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7b100001
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2022-11-30T15:51:17
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Reverted code formatting for Apple platforms
We didn't get the merge right, and rather than tease out exactly what happened, I'm just reverting for now.
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b8d85c69
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2022-11-30T12:51:59
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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)
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72484511
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2022-11-29T18:43:36
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video: fix error messages
- do not overwrite error message set by SDL_InitFormat (SDL_AllocFormat)
- set proper error message (Cocoa_Metal_CreateView)
- protect against allocation failure (UIKit_Metal_CreateView)
(cherry picked from commit cf0cb44df88a4293805fdc926880155d58a46bea)
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70656b13
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2022-11-15T10:18:41
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Don't recreate the window when creating a Metal renderer on an OpenGL window.
It turns out that we can safely create a Metal view on an existing window, and that avoids issues with the window being recreated with the wrong orientation in iOS 16.
Fixes https://github.com/libsdl-org/SDL/issues/6289
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a40b7cde
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2022-11-14T13:03:52
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Workaround for views being in portrait instead of landscape mode on iOS 16
Fixes https://github.com/libsdl-org/SDL/issues/6289
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f8f562da
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2022-10-02T22:55:49
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iOS: remove dead pre-iOS 8 codepaths.
SDL hasn't supported those older iOS versions for a little while now.
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bbeacd72
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2022-10-02T22:57:03
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Fix some credit comments.
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4b38d4c9
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2022-01-07T12:37:28
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Leave the Metal view active on the window when recreating the Metal renderer
Fixes https://github.com/libsdl-org/SDL/issues/5140
Also move the metal tag definition to SDL_syswm.h so it can be used by applications
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120c76c8
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2022-01-03T09:40:00
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Updated copyright for 2022
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9130f7c3
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2021-01-02T10:25:38
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Updated copyright for 2021
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cb361896
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2020-12-09T07:16:22
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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.
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a7916890
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2020-04-10T00:37:35
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metal: Added some support interfaces to Apple's Metal API (thanks, Caleb!).
Caleb Cornett's comments:
"A few weeks ago, Alex added a partial Metal API to SDL2:
https://hg.libsdl.org/SDL/rev/22c8e7cd8d38
I noticed it was missing a few features that would help Metal become a
first-class citizen in SDL, so I went ahead and wrote them! Here are the new
APIs:
1. SDL_WINDOW_METAL flag for SDL_CreateWindow(). This allows the programmer
to specify that they intend to create a window for use with SDL_MetalView.
The flag is used to ensure correct usage of the API and to prevent
accidentally defaulting to OpenGL on iOS.
2. SDL_Metal_GetLayer(). This function takes a SDL_MetalView and returns a
pointer to the view's backing CAMetalLayer. This simplifies things
considerably, since in the current version of the SDL_Metal API the
programmer is required to bridge-cast a SDL_MetalView handle to an NSView or
UIView (depending on the platform) and then extract the layer from there.
SDL_Metal_GetLayer automatically handles all of that, making the operation
simple and cross-platform.
3. SDL_Metal_GetDrawableSize(). This function already exists in the current
SDL_Metal API (and is used behind-the-scenes for SDL_Vulkan_GetDrawableSize
on Apple platforms) but was not publicly exposed. My patch exposes this
function for public use. It works just like you'd expect.
Tested on macOS 10.14 and iOS 12.4."
Fixes Bugzilla #4796.
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a8780c6a
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2020-01-16T20:49:25
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Updated copyright date for 2020
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aebaa316
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2019-08-05T12:35:32
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Add public APIs for creating a Metal view attached to an SDL window. Add SDL_metal.h.
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90b08881
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2019-04-17T20:41:05
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iOS: Remove code trying to support compilation on the iOS 7 SDK, the deployment target has been set to iOS 8 for years and there's other unconditionally compiled code that depends on newer SDKs so that code is useless.
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5e13087b
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2019-01-04T22:01:14
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Updated copyright for 2019
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d9094421
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2018-10-12T17:55:42
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metal: Fix high dpi and resizing on macOS, and clean up iOS code. Fixes bug #4250.
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3d387098
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2018-05-27T20:30:03
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metal: contrary to documentation, we need to set the drawableSize explicitly.
Fixes Bugzilla #4149.
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ac2d1f67
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2018-03-02T12:08:18
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Fixed setting the layer drawable size
Without this change the drawable had a size of 0 and the metal renderer asserted because the projection matrix wasn't set.
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69958441
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2018-02-21T09:58:21
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Fix high-dpi support on macOS and simplify it and iOS variant.
The detault drawableSize for a CAMetalLayer is its bounds x its scale.
So it is sufficient to set the *layer's* scale to the desired value.
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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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ba9c336e
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2017-12-07T17:47:01
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Fixed building for simulators or older iOS SDKs
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6deb1e75
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2017-12-07T17:12:03
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Fixed compiling Metal renderer on iOS
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cadf3e44
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2017-12-07T09:35:28
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The Metal view is a full SDL_uikitview to support multi-touch
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e5cfb58f
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2017-09-21T20:30:25
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iOS MoltenVK code style cleanup.
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f0a324f8
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2017-09-20T19:59:34
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Reverted Alex's commit 131cba1768a5 - we're about to release 2.0.6, don't remove support for the iOS 7 SDK yet.
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d452b89f
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2017-09-20T11:01:32
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iOS: I don't think SDL compiles with the iOS 7 SDK anymore, so we might as well drop the #ifdefs trying to guard for that.
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12fb004f
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2017-09-20T10:53:41
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iOS: remove an unused static variable
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b959be25
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2017-08-31T21:26:13
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Code style cleanup in the Cocoa and UIKit vulkan files.
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ce2b1644
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2017-08-28T00:11:38
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Be clear that disabling Vulkan surface support disables the entire SDL Vulkan integration
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25e3a1ec
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2017-08-27T22:15:57
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vulkan: Initial Vulkan support!
This work was done by Jacob Lifshay and Mark Callow; I'm just merging it
into revision control.
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