kc3-lang/SDL/src/render/opengl

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Log

Author Commit Date CI Message
05cff792 2014-08-24 00:02:12 Fixed bug 2699 - possible memory leak in GL_RenderReadPixels Benoit Pierre If glReadPixels returns an error, than the temporary buffer is not deallocated
877666e2 2014-08-18 11:28:16 Fixed UV texture coordinate scale when using GL_ARB_texture_non_power_of_two
c6a2382c 2014-08-14 21:31:50 Take advantage of GL_ARB_texture_non_power_of_two when it's available
6fef39d6 2014-08-06 11:34:54 Added NV12 and NV21 texture support for OpenGL and OpenGL ES 2.0 renderers
dfc7535f 2014-07-26 16:52:26 Fixed bug 2657 - Memory leak in GL_CreateTexture function Nitz In GL_CreateTexture function: if (GL_CheckError("glGenTexures()", renderer) < 0) { SDL_free(data); return -1; } Here only data is getting free but data->pixels getting leak. So have to free data->pixels before free data.
2748e282 2014-07-03 10:22:12 The YUV offset is 16 / 255, not 16 / 256
d65ac778 2014-06-22 02:48:43 Restore window OpenGL state if creating an OpenGL renderer fails
af50403e 2014-06-15 18:09:39 Fixed bug 2575 - Current GL context tracking fails Ronie Salgado The GL Renderer current context tracking fails when one window is used with an SDL renderer but another separate window is used with a user handled OpenGL context. Attached is a small program that reproduces this bug, at least in some Linux machines where an OpenGL renderer is provided by default. Expected Output: -"First window" should be blue. -"Second window" should be green. Gotten Output: - "First window" black. - "Second window" blue. What happened: The renderer created for the "first window" ends rendering into the "second window" OpenGL context. Bug location: SDL_render_gl.c - line 286 on hg: static SDL_GLContext SDL_CurrentContext = NULL; When making SDL_GL_MakeCurrent from the user perspective, that variable or the GL renderer is not notified about the OpenGL context change. Solution proposal: - Move the current GL context cache into another place global.
d623c0b4 2014-06-04 09:59:10 SDL_opengl: Fix Mac build with new glext.h
defd90b6 2014-04-19 13:15:41 Render: Allow empty cliprect. This fixes an issue where an empty cliprect is treated the same as a NULL cliprect, causing the render backends to disable clipping. Also adds a new API, SDL_RenderIsClipEnabled(render) that allows you to differentiate between: - SDL_RenderSetClipRect(render, NULL) - SDL_Rect r = {0,0,0,0}; SDL_RenderSetClipRect(render, &r); Fixes https://bugzilla.libsdl.org/show_bug.cgi?id=2504
3dcb451f 2014-04-09 21:29:19 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.
415675be 2014-03-20 11:14:44 Static analysis fix: division by zero.
f9a58968 2014-03-13 21:21:26 Added missing copyright notices
a8f540fe 2014-03-09 22:48:38 Fixed renderer flags to include support for target textures after the renderer is created.
f61602b4 2014-02-27 20:21:46 Improve window recreation logic in OpenGL* renderers
4c192bc8 2014-02-25 17:42:34 Fixes #2308, recreate window if GL requirements for the renderer are not met If the window has been created with values for SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_MAJOR_VERSION and SDL_GL_CONTEXT_MINOR_VERSION not matching those required by the renderer, attempt to recreate the window. This is needed on platforms where both GL and GLES 1/2 surfaces are supported by the video backend, requiring that the window be recreated when switching between context types.
58edac3e 2014-02-02 00:53:27 Fixed bug 2374 - Update copyright for 2014... Is it that time already??
ec1cb49e 2013-12-14 20:18:43 Wayland support Based on the original port to Wayland by: Joel Teichroeb, Benjamin Franzke, Scott Moreau, et al. Additional changes in this commit, done by me: * Wayland uses the common EGL framework * EGL can now create a desktop OpenGL context * testgl2 loads GL functions dynamically, no need to link to libGL anymore * Assorted fixes to the Wayland backend Tested on the Weston Compositor (v1.0.5) that ships with Ubuntu 13.10, running Weston under X. Tests ran: testrendercopyex (all backends), testgl2, testgles2,testintersections
f848adff 2013-11-29 10:06:08 Improve Android pause/resume behavior.
7e1289af 2013-11-24 23:56:17 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.
8093cfd8 2013-11-15 22:07:35 Better fix for bug 2207 - SDL_RenderSetViewport behavior is different/incorrect on OpenGL renderer vs DirectX renderer At least, it works better here on my Mac. :)
4f39f011 2013-11-15 23:20:50 Fix viewport being upside down in OpenGL renderer. Fixes Bugzilla #2207.
ef97aab9 2013-11-14 21:39:54 Backed out changeset 6c59f7c8ec17 - it didn't actually do anything useful
b36d98bd 2013-11-13 21:50:59 Diagonal flipping with RenderCopyEx Ivan Rubinson As it turns out, it was impossible to render a texture flipped diagonally (both vertically and horizontally) with one RenderCopyEx call. With help from #SDL @ freenode, we came up with a fix.
1c9cc8c9 2013-11-05 21:01:25 Fixed performance regression caused by the fix for bug 2158
20f5167d 2013-10-20 10:35:51 Use vertex arrays for drawing points in addition to lines
82b8e6df 2013-10-20 10:10:14 Fixed bug 2158 - Pixel missing in SDL_RenderDrawLines Sean McKean I am running Ubuntu 12.04 (GL version 1.4 Mesa 8.0.4) , and on drawing a set of lines through the renderer through SDL_RenderDrawLines() (looped or not) or SDL_RenderDrawRect() I notice a pixel missing. For RenderDrawLines() it seems to be the second point in the sequence; for RenderDrawRect() it is the lower-right. This can be fixed by specifying SDL_RenderDrawPoint(s), but wouldn't it be easier to specify each pixel in a GL_POINTS glBegin/End loop in the OpenGL code, just to make sure? I also ran the same program on Android; the rendering seemed to be correct, which uses glDrawArrays.
06cab857 2013-10-14 08:56:37 Added support for SDL_PIXELFORMAT_UYVY surfaces on Mac OS X
e5ef978e 2013-10-03 20:42:43 Fixed a potential double-free bug if glGenTextures() failed.
57bd5147 2013-09-28 14:06:47 Added optimized YUV texture upload path with SDL_UpdateYUVTexture()
869a7076 2013-09-20 13:43:00 add in High DPI support (aka Retina) - based on J?rgen's patch with a few bug fixes
f79fc33a 2013-08-29 08:29:21 Christoph Mallon: Remove pointless if (x) before SDL_free(x)
1e49b1ed 2013-08-21 09:47:10 OCD fixes: Adds a space after /* (glory to regular expressions!)
695344d1 2013-08-21 09:43:09 OCD fixes: Adds a space before */
dad42067 2013-08-12 11:13:50 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 2013-08-11 19:56:43 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.