
|
|
b72938c8
|
2015-04-20T12:22:44
|
|
Windows: Always set the system timer resolution to 1ms by default.
An existing hint lets apps that don't need the timer resolution changed avoid
this, to save battery, etc, but this fixes several problems in timing, audio
callbacks not firing fast enough, etc.
Fixes Bugzilla #2944.
|
|
fe6c797c
|
2015-04-10T23:30:31
|
|
Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
|
|
7bd72219
|
2015-04-10T23:45:13
|
|
PSP: Removed empty statement.
|
|
b88ca1b4
|
2015-02-10T16:28:56
|
|
the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here.
Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture.
More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
|
|
b48e54aa
|
2015-01-26T22:00:29
|
|
Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation
Jonas Kulla
The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c.
I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
|
|
70438be2
|
2014-12-03T10:55:23
|
|
WinRT: fixed bug whereby SDL would override an app's default orientation
WinRT apps can set a default, preferred orientation via a .appxmanifest file.
SDL was overriding this on app startup, and making the app use all possible
orientations (landscape and portrait).
Thanks to Eric Wing for the heads up on this!
|
|
9c398852
|
2014-11-22T22:20:40
|
|
Corrected header file documentation comment.
|
|
24c86b55
|
2014-09-11T19:24:42
|
|
[X11] Reconcile logical keyboard state with physical state on FocusIn
since the window system doesn't do it for us like other platforms.
This prevents sticky keys and missed keys when going in and out
of focus, for example Alt would appear to stick if switching away
from an SDL app with Alt-Tab and had to be pressed again.
CR: Sam
|
|
3dcb451f
|
2014-04-09T21:29:19
|
|
Added a README file regarding WinRT support
To note, this file is currently formatted with CRLF line endings, rather than
LF, to allow the file to be viewed with Notepad.
|
|
a8f540fe
|
2014-03-09T22:48:38
|
|
Fixed renderer flags to include support for target textures after the renderer is created.
|
|
58edac3e
|
2014-02-02T00:53:27
|
|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
|
|
f848adff
|
2013-11-29T10:06:08
|
|
Improve Android pause/resume behavior.
|
|
7e1289af
|
2013-11-24T23:56:17
|
|
Make internal SDL sources include SDL_internal.h instead of SDL_config.h
The new header will include SDL_config.h, but allows for other global stuff.
|
|
f79fc33a
|
2013-08-29T08:29:21
|
|
Christoph Mallon: Remove pointless if (x) before SDL_free(x)
|
|
695344d1
|
2013-08-21T09:43:09
|
|
OCD fixes: Adds a space before */
|
|
552b04c5
|
2013-08-20T20:34:40
|
|
More non C89 compliant comments
|
|
dad42067
|
2013-08-12T11:13:50
|
|
Fixes #2022, do not resume on Android when surfaceChanged
If the app is in landscape mode and the user presses the power button, a pause
is followed immediately by a surfaceChanged event because the lock screen
is shown in portrait mode. This triggers a "false" resume.
So, we just pause and resume following the onWindowFocusChanged events.
Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before
blocking the event pump.
|
|
1ad936eb
|
2013-08-11T19:56:43
|
|
Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke
I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
|