|
67e9132d
|
2020-12-20T12:22:28
|
|
Fixed circular dependency problem when building in the test directory
|
|
5c654d0d
|
2020-12-18T17:00:00
|
|
tests: regenerate configure using autoconf patched for AC_PATH_X11
Specifically this patch which does not invoke _AC_PATH_X_XMKMF and
_AC_PATH_X_DIRECT internal autoconf routines when cross-compiling:
http://git.savannah.gnu.org/gitweb/?p=autoconf.git;a=commitdiff;h=33c3a47c04ab70a4dd54963fe433a171bc03747f
Without this, CFLAGS would brokenly have system include paths like
-I/usr/include/X11 when cross-compiling e.g. for windows. (And it
also resulted in annoying imake crashes for my setup...)
|
|
716ac535
|
2020-12-15T01:20:00
|
|
test/acinclude.m4: rename SDL_CONFIG to SDL2_CONFIG, regenerate configure
|
|
44d4a61d
|
2020-12-14T08:11:40
|
|
minor cleanups to configure.ac to reduce autoconf-2.70 warnings a bit.
configure output is practically unchanged. there are still lots of
AC_TRY_COMPILE/AC_TRY_LINK replacements needed to really eliminate
the warnings, but that's for another time.
|
|
f1cab8ae
|
2020-12-10T11:20:56
|
|
fix bug #5253: handle NULL title or message fields in SDL_MessageBoxData
- SDL_video.c (SDL_ShowMessageBox): replace messageboxdata, set title
or message field to "" if either of them is NULL.
- SDL_video.c (SDL_ShowSimpleMessageBox): set title or message to ""
if either of them is NULL for EMSCRIPTEN builds.
- SDL_bmessagebox.cc: add empty string check along with NULL check for
title and message fields.
- SDL_windowsmessagebox.c (AddDialogString): remove NULL string check
- SDL_windowsmessagebox.c (AddDialogControl): add empty string check
along with the NULL check.
- SDL_x11messagebox.c: revert commit 677c4cd68069
- SDL_os2messagebox.c: revert commit 2c2a489d76e7
- test/testmessage.c: Add NULL title and NULL message tests.
|
|
3c68051e
|
2020-12-04T15:47:28
|
|
Allow background input when testing game controllers
|
|
04f0fd13
|
2020-11-27T18:57:42
|
|
Remember to close the game controller when we're done with it
|
|
012471e9
|
2020-11-27T18:57:38
|
|
Open and test all connected controllers
|
|
24cc0012
|
2020-11-25T16:05:15
|
|
Some controllers don't always reset their triggers to zero when they are released (e.g. Xbox One S in Bluetooth mode), so only trigger rumble if the trigger is pulled halfway or more.
|
|
e16afa79
|
2020-11-24T16:38:49
|
|
Automatically switch to testing a new controller when it's plugged in
|
|
34bea84a
|
2020-11-23T23:03:55
|
|
Fixed bug 5335 - Patch: enable joystick/haptic/evdev support by default on FreeBSD
Alex S
Ah, that's not quite enough. You need to:
1. rename src/joystick/bsd/SDL_sysjoystick.c to something;
2. regenerate configure.
|
|
04b45b55
|
2020-11-23T14:28:30
|
|
Allow testing a specific controller
|
|
ff4bc138
|
2020-11-23T14:28:16
|
|
Fixed mapping controllers after adding the touchpad button
|
|
75721b19
|
2020-11-21T18:01:23
|
|
Allow testing effects on PS4 controllers
Note, this will switch the controller into advanced report mode which breaks DirectInput on Windows
|
|
fcb21aa8
|
2020-11-17T10:30:20
|
|
Added API for sensors on game controllers
Added support for the PS4 controller gyro and accelerometer on iOS and HIDAPI drivers
Also fixed an issue with the accelerometer on iOS having inverted axes
|
|
d140d887
|
2020-11-16T17:36:47
|
|
Added SDL_JoystickGetSerial() and SDL_GameControllerGetSerial()
|
|
fe4da420
|
2020-11-16T10:39:44
|
|
Improve LED color calculation, don't set LED unless left thumbstick is moved
|
|
9f51fad3
|
2020-11-13T18:01:29
|
|
Added support for the touchpad on PS4 and PS5 controllers
|
|
e749c126
|
2020-11-12T07:53:01
|
|
Fixed overflow in trigger rumble calculation
|
|
65847539
|
2020-11-11T19:15:43
|
|
test: Add a unit test for input device classification heuristics
This uses pre-recorded evdev capabilities, so that we can check for
regressions without the devices having to be physically present.
Signed-off-by: Simon McVittie <smcv@collabora.com>
|
|
1e2caac5
|
2020-11-11T18:57:37
|
|
Added SDL_JoystickRumbleTriggers() and SDL_GameControllerRumbleTriggers()
|
|
c3a32605
|
2020-11-09T04:55:15
|
|
testvulkan: Patched to compile with SDL's internal Vulkan headers.
|
|
009b62f1
|
2020-11-07T02:22:15
|
|
Be explicit about mapping the new game controller paddle buttons
|
|
5a92edee
|
2020-11-06T15:54:18
|
|
Don't try to map the accelerometer as a game controller
|
|
59a644fb
|
2020-11-06T14:44:26
|
|
iOS should use the same size window for the controller tests as other platforms
Otherwise the position of the button and axis elements won't be correct
|
|
3a3aaac2
|
2020-11-06T11:30:52
|
|
Added 4 auxiliary buttons to the game controller API
Xbox Elite controllers use AUX1-AUX4 to represent the paddle buttons when using the HIDAPI driver
PS4 and PS5 controllers use AUX1 to represent the touchpad button
Nintendo Switch Pro controllers use AUX1 to represent the capture button
|
|
e555d453
|
2020-11-05T11:07:54
|
|
Added SDL_JoystickHasLED
Currently, this is only supported by the PS4 HIDAPI driver.
|
|
d2723875
|
2020-10-14T23:01:06
|
|
os2: integrate the port into main tree.
|
|
1d9cf23e
|
2020-10-14T23:01:05
|
|
os2: updated copyright dates for 2020. header guard fixes.
|
|
4551c633
|
2020-10-14T23:01:02
|
|
os2: make testnative working -- imported from bitwiseworks' fork:
https://github.com/bitwiseworks/SDL2-os2/commit/e2abc76b24c795051d0092cbd425544e73a0713e
|
|
74cfb81d
|
2020-10-14T23:01:00
|
|
os2: add port files for SDL2-2.0.4 from Andrey Vasilkin
only geniconv/iconv.h (was from LGPL libiconv) is replaced with a generic
minimal iconv.h based on public knowledge.
|
|
10eb5108
|
2020-10-11T20:00:20
|
|
test/Makefile.os2: add testlocale.exe to build.
|
|
b7b2995f
|
2020-10-05T15:27:32
|
|
url: Added to Visual Studio project files.
|
|
77c9d73b
|
2020-10-05T11:30:33
|
|
Removed SDL_AndroidOpenURL, added SDL_OpenURL.
Still needs to be wired into Xcode and Visual Studio projects.
|
|
0e98040d
|
2020-06-28T16:23:05
|
|
joystick: Linux joysticks now recover better from dropped events.
Fixes Bugzilla #4830.
|
|
50fd0dd1
|
2020-06-26T21:35:54
|
|
test: testspriteminimal wasn't calling SDL_Quit() on exit.
|
|
fa23e3d0
|
2020-05-04T02:27:29
|
|
locale: Implemented SDL_GetPreferredLocales().
This was something I proposed a long time ago, Sylvain Becker did
additional work on it, then back to me.
Fixes Bugzilla #2131.
|
|
aba27928
|
2020-04-18T21:41:37
|
|
Added a Windows Gaming Input joystick driver
This driver supports the Razer Atrox Arcade Stick
Some of the quirks of this driver, inherent in Windows Gaming Input:
* There will never appear to be controllers connected at startup. You must support hot-plugging in order to see these controllers.
* You can't read the state of the guide button
* You can't get controller events in the background
|
|
ef147d2e
|
2020-04-13T08:13:50
|
|
Enable virtual joystick API by default
|
|
3d942ccc
|
2020-04-08T09:02:02
|
|
Removed debug code
|
|
09f55263
|
2020-04-08T09:00:10
|
|
Fixed memory leak and removed debug code from Windows sensor implementation
|
|
89fe32dd
|
2020-04-05T08:46:59
|
|
Fixed bug 5072 - Test resources missing when building with SDL_TEST and CMake
DominikD
There are several tests that need resources in the output directory to work:
* `testiconv` depends on `utf8.txt`
* `testoverlay2` and `teststreaming` depend on `moose.dat`
This patch adds these two files to the `RESOURCE_FILES` variable.
One could also copy `shapes\*.bmp` over to the output directory for `testshape` to use but this patch doesn't do that for three reasons:
* executable takes path as an argument and doesn't need these files side by side
* these are ~45MB and copying them over would cause build directory to swell
* there are already files in the output directory that can be used with this test (`sample.bmp` and `button.bmp`)
|
|
377f2d35
|
2020-04-01T13:43:53
|
|
configure: Remove wayland-protocols check from configure and CMake scripts.
We ship these with SDL now, don't need the system versions installed.
|
|
c760c02c
|
2020-03-25T01:34:15
|
|
Fix some format specifier warnings
The warnings were produced by GCC 9.2.x for x86_64-linux-gnu or
i386-pc-msdosdjgpp targets.
Most of the fixes involve changing the type of a variable rather than
the format specifier. For many of the affected test conuter variables,
a basic int seems sufficient.
Some format specifier warnings still remain for cases where changing
type or casting seemed inappropriate. Those warnings will probably
require some new format specifier macros (e.g. SDL_PRIu32).
|
|
2be75c6a
|
2020-03-13T19:08:45
|
|
Fixed bug 5028 - Virtual Joysticks (new joystick backend)
David Ludwig
I have created a new driver for SDL's Joystick and Game-Controller subsystem: a Virtual driver. This driver allows one to create a software-based joystick, which to SDL applications will look and react like a real joystick, but whose state can be set programmatically. A primary use case for this is to help enable developers to add touch-screen joysticks to their apps.
The driver comes with a set of new, public APIs, with functions to attach and detach joysticks, set virtual-joystick state, and to determine if a joystick is a virtual-one.
Use of virtual joysticks goes as such:
1. Attach one or more virtual joysticks by calling SDL_JoystickAttachVirtual. If successful, this returns the virtual-device's joystick-index.
2. Open the virtual joysticks (using indicies returned by SDL_JoystickAttachVirtual).
3. Call any of the SDL_JoystickSetVirtual* functions when joystick-state changes. Please note that virtual-joystick state will only get applied on the next call to SDL_JoystickUpdate, or when pumping or polling for SDL events (via SDL_PumpEvents or SDL_PollEvent).
Here is a listing of the new, public APIs, at present and subject to change:
------------------------------------------------------------
/**
* Attaches a new virtual joystick.
* Returns the joystick's device index, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, int naxes, int nballs, int nbuttons, int nhats);
/**
* Detaches a virtual joystick
* Returns 0 on success, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);
/**
* Indicates whether or not a virtual-joystick is at a given device index.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
/**
* Set values on an opened, virtual-joystick's controls.
* Returns 0 on success, -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualBall(SDL_Joystick * joystick, int ball, Sint16 xrel, Sint16 yrel);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value);
------------------------------------------------------------
Miscellaneous notes on the initial patch, which are also subject to change:
1. no test code is present in SDL, yet. This should, perhaps, change. Initial development was done with an ImGui-based app, which potentially is too thick for use in SDL-official. If tests are to be added, what kind of tests? Automated? Graphical?
2. virtual game controllers can be created by calling SDL_JoystickAttachVirtual with a joystick-type of SDL_JOYSTICK_TYPE_GAME_CONTROLLER, with naxes (num axes) set to SDL_CONTROLLER_AXIS_MAX, and with nbuttons (num buttons) set to SDL_CONTROLLER_BUTTON_MAX. When updating their state, values of type SDL_GameControllerAxis or SDL_GameControllerButton can be casted to an int and used for the control-index (in calls to SDL_JoystickSetVirtual* functions).
3. virtual joysticks' guids are mostly all-zeros with the exception of the last two bytes, the first of which is a 'v', to indicate that the guid is a virtual one, and the second of which is a SDL_JoystickType that has been converted into a Uint8.
4. virtual joysticks are ONLY turned into virtual game-controllers if and when their joystick-type is set to SDL_JOYSTICK_TYPE_GAMECONTROLLER. This is controlled by having SDL's default list of game-controllers have a single entry for a virtual game controller (of guid, "00000000000000000000000000007601", which is subject to the guid-encoding described above).
5. regarding having to call SDL_JoystickUpdate, either directly or indirectly via SDL_PumpEvents or SDL_PollEvents, before new virtual-joystick state becomes active (as specified via SDL_JoystickSetVirtual* function-calls), this was done to match behavior found in SDL's other joystick drivers, almost all of which will only update SDL-state during SDL_JoystickUpdate.
6. the initial patch is based off of SDL 2.0.12
7. the virtual joystick subsystem is disabled by default. It should be possible to enable it by building with SDL_JOYSTICK_VIRTUAL=1
Questions, comments, suggestions, or bug reports very welcome!
|
|
de2001ee
|
2020-03-13T13:05:40
|
|
Fixed binding the D-PAD on the 8BitDo M30 controller
|
|
611403dd
|
2020-03-08T21:02:40
|
|
Clarified that the clip rectangle is defined relative to the viewport, and added a clip test to testviewport.c
|
|
25061816
|
2020-03-02T10:58:08
|
|
Fixed compile warning
|
|
033aa51d
|
2020-02-13T22:58:04
|
|
testfilesystem: Don't exit the application if SDL_GetBasePath isn't supported
|
|
8f1a916a
|
2020-02-13T20:50:47
|
|
Add basic support for compiling on RISC OS
|
|
80cf4f07
|
2020-02-08T19:34:51
|
|
test: Improved detection of OpenGL support
|
|
dd0ebfdf
|
2020-02-07T11:45:32
|
|
Use the triggers to test rumble for more fine grained vibration feedback
|
|
0a7fe18f
|
2020-01-17T11:06:02
|
|
On Mac OSX there are spurious hat events at program start, so skip these
|
|
a8780c6a
|
2020-01-16T20:49:25
|
|
Updated copyright date for 2020
|
|
acbf2593
|
2020-01-13T11:46:17
|
|
Emscripten: build fix for testoverlay2.c
|
|
46e1377d
|
2019-12-20T20:12:03
|
|
Automatically assign player indexes to game controllers, and allow changing the player index for game controllers and joysticks.
Added the functions SDL_JoystickFromPlayerIndex(), SDL_JoystickSetPlayerIndex(), SDL_GameControllerFromPlayerIndex(), and SDL_GameControllerSetPlayerIndex()
|
|
8ce894a3
|
2019-12-05T13:18:56
|
|
Ignore axis jitter when mapping controllers
|
|
8aaf945b
|
2019-11-28T11:44:15
|
|
Fixed mapping controllers that have axes that start at -32768 and then snap to 0 at the first input report
|
|
b5aff9d7
|
2019-11-22T13:12:12
|
|
Added SDL_GameControllerTypeForIndex() and SDL_GameControllerGetType() to return the type of controller attached.
|
|
c8896e46
|
2019-11-21T10:09:26
|
|
Turned on controllermap debug output by default
|
|
20ddf45e
|
2019-11-02T22:58:52
|
|
Added SDL_PIXELFORMAT_BGR444
|
|
68985371
|
2019-09-24T16:36:48
|
|
offscreen: Add new video driver backend Offscreen
The Offscreen video driver is intended to be used for headless rendering
as well as allows for multiple GPUs to be used for headless rendering
Currently only supports EGL (OpenGL / ES) or Framebuffers
Adds a hint to specifiy which EGL device to use: SDL_HINT_EGL_DEVICE
Adds testoffscreen.c which can be used to test the backend out
Disabled by default for now
|
|
4e518f98
|
2019-09-23T17:48:14
|
|
CMake: add version strings to Apple Info.plist files
This fills in the CFBundleVersion and CFBundleShortVersionString fields,
if and when SDL's test-apps are built via CMake. This is needed to install
the .app bundles on iOS 13+ (using 'xcrun simctl install booted path/to/testsuchandsuch.app')
|
|
32bb8b4b
|
2019-09-10T10:03:20
|
|
test: replace some exit()s with returns.
|
|
b13c951c
|
2019-08-27T11:07:43
|
|
CMake: iOS support added
When using a recent version of CMake (3.14+), this should make it possible to:
- build SDL for iOS, both static and dynamic
- build SDL test apps (as iOS .app bundles)
- generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis)
To use, set the following CMake variables when running CMake's configuration stage:
- CMAKE_SYSTEM_NAME=iOS
- CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.)
- CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s")
Examples:
- for Simulator, using the latest, installed SDK:
cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
- for Device, using the latest, installed SDK, 64-bit only
cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64
- for Device, using the latest, installed SDK, mixed 32/64 bit
cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s"
- for Device, using a specific SDK revision (iOS 12.4, in this example):
cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64
- for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles):
cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
|
|
6f8910e3
|
2019-08-04T14:56:02
|
|
minor warning fixes.
|
|
edc15889
|
2019-08-03T12:49:50
|
|
remove test/aclocal.m4
|
|
4953e050
|
2019-07-31T05:11:40
|
|
use SDL_zeroa at more places where the argument is an array.
|
|
3fc447df
|
2019-07-03T02:37:15
|
|
Fixed bug 4708 - testdropfile: double-free
Juha Niemim?ki
SDLTest_CommonEvent seems to free the file name so testdropfile prints some garbage to console and crashes when freeing the name again.
|
|
f71454c0
|
2019-06-11T02:32:43
|
|
testoverlay2: Changed some C runtime calls to be SDL equivalents.
|
|
b5d3b6fc
|
2019-05-28T17:39:13
|
|
test: unify all the command line usage logging.
|
|
00e5eeb4
|
2019-05-19T01:45:15
|
|
test: added SDLTest_CommonDefaultArgs()
This is for test apps that don't need custom command line arguments; it lets
us reduce the boilerplate code a tiny bit.
|
|
18d83093
|
2019-05-18T23:47:57
|
|
test: configure/make shouldn't build GL/GLES1/GLES2 programs if unsupported.
|
|
1febfedf
|
2019-04-02T05:31:08
|
|
configure.in: Rename configure.ac to fix an 'aclocal' warning
|
|
edebdeb4
|
2019-03-17T12:45:19
|
|
testgesture: Make the background gray.
This is so you can see it on systems that have a minimal window manager and
a black background.
|
|
6727408d
|
2019-03-15T22:39:31
|
|
testgesture: cleaned up code formatting, etc.
|
|
7cc0a606
|
2019-03-15T22:17:21
|
|
testgesture: minor cleanups.
|
|
5897ed85
|
2019-03-15T22:16:02
|
|
test: Moved testgesture.c over to the common SDLtest framework.
|
|
5e13087b
|
2019-01-04T22:01:14
|
|
Updated copyright for 2019
|
|
c3e3503e
|
2018-12-16T01:04:07
|
|
testgl2: Press 'o' or 'p' to decrease/increase OpenGL swap interval.
|
|
14e389ea
|
2018-11-20T10:55:00
|
|
minor update to Makefile.os2, added a test/Makefile.os2.
|
|
e0cc19f2
|
2018-09-20T15:41:57
|
|
testsprite2: report average FPS in blocks of five seconds.
This makes the reporting more accurate, vs startup inefficiencies and other
scheduling burps.
|
|
aae29c9e
|
2018-09-02T00:35:11
|
|
test: Makefile should copy .dat files for testoverlay2.
|
|
a794126d
|
2018-08-24T09:49:48
|
|
vulkan: SDL_Vulkan_GetInstanceExtensions should accept a NULL window.
Fixes Bugzilla #4235.
|
|
7c3040e0
|
2018-08-21T12:11:34
|
|
First pass on the new SDL sensor API
|
|
d2042e1e
|
2018-08-09T16:00:17
|
|
Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms.
Added SDL_GameControllerRumble() and SDL_JoystickRumble() for simple force feedback outside of the SDL haptics API
|
|
e061a92d
|
2018-08-02T16:03:47
|
|
Some drag'and'drop improvements.
First: disable d'n'd events by default; most apps don't need these at all, and
if an app doesn't explicitly handle these, each drop on the window will cause
a memory leak if the events are enabled. This follows the guidelines we have
for SDL_TEXTINPUT events already.
Second: when events are enabled or disabled, signal the video layer, as it
might be able to inform the OS, causing UI changes or optimizations (for
example, dropping a file icon on a Cocoa app that isn't accepting drops will
cause macOS to show a rejection animation instead of the drop operation just
vanishing into the ether, X11 might show a different cursor when dragging
onto an accepting window, etc).
Third: fill in the drop event details in the test library and enable the
events in testwm.c for making sure this all works as expected.
|
|
4df859c5
|
2018-05-21T11:35:42
|
|
cpuinfo: Added SDL_HasAVX512F().
This checks for the "foundation" AVX-512 instructions (that all AVX-512
compatible CPUs support).
|
|
ed4fe4c9
|
2018-05-15T00:04:02
|
|
testresample: correctly output .wav files that have floating point audio.
|
|
f521b22e
|
2018-04-23T22:07:56
|
|
Added SDL_THREAD_PRIORITY_TIME_CRITICAL
|
|
816a6e68
|
2018-04-23T17:10:36
|
|
Added support for adjusting thread priorities using Linux RealtimeKit
Michael Sartain
This is a quick pass at adding Linux RealtimeKit thread priority support to SDL.
It allows me to bump the thread priority to high without root privileges or setting any caps, etc.
rtkit readme here:
http://git.0pointer.net/rtkit.git/tree/README
|
|
e20d4173
|
2018-03-15T18:22:48
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Added Android custom cursor implementation
This is commented out in SDLActivity.java, with the note #CURSORIMPLEENTATION because it requires API 24, which is higher than the minimum required SDK
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6cf4d0e4
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2018-02-24T08:59:58
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Fixed bug 4092 - CMake support for building everything in the "test" directory
Eric Wasylishen
Patch to support building the tests with cmake.
Disabled by default, use: "cmake .. -DSDL_TEST=YES" to enable the tests.
Tested on macOS 10.13 with the ninja, makefile, and Xcode generators, and Windows 10 with the Visual Studio 2017 generator.
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af498591
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2018-01-22T09:46:48
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testoverlay2: use SDL_atoi, not atoi.
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e3cc5b2c
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2018-01-03T10:03:25
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Updated copyright for 2018
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4764f7a4
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2017-11-17T10:54:46
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Fixed building YUV test programs (thanks Ozkan!)
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a6a4e27a
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2017-11-12T22:51:12
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Updated SDL's YUV support, many thanks to Adrien Descamps
New functions get and set the YUV colorspace conversion mode:
SDL_SetYUVConversionMode()
SDL_GetYUVConversionMode()
SDL_GetYUVConversionModeForResolution()
SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats.
Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
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a225ffc1
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2017-10-16T14:39:56
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Added min/max macros for the sized SDL datatypes
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e564da78
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2017-09-29T10:15:44
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revert files I didnt mean to commit!
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e27f12e0
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2017-09-29T10:07:37
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wayland: Fix bug 3814 -Wmissing-field-initializers
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