src/render/opengles2/SDL_gles2funcs.h


Log

Author Commit Date CI Message
Sam Lantinga 5e13087b 2019-01-04T22:01:14 Updated copyright for 2019
Sylvain Becker 39ec1699 2018-12-06T10:24:44 opengles2: fix prototype of glDeleteBuffers
Ryan C. Gordon 0d327529 2018-09-08T18:26:11 gles2: Major renderer optimization. Work in progress! This moves all the rendering to a command list that is flushed to the GL as necessary, making most common activities upload a single vertex buffer per frame and dramatically reducing state changes. In pathological cases, like Emscripten running on iOS's Safari, performance can go from a dozen draw calls killing your performance to 1000 draw calls running smoothly. This is work in progress, and not ready to ship. Among other things, it has a hardcoded array that isn't checked for overflow. But the basic idea is sound!
Ryan C. Gordon 8891f591 2018-02-21T22:53:52 Backed out changeset 6c8521d53507 Apparently this still triggers a compiler warning, have to dig further.
Ryan C. Gordon fd8f12d2 2018-02-21T22:35:17 android: apparently they fixed this header at some point.
Sam Lantinga e3cc5b2c 2018-01-03T10:03:25 Updated copyright for 2018
Sam Lantinga c59d9923 2017-08-14T05:51:44 Implemented more flexible blending modes for accelerated renderers This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD, SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD); This fixes bug 2828 - Subtractive Blending blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT, SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT); This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD, SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD);
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Ryan C. Gordon 40c2a6fb 2016-11-23T11:49:26 Fixed more compiler warnings.
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
Philipp Wiesemann 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().
Sam Lantinga 2c4a6ea0 2015-05-26T06:27:46 Updated the copyright year to 2015
Ryan C. Gordon 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.
Alex Szpakowski fe6c797c 2015-04-10T23:30:31 Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
Edward Rudd 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
Philipp Wiesemann 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.
Ryan C. Gordon fe40a172 2014-12-18T00:19:52 Initial merge of Emscripten port! With this commit, you can compile SDL2 with Emscripten ( http://emscripten.org/ ), and make your SDL-based C/C++ program into a web app. This port was due to the efforts of several people, including: Charlie Birks, Sathyanarayanan Gunasekaran, Jukka Jyl?nki, Alon Zakai, Edward Rudd, Bruce Mitchener, and Martin Gerhardy. (Thanks, everyone!)
David Ludwig 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!
Philipp Wiesemann 9c398852 2014-11-22T22:20:40 Corrected header file documentation comment.
Pierre-Loup A. Griffais 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
Sam Lantinga 62bdecc8 2014-06-21T12:45:54 Fixed compiler warning with new OpenGL ES header files
Gabriel Jacobo 1e352d79 2014-06-06T15:45:59 Chrome's Native Client backend implementation
David Ludwig 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.
Sam Lantinga f9a58968 2014-03-13T21:21:26 Added missing copyright notices
Gabriel Jacobo f848adff 2013-11-29T10:06:08 Improve Android pause/resume behavior.
Gabriel Jacobo 61959aa6 2013-11-22T13:24:53 OpenGL ES support for Windows
Gabriel Jacobo 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.
Sam Lantinga 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.