kc3-lang/SDL/src/render

Branch :


Log

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.