|
77acd44f
|
2021-10-01T22:30:51
|
|
DirectFB: fixed creation of palette textures
|
|
857cc7c0
|
2021-09-19T00:05:21
|
|
render: constified some local variables in SDL_AllocateRenderVertices.
|
|
4a994733
|
2021-09-14T15:51:17
|
|
`SDL_RenderSetVSync()`: Restrict `vsync` to 0 or 1
In the future, we might want to support special swap intervals. To
prevent applications from expecting nonzero values of vsync to be the
same as "on", fail with SDL_Unsupported() if the value passed is neither
0 nor 1.
|
|
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.
|
|
d49d955d
|
2021-09-08T11:44:17
|
|
render: SDL_RenderGeometry should still render when hidden, in most cases.
(otherwise render targets may fail, etc...the check is a legacy helper for
iOS apps that crash if you try to use OpenGL while in the background.)
|
|
be6bee0b
|
2021-08-27T07:47:28
|
|
SW_RenderGeometry: add a redundant check to clear static analysis (see bug #4600)
|
|
b17aa5d0
|
2021-08-27T07:16:40
|
|
SW_RenderGeometry: remove a few static analysis false positives (see bug #4600)
|
|
8270172e
|
2021-08-19T12:11:10
|
|
fix -Wshorten-64-to-32 warnings in android builds.
see: https://github.com/libsdl-org/SDL/pull/4195#issuecomment-901506386
|
|
6e26d320
|
2021-03-16T15:09:34
|
|
Add sysrender interface
|
|
1670104a
|
2021-04-23T12:27:35
|
|
Change 'size_indice' to 'size_indices'
|
|
a8f89a01
|
2021-04-23T12:00:14
|
|
Change 'size_indice' to 'size_indices'
|
|
47db47c1
|
2021-04-06T21:32:02
|
|
Add SDL_HAVE_RENDER_GEOMETRY to compile or not with RenderGeometry support
|
|
6e47f538
|
2021-04-01T20:18:05
|
|
Fix warnings
|
|
4ba37638
|
2021-04-01T12:43:39
|
|
Save and restore SDL renderer state after transforming triangles to rect
|
|
cd0663e0
|
2021-04-01T11:47:45
|
|
Fix declaration-after-statement and remove tabs
|
|
61d9e916
|
2021-04-01T10:16:27
|
|
For the software renderer, try to reinterpret triangles as SDL_Rect
With Dear ImGui + software renderer, it draws:
- by default at 250 fps
- drops to 70 fps if you show the color picker
- drops to 10 fps if put the color picker fullscreen
|
|
cc37c38e
|
2021-04-01T09:55:00
|
|
Add SDL_RenderGeometry based on SDL_RenderGeometryRaw
|
|
e4812611
|
2021-04-01T09:49:16
|
|
Move to SDL_RenderGeometryRaw prototype with separate xy/uv/color pointer parameters
|
|
f73c1eff
|
2021-03-17T09:58:49
|
|
Use normalized texture coordinates
|
|
f5794f9e
|
2021-08-10T15:17:59
|
|
Added SDL_SetTextureUserData() and SDL_GetTextureUserData() to associate a user-specified pointer with an SDL texture
|
|
fcfd19db
|
2021-08-10T12:02:17
|
|
Added support for SDL_RENDERER_PRESENTVSYNC to the software renderer
This fixes https://github.com/libsdl-org/SDL/issues/4612
|
|
4077f7a2
|
2021-08-03T20:55:45
|
|
Update the Renderer dpi_scale on SIZE_CHANGED event (fix #4580)
The Renderer logical scaling code scales mouse coordinates, and needs to
take the window DPI into account on HIGHDPI windows. However, the
variable which tracks this, renderer->dpi_scale, is set once when the
renderer is created, and then not updated. In the event that the window
is moved to another screen, or the screen DPI otherwise changes, this
will be outdates, and potentially the coordinates will be all wrong.
So let's update the dpi_scale on the SIZE_CHANGED event: it's at least a
possibility that this will be issued on some OSes when DPI changes, and
it's otherwise already handled by SDL_Renderer's event filter.
|
|
8f06a629
|
2021-07-30T22:31:17
|
|
render: Fix -Wmaybe-uninitialized warning in RenderDrawLinesWithRects{,F}
The RenderDrawLinesWithRects and RenderDrawLinesWithRectsF functions can
sometimes call QueueCmdFillRects() with the data pointed to by frects
uninitialised. This can occur if none of the lines can be replaced with
rects, in which case the frects array is empty, and nrects is 0.
gcc 10.3.0 will detect this possibility, and print a warning like:
/home/david/Development/SDL/src/render/SDL_render.c: In function 'RenderDrawLinesWithRectsF':
/home/david/Development/SDL/src/render/SDL_render.c:2725:15: warning: '<unknown>' may be used uninitialized [-Wmaybe-uninitialized]
2725 | retval += QueueCmdFillRects(renderer, frects, nrects);
| ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/home/david/Development/SDL/src/render/SDL_render.c:499:1: note: by argument 2 of type 'const SDL_FRect *' to 'QueueCmdFillRects' declared here
499 | QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect * rects, const int count)
| ^~~~~~~~~~~~~~~~~
This is harmless, because when this is uninitialised, nrects is always
0, so QueueCmdFillRects() does nothing anyway. We therefore can work
around this by only calling QueueCmdFillRects() when nrects is nonzero.
Somewhat impressively, gcc recognises that this is now safe.
|
|
dd2a2858
|
2021-06-10T12:00:56
|
|
Remove leftovers
|
|
e87c7940
|
2021-04-13T14:42:38
|
|
Fixed bug 3829 - Don't FOURCC format for target textures
FOURCC isn't supported by renderer back-ends for target access
So use a correct format and fallback to with native/yuv path
|
|
57c2a456
|
2021-04-02T14:01:41
|
|
render: draw when hidden, except on iOS and Android.
Fixes #2979.
|
|
e14fb54e
|
2021-03-16T10:47:57
|
|
[KMSDRM] Undo SDL_CreateRenderer() modifications aimed at create opengles2 when KMSDRM is in use because it's a harmful solution.
|
|
108bb5aa
|
2021-03-16T00:51:17
|
|
[KMSDRM] Modify SDL_CreateRenderer() to create an opengles2 renderer when the KMSDRM backend is being used and no renderer name has been specified.
|
|
6c3bf565
|
2020-11-23T12:44:54
|
|
Unified build with both renderers
|
|
6ba84975
|
2020-11-21T23:04:27
|
|
Remove vita2d render, add raw gxm render
|
|
ef0bbfd6
|
2020-11-16T20:40:22
|
|
Include anf fix vita2d renderer
|
|
dbb730d3
|
2020-11-14T23:37:26
|
|
Separate vita piglet renderer. Add proper render initialization and window re-creation.
|
|
70b353d1
|
2021-01-27T10:54:49
|
|
SDL_Update{YUV,NV}Texture: also intersect rect with texture dimension
|
|
13626c36
|
2021-01-27T10:20:13
|
|
SDL_UpdateTexture: intersect update rect with texture dimension
- fix crash with software renderer
- fix non texture update with opengl/gles2
|
|
be4cfd51
|
2021-01-05T11:56:22
|
|
Add SDL_UpdateNVTexture() to update NV12/21 Texture (bug #5430)
for renderer software, opengl, and opengles2
|
|
9130f7c3
|
2021-01-02T10:25:38
|
|
Updated copyright for 2021
|
|
3edf337d
|
2021-01-02T17:29:34
|
|
Simplify RenderGetViewportSize
|
|
2af765da
|
2021-01-02T17:18:13
|
|
SDL_RenderGetViewportF: only need the size of viewport (see bug #5424)
|
|
41597249
|
2021-01-02T16:15:22
|
|
SDL_RenderGetViewportF: remove debug messages
|
|
8c48c423
|
2021-01-02T16:12:30
|
|
Add SDL_RenderGetViewportF: fix lost of precision while scaling (see bug #5424)
|
|
590a5469
|
2020-12-30T16:12:14
|
|
Fixed bug 5424 - Renderer doesn't use entirely the viewport when scaling is used
Viewport/Clip dimensions are calculated usingg SDL_ceil whereas all renders use SDL_floor
|
|
5dabc4d7
|
2020-12-28T18:17:25
|
|
Revert changeset 14590 544ac819e8b3 , does not fully fix
|
|
9efdafd4
|
2020-12-28T18:07:03
|
|
SDL_RenderCopy: scale before doing intersection
this prevents drawing 1 pixel outside the screen, in letterbox mode
|
|
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.
|
|
88cb4962
|
2020-12-09T06:42:31
|
|
Fixed bug 5291 - SDL_SetRenderTarget unnecessarily changes target when current target is the native texture of the passed in texture
|
|
a720d1a2
|
2020-08-09T00:55:39
|
|
render: fixes to how we convert touch events for logical scaling.
We now handle HiDPI correctly, and touches are clamped to the viewport. So
if you are rendering to a logical 640x480 in a 720p window, and touch the
letterboxing at point (640,700), it will report the touch at (0.5,1.0) instead
of outside the documented range.
|
|
39690a04
|
2020-05-15T21:33:47
|
|
Fix static analysis warning in SDL_render.c
|
|
a96d8a43
|
2020-04-13T22:05:36
|
|
render: Fixed compiler warning about implicit cast.
|
|
aa188048
|
2020-04-10T12:23:08
|
|
render: Scale relative mouse motion better for logical sizing
From hmk:
"When scaling is enabled (e.g. via SDL_RenderSetLogicalSize, size not equal
to window size), mouse motion events are also scaled. Small motions are
rounded up (SDL_max() when the value after scaling is less than 1), while
larger motions are truncated by the floating point -> integer conversion.
https://hg.libsdl.org/SDL/file/b18197f9bf9d/src/render/SDL_render.c#l658
The end result feels something like mouse reverse mouse acceleration + angle
snapping at low speeds, but less consistent (amount of truncation & rounding
depends on how fast the mouse is moved) and potentially much worse if the
scaling factor is large. This pretty much makes it useless for anything
where you need precise mouse aiming (think of games). I suspect this is why
aiming gets so terrible in some games that let you use scaling to reduce the
render resolution (e.g. Ion Fury).
With 4x4 scaling, I can reproduce a situation where it takes three fast flicks
of the mouse across the pad to undo one slow sweep across the pad. In other
words, extreme reverse acceleration. This does not happen when scaling is
disabled.
Furthermore, any game that uses relative mouse motion events for 3D camera
rotation probably wants the raw mouse deltas and not a value that depends on
scaling and resolution and rounding and truncation. Ideal camera rotation
just takes mouse input, multiplies it by sensitivity, and adds it to the
angle-in-radians or whatever measure is used for yaw & pitch. Pixels and
screen resolution or window dimensions should not be a part of the equation
at all, even if it could be implemented without rounding errors.
[...]
This [patch] completely eliminates angle snapping for me, and makes
sensitivity consistent. In other words, it's completely usable for, say,
aiming in a first person shooter."
Partially fixes Bugzilla #4811.
|
|
b6afbe63
|
2020-04-07T09:38:57
|
|
Added SDL_log.h to SDL_internal.h so logging is available everywhere
|
|
e6189f40
|
2020-03-17T15:47:30
|
|
Fix warnining implicit declaration of SDL_DetectPalette (Thanks meyraud705)
|
|
838bbf1f
|
2020-03-17T09:35:42
|
|
Fixed bug 5037 - Regression 2.0.12 Alpha value of 0 on palette may become opaque
(see also bug 3827)
|
|
9a7c2b22
|
2020-02-23T09:59:52
|
|
Fixed bug 4999 - Palette surface always promoted to alpha (Thanks Cameron Gutman!)
MSVC Static analysis: Incorrect alpha_value check in SDL_render.c
(see also bug 4425)
|
|
b5e3d264
|
2020-01-23T01:00:52
|
|
Added a single SDL_LEAN_AND_MEAN define to turn on minimal SDL builds
Protected more code with #ifdefs to reduce the size of minimal shared library builds
|
|
7df22cf2
|
2020-01-21T21:33:40
|
|
A few #defines to reduce SDL2 footprint.
Only applied when library is statically linked
|
|
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.
|
|
fe20c35b
|
2019-10-14T16:40:46
|
|
Fixed race condition when scaling Touch events, and changing the renderer
target.
Always read the output size of the main renderer.
(similar to bug 2107)
|
|
7d47f526
|
2019-10-01T09:26:30
|
|
SDL_LockTextureToSurface: robustness of locked region compared to texture size
|
|
0918903f
|
2019-09-30T22:54:16
|
|
render: add a hint for toggling relative scaling
Fixes Bugzilla #4811.
|
|
1ae61f10
|
2019-09-30T20:58:44
|
|
Added a helper function SDL_LockTextureToSurface()
Similar to SDL_LockTexture(), except the locked area is exposed as a SDL surface.
|
|
ff7888e6
|
2019-08-18T09:35:11
|
|
render: fix colors not being set properly after the previous change
|
|
1be03b40
|
2019-08-17T22:26:33
|
|
render: avoid a couple redundant memcmp calls in all drawing functions. Improves performance slightly.
|
|
69c6924c
|
2019-08-17T00:43:44
|
|
render: simplify vertex and uniform data allocation. Improves performance of various SDL_Render functions (bug #4764).
|
|
22a2decf
|
2019-06-28T16:38:42
|
|
Android: concurrency issues, make sure Activity is in running State when calling
functions like SDL_CreateWindow, SDL_CreateRenderer, Android_GLES_CreateContext
Bugs 4694, 4681, 4142
|
|
cfed0b77
|
2019-06-28T16:14:50
|
|
Add an "error" label in SDL_CreateRenderer (no op)
|
|
b5e9ebba
|
2019-06-08T19:12:05
|
|
Fixed compiler warning
warning C4018: '<' : signed/unsigned mismatch
|
|
41c718db
|
2019-05-19T12:04:06
|
|
Fixed bug 4469 - make SDL_CreateTextureFromSurface pick a more appropriate format
Sylvain
Currently SDL_CreateTextureFromSurface picks first valid format, and do a conversion.
format = renderer->info.texture_formats[0];
for (i = 0; i < renderer->info.num_texture_formats; ++i) {
if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
format = renderer->info.texture_formats[i];
break;
It could try to find a better format, for instance :
if SDL_Surface has no Amask, but a colorkey :
if surface fmt is RGB888, try to pick ARGB8888 renderer fmt
if surface fmt is BGR888, try to pick ABGR8888 renderer fmt
else
try to pick the same renderer format as surface fmt
if no format has been picked, use the fallback.
I think it goes with bug 4290 fastpath BlitNtoN
when you expand a surface with pixel format of size 24 to 32, there is a fast path possible.
So with this issue:
- if you have a surface with colorkey (RGB or BGR, not palette), it takes a renderer format where the conversion is faster.
(it avoids, if possible, RGB -> ABGR which means switching RGB to BGR)
- if you have a surface ABGR format, it try to take the ABGR from the renderer.
(it avoids, if possible, ABGR -> ARGB, which means switch RGB to BGR)
|
|
b2e76d86
|
2019-03-19T16:52:09
|
|
Fixed Windows RT build
|
|
07548602
|
2019-01-19T16:47:43
|
|
Fixed bug 3657 - Color-key doesn't work when an alpha channel is present
When surface format is the same as renderer format, it still needs an
intermediate conversion to transform colorkey to alpha.
|
|
5e13087b
|
2019-01-04T22:01:14
|
|
Updated copyright for 2019
|
|
0a705901
|
2018-12-19T18:10:02
|
|
render: Prefer the Metal renderer over OpenGL.
This is the best option for macOS and iOS, the only platforms with Metal.
Pre-Metal versions of these platforms will fall back to OpenGL (ES), as
appropriate.
Huge thanks to Alexander Szpakowski, who worked incredibly hard to get the
Metal renderer to such a high-quality state!
|
|
e5476c65
|
2018-12-15T14:50:12
|
|
Fixed bug 4425 - promote to alpha format, palette surface with alpha values.
SDL_CreateTextureFromSurface() forgets to choose a texture format with alpha for
surfaces that have palettes with alpha values.
|
|
252dc85e
|
2018-12-06T09:22:00
|
|
Fix warnings detected on Android build
|
|
939bf1c4
|
2018-12-03T02:06:17
|
|
render: fix some static analysis warnings.
|
|
0d79a8a1
|
2018-11-01T20:04:24
|
|
fix build using Watcom :
./src/render/SDL_render.c(2168): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2168): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2175): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2175): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
|
|
4659e738
|
2018-11-01T12:31:45
|
|
merge fallout: Patched to compile, fixed some compiler warnings, etc.
|
|
62494a2e
|
2018-10-31T15:03:41
|
|
Merge SDL-ryan-batching-renderer branch to default.
|
|
8340b0f0
|
2018-10-23T01:34:03
|
|
render: Add floating point versions of various draw APIs.
|
|
b262b0eb
|
2018-10-22T20:50:32
|
|
Small stack allocations fall back to malloc if they're unexpectedly large.
|
|
1ecf4dfc
|
2018-10-04T16:34:44
|
|
render: Added SDL_RenderFlush().
|
|
fdc52a65
|
2018-09-29T04:00:38
|
|
render: patched to compile on C89 compilers, other untested code fixes.
|
|
c20a858d
|
2018-09-28T19:47:44
|
|
render: moved opengles2 over to new interface.
|
|
7df0f4fd
|
2018-09-27T14:56:29
|
|
Fixed bug 4277 - warnings patch
Sylvain
Patch a few warnings when using:
-Wmissing-prototypes -Wdocumentation -Wdocumentation-unknown-command
They are automatically enabled with -Wall
|
|
60afec79
|
2018-09-25T19:53:16
|
|
Removed redundant SDL_GetColorKey() call. (thanks Sylvain!)
|
|
06461bba
|
2018-09-25T17:04:47
|
|
render: Move non-batching flushes to different place.
This lets us batch up a few commands that are all related to the same API
call.
|
|
ef347048
|
2018-09-24T16:41:55
|
|
Fixed bug 4264 - SDL_CreateTextureFromSurface generates error message but returns ok
Anthony @ POW Games
SDL_CreateTextureFromSurface makes an internal call to SDL_GetColorKey which can return an error and spams the error log with "Surface doesn't have a colorkey" even though the original function didn't return an error.
|
|
8ac5c00a
|
2018-09-24T02:07:35
|
|
render: Add command queue debug logging.
|
|
cc56de44
|
2018-09-23T23:20:40
|
|
render: A bunch of high-level improvements.
- high-level filters out duplicate render commands from the queue so
backends don't have to.
- Setting draw color is now a render command, so backends can put color
information into the vertex buffer to upload with everything else instead
of setting it with slower dynamic data later.
- backends can request that they always batch, even for legacy programs,
since the lowlevel API can deal with it (Metal, and eventually Vulkan
and such...)
- high-level makes sure the queue has at least one setdrawcolor and
setviewport command before any draw calls, so the backends don't ever have
to manage cases where this hasn't been explicitly set yet.
- backends allocating vertex buffer space can specify alignment, and the
high-level will keep track of gaps in the buffer between the last used
positions and the aligned data that can be used for later allocations
(Metal and such need to specify some constant data on 256 byte boundaries,
but we don't want to waste all that space we had to skip to meet alignment
requirements).
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|
5fb67f9f
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2018-09-20T15:46:02
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render: Move to a batching system for rendering (work in progress).
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74ec7cab
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2018-06-18T13:13:56
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Fixed race condition where Android touch events could get scaled by a render target's viewport
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fe032ff4
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2018-05-10T08:25:23
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do the direct3d tap dance for overscan hint only if SDL_VIDEO_RENDER_D3D == 1
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eb14b635
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2018-05-07T19:52:25
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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.
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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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87894224
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2017-12-12T16:34:16
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Fixed bug 3981 - Inverted logic bug in SDL_renderer "overscan" feature
Eric wing
There is a tiny bug in the new overscan code for the SDL_renderer.
In SDL_renderer.c, line 1265, the if check for SDL_strcasecmp with "direct3d" needs to be inverted.
Instead of:
if(SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {
It should be:
if(0 == SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {
This bug causes the "overscan" mode to pretty much be completely ignored in all cases and all things remain letterboxed (as before the feature).
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cf3d4503
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2017-12-08T14:30:10
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Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder()
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a7c79c5e
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2017-10-12T08:37:55
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Normalize touch events to the render viewport (thanks Sylvain!)
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04e76499
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2017-08-14T20:37:07
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Fixed build warning
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9451cd81
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2017-08-14T20:07:30
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Fixed compiler warnings
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