Branch :
| Author | Commit | Date | CI | Message |
|---|---|---|---|---|
| 958640e5 | 2013-10-02 22:16:11 | Get rid of glGetError() calls in GLES2 renderer. It's not usually useful, and it causes pipeline stalls. | ||
| 22a972a4 | 2013-09-30 22:16:14 | Fixed bug 2122 - SDL_CreateTexture allows illegal texture sizes Lloyd Bryant SDL_CreateTexture() is succeeding (i.e. returning a valid pointer) when the requested horizontal or vertical size of the texture exceeds the maximum allowed by the render. This results in hard-to-understand errors showing up when later attempting to use that texture (such as with SDL_SetRenderTarget()). | ||
| 202528a4 | 2013-09-28 14:07:17 | Call AddRef() on the device so it doesn't accidentally get released from underneath the caller. | ||
| 25f607a3 | 2013-09-28 14:07:14 | Make it clear we're just returning a D3D9 device, allowing for new functions to get other D3D versions | ||
| cf5e5a83 | 2013-09-28 14:07:08 | Added a hint to create the D3D device in thread-safe mode: SDL_HINT_RENDER_DIRECT3D_THREADSAFE | ||
| 803965bc | 2013-09-28 14:07:05 | Added platform specific call: SDL_RenderGetD3DDevice() | ||
| 9f390e79 | 2013-09-28 14:06:59 | Moved SDL_Direct3D9GetAdapterIndex() to SDL_windowsvideo.c since it doesn't belong in the window code. | ||
| 89c31bb4 | 2013-09-28 14:06:55 | Implemented SDL_UpdateYUVTexture() for Direct3D | ||
| 17c9ff85 | 2013-09-28 14:06:51 | Added missing SDL_assert.h | ||
| 57bd5147 | 2013-09-28 14:06:47 | Added optimized YUV texture upload path with SDL_UpdateYUVTexture() | ||
| b6be1435 | 2013-09-28 14:06:20 | Moved D3D_LoadDLL and SDL_Direct3D9GetAdapterIndex to SDL_windowswindow.c at Jorgen's insistence. That file is wrapped in a more appropriate define check so it will work if somebody builds a binary without D3D support. Added a reference to SDL_Direct3D9GetAdapterIndex to SDL_test_common.c so SDL will fail to compile if the new symbol isn't included properly. CR: Jorgen | ||
| 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 | ||
| fae4190d | 2013-09-13 17:42:46 | Added SDL_Direct3D9GetAdapterIndex(), which returns the adapter index you would pass into CreateDevice to get your device on the right monitor in full screen mode. This fixes the default adapter in SDL_render_d3d.c, which means that tests will work fullscreen off the main monitor now. CR: Sam | ||
| ace1e98a | 2013-08-29 15:02:32 | Fixes bug #2040, prepare SDL_GL_CONTEXT_EGL for deprecation on v2.1 SDL_GL_CONTEXT_EGL = 1 is now internally treated as profile_mask = SDL_GL_CONTEXT_PROFILE_ES | ||
| 3e2930de | 2013-08-29 08:29:51 | Christoph Mallon: Remove pointless if (x) before SDL_FreeSurface(x) | ||
| f79fc33a | 2013-08-29 08:29:21 | Christoph Mallon: Remove pointless if (x) before SDL_free(x) | ||
| f60bcf8b | 2013-08-22 17:26:22 | Fix warning in GL ES2 renderer | ||
| 2490166d | 2013-08-21 10:12:16 | Fixes for -Wdeclaration-after-statement | ||
| 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 */ | ||
| 552b04c5 | 2013-08-20 20:34:40 | More non C89 compliant comments | ||
| b4426769 | 2013-08-19 11:02:44 | Fixed leaking of pixel shader object in D3D renderer (thanks, Peter!). Fixes Bugzilla #2047. | ||
| 1455a947 | 2013-08-17 17:14:15 | Fixed Windows build | ||
| 6995ff18 | 2013-08-17 09:54:30 | Do full state initialization in D3D_Reset(), this fixes blend mode issues when resizing the window on Windows 8. | ||
| bb2671b7 | 2013-08-16 14:38:04 | Android quirk:Some devices don't report GL_OES_framebuffer_object but support it | ||
| 4cb0ead7 | 2013-08-16 12:51:29 | Patched to compile. | ||
| 02868b69 | 2013-08-16 13:37:27 | [Bug 2042] OpenGL ES renderer tries to load OES functions unconditionally Also, fail more gracefully when creating texture to avoid double free errors. | ||
| 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. |