|
ddad901c
|
2022-11-17T10:43:45
|
|
Remove unneeded semicolon
|
|
ec58a817
|
2022-10-05T19:26:09
|
|
Fixes made in response to running a static code analyzer under MS Windows.
Most of these are probably harmless, but the changes to SDL_immdevice.c and SDL_pixels.c appear to have fixed genuine bugs.
SDL_audiocvt.c: By separating the calculation of the divisor, I got rid of the suspicion that dividing a double by an integer led to loss of precision.
SDL_immdevice.c: Added a missing test, one that could have otherwise led to dereferencing a null pointer.
SDL_events.c, SDL_gamecontroller.c, SDL_joystick.c, SDL_malloc.c, SDL_video.c: Made it clear the return values weren't used.
SDL_hidapi_shield.c: The size is zero, so nothing bad would have happened, but the SDL_memset() was still being given an address outside of the array's range.
SDL_dinputjoystick.c: Initialize local data, just in case IDirectInputDevice8_GetProperty() isn't guaranteed to write to it.
SDL_render_sw.c: drawstate.viewport could be null (as seen on line 691).
SDL.c: SDL_MostSignificantBitIndex32() could return -1, though I don't know if you want to cope with that (what I did) or SDL_assert() that it can't happen.
SDL_hints.c: Replaced boolean tests on pointer values with comparisons to NULL.
SDL_pixels.c: Looks like the switch is genuinely missing a break!
SDL_rect_impl.h: The MacOS static checker pointed out issues with the X comparisons that were handled by assertions; I added assertions for the Y comparisons.
SDL_yuv.c, SDL_windowskeyboard.c, SDL_windowswindow.c: Checked error-result returns.
|
|
d744aafb
|
2022-09-15T01:00:12
|
|
Added support for simulated vsync in the renderer
This kicks in if the platform doesn't support vsync directly, or if the present fails for some reason (e.g. minimized on some platforms)
Fixes https://github.com/libsdl-org/SDL/issues/5134
|
|
3b191580
|
2022-06-27T17:19:39
|
|
Windows GDK Support (#5830)
* Added GDK
* Simplfied checks in SDL_config_wingdk.h
* Added testgdk sample
* Added GDK readme
* Fixed error in merge of SDL_windows.h
* Additional GDK fixes
* OpenWatcom should not export _SDL_GDKGetTaskQueue
* Formatting fixes
* Moved initialization code into SDL_GDKRunApp
|
|
adc68758
|
2022-06-17T10:22:28
|
|
Added SDL_copyp to avoid size mismatch when copying values (thanks @1bsyl!)
Closes https://github.com/libsdl-org/SDL/pull/5811
|
|
6c2928b4
|
2022-04-29T19:30:47
|
|
Switch uses of MIN() to SDL_min()
We're excluding files in src/hidapi to minimize the
diff against the upstream project.
|
|
b2db570c
|
2022-03-16T18:09:40
|
|
SDL_triangle_blit_slow: sync code with SDL_blit_slow to handle ARGB2101010
|
|
978fbc32
|
2022-02-21T12:02:44
|
|
Fixed compile warnings
|
|
9d86ec85
|
2022-02-18T09:57:10
|
|
Palette format: software Render Jitter in rotation (see #5143)
- same fix applied for rotation with palette surfaces
- allow other 8bits format (eg 332)
|
|
ceb09ee7
|
2022-02-17T23:11:02
|
|
Fixed #5143 - software Render Jitter in rotation
better precision calculating rotated coordinates and interpolation
|
|
75ffa24e
|
2022-02-15T13:35:59
|
|
Software Render Jitter in rotation (bug #5143)
The output surface doesn't necessarily to have even width and height.
|
|
18b76fcc
|
2022-02-15T11:33:56
|
|
Fixed bug #3070 - SDL_RenderCopyEx rotation and global scaling around the wrong way (software renderer)
|
|
e366ad12
|
2022-02-15T10:02:34
|
|
Fixed bug #2308: SDL_RenderCopyEx rotation center precision (software renderer)
|
|
f7d3abdd
|
2022-01-29T10:19:08
|
|
Fixed bug #964 - SDL_RenderCopy stretch loses proportion on viewport.
Handle the case when there is blending
|
|
60deadba
|
2022-01-17T17:22:30
|
|
re-use return value of SDL_SetError/WIN_SetErrorFromHRESULT/SDL_OutOfMemory
|
|
ebdd5366
|
2022-01-17T16:26:02
|
|
use SDL_InvalidParamError or SDL_assert instead of custom SDL_SetError
|
|
a988ce55
|
2022-01-28T17:24:59
|
|
Fixed bug #964 - SDL_RenderCopy stretch loses proportion on viewport boundaries
|
|
120c76c8
|
2022-01-03T09:40:00
|
|
Updated copyright for 2022
|
|
8622eda9
|
2022-01-02T22:34:56
|
|
SDL_RenderGeometry / software: TRIANGLE_GET_TEXTCOORD interpolates up to the max values included, so reduce by 1
|
|
3a5e148b
|
2021-12-14T11:02:07
|
|
Renderer backends use SDL_Color instead of int for geometry colors.
|
|
1940d289
|
2021-12-08T09:41:33
|
|
SW Renderer: fix invalid read if VSYNC hint is initially set with an empty value (eg "")
because:
- GeHint return a value pointer.
- SetHint free internally the pointer
- The -now invalid- pointer is re-read
==9363== Invalid read of size 1
==9363== at 0x4946860: SW_CreateRenderer (SDL_render_sw.c:1044)
==9363== by 0x48F0EC3: SDL_CreateRenderer_REAL (SDL_render.c:938)
==9363== by 0x48C5921: SDL_CreateRenderer (SDL_dynapi_procs.h:332)
==9363== by 0x401584: main (main.c:421)
==9363== Address 0x9c24040 is 0 bytes inside a block of size 1 free'd
==9363== at 0x484621F: free (in /usr/libexec/valgrind/vgpreload_memcheck-amd64-linux.so)
==9363== by 0x494E403: SDL_free_REAL (SDL_malloc.c:5432)
==9363== by 0x48A6153: SDL_SetHintWithPriority_REAL (SDL_hints.c:76)
==9363== by 0x48A6254: SDL_SetHint_REAL (SDL_hints.c:101)
|
|
801dcbc5
|
2021-12-07T14:04:10
|
|
SDL_render_sw.c: fix -Wshadow warnings.
|
|
7828362d
|
2021-11-24T16:45:06
|
|
SDL_Renderer software, D3D11: don't use "renderer->viewport" in back-ends, but use the one from SETVIEWPORT cmd
|
|
86c0cf2b
|
2021-11-26T14:31:20
|
|
software: Draw a single pixel for a line with the same start/end point.
Otherwise it would drop it, which seems like a bug to me, as it normally
fills the endpoint on lines.
Reference #2006.
|
|
d31251b0
|
2021-11-21T22:30:48
|
|
use SDL's functions version inplace of libc version
|
|
3bf7994f
|
2021-09-27T14:38:12
|
|
Add and use `SDL_FALLTHROUGH` for fallthroughs
Case fallthrough warnings can be suppressed using the __fallthrough__
compiler attribute. Unfortunately, not all compilers have this
attribute, or even have __has_attribute to check if they have the
__fallthrough__ attribute. [[fallthrough]] is also available in C++17
and the next C2x, but not everyone uses C++17 or C2x.
So define the SDL_FALLTHROUGH macro to deal with those problems - if we
are using C++17 or C2x, it expands to [[fallthrough]]; else if the
compiler has __has_attribute and has the __fallthrough__ attribute, then
it expands to __attribute__((__fallthrough__)); else it expands to an
empty statement, with a /* fallthrough */ comment (it's a do {} while
(0) statement, because users of this macro need to use a semicolon,
because [[fallthrough]] and __attribute__((__fallthrough__)) require a
semicolon).
Clang before Clang 10 and GCC before GCC 7 have problems with using
__attribute__ as a sole statement and warn about a "declaration not
declaring anything", so fall back to using the /* fallthrough */ comment
if we are using those older compiler versions.
Applications using SDL are also free to use this macro (because it is
defined in begin_code.h).
All existing /* fallthrough */ comments have been replaced with this
macro. Some of them were unnecessary because they were the last case in
a switch; using SDL_FALLTHROUGH in those cases would result in a compile
error on compilers that support __fallthrough__, for having a
__attribute__((__fallthrough__)) statement that didn't immediately
precede a case label.
|
|
abc12a83
|
2021-11-11T15:58:44
|
|
Revert "Add and use `SDL_FALLTHROUGH` for fallthroughs"
This reverts commit 66a08aa3914a98667f212e79b4f0b9453203d656.
This causes problems with older compilers:
https://github.com/libsdl-org/SDL/pull/4791#issuecomment-966630997
|
|
66a08aa3
|
2021-09-27T14:38:12
|
|
Add and use `SDL_FALLTHROUGH` for fallthroughs
Case fallthrough warnings can be suppressed using the __fallthrough__
compiler attribute. Unfortunately, not all compilers have this
attribute, or even have __has_attribute to check if they have the
__fallthrough__ attribute. [[fallthrough]] is also available in C++17
and the next C2x, but not everyone uses C++17 or C2x.
So define the SDL_FALLTHROUGH macro to deal with those problems - if we
are using C++17 or C2x, it expands to [[fallthrough]]; else if the
compiler has __has_attribute and has the __fallthrough__ attribute, then
it expands to __attribute__((__fallthrough__)); else it expands to an
empty statement, with a /* fallthrough */ comment (it's a do {} while
(0) statement, because users of this macro need to use a semicolon,
because [[fallthrough]] and __attribute__((__fallthrough__)) require a
semicolon).
Applications using SDL are also free to use this macro (because it is
defined in begin_code.h).
All existing /* fallthrough */ comments have been replaced with this
macro. Some of them were unnecessary because they were the last case in
a switch; using SDL_FALLTHROUGH in those cases would result in a compile
error on compilers that support __fallthrough__, for having a
__attribute__((__fallthrough__)) statement that didn't immediately
precede a case label.
|
|
502e9c3b
|
2021-10-24T17:16:49
|
|
SDL_Renderer simplifications:
- Factorize PrepQueueCmdDraw{,DrawTexture,Solid) into one single function
- Change SDL_Texture/Renderer r,g,b,a Uint8 into an SDL_Color, so that it can be passed directly to RenderGeometry
- Don't automatically queue a SET_DRAW_COLOR cmd for RenderGeometry (and update GLES2 renderer)
|
|
c27e1249
|
2021-09-20T17:17:34
|
|
Remove SDL_HAVE_RENDER_GEOMETRY define
|
|
54ca1d19
|
2021-08-27T07:44:03
|
|
SW_RenderGeometry: add a redundant check to clear static analysis (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
|
|
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
|
|
cd0663e0
|
2021-04-01T11:47:45
|
|
Fix declaration-after-statement and remove tabs
|
|
e4812611
|
2021-04-01T09:49:16
|
|
Move to SDL_RenderGeometryRaw prototype with separate xy/uv/color pointer parameters
|
|
111c70e1
|
2021-03-26T09:09:08
|
|
Use 64 bits precision to prevent overflow when interpolating color / texture with wide triangles
|
|
f73c1eff
|
2021-03-17T09:58:49
|
|
Use normalized texture coordinates
|
|
3ee511d7
|
2021-03-16T15:14:58
|
|
Add software renderer implementation
|
|
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
|
|
9130f7c3
|
2021-01-02T10:25:38
|
|
Updated copyright for 2021
|
|
f9b5f6cc
|
2020-12-27T20:28:24
|
|
Forward scale mode to SW renderer (Bug 5313)
|
|
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.
|
|
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
|
|
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.
|
|
5dcac4cc
|
2019-06-18T10:08:19
|
|
Fixed 4669 - Using the software SDL_Renderer on Android leads to GL errors & black screen when window resizes
Sylvain
I think what happening with the software renderer is:
* you're somehow in background (so texture creation is not possible)
* it resizes and wants to push a SDL_WINDOWEVENT_SIZE_CHANGED
It call:
https://hg.libsdl.org/SDL/file/a010811d40dd/src/render/SDL_render.c#l683
* GetOutputSize
* SW_GetOutputSize
* SW_ActivateRenderer
* SDL_GetWindowSurface
* SDL_CreateWindowFramebuffer which is mapped to SDL_CreateWindowTexture
and it ends up re-creating the surface/a texture, while being in background
|
|
e96d4760
|
2019-06-18T18:53:58
|
|
Android: resize with software rendering, reverted again (Bug 4669)
|
|
12b92260
|
2019-06-18T18:40:40
|
|
Android: try to fix resize with software rendering (bug 4669)
|
|
8a20d40d
|
2019-06-18T18:22:18
|
|
Android: revert commit SW_GetOutputSize, again (Bug 4669)
|
|
98cc7589
|
2019-06-18T10:41:11
|
|
Android: prevent using SW_GetOutputSize with software renderer (Bug 4669)
|
|
3e9bf284
|
2019-06-11T15:06:35
|
|
software: Fixed compiler warning and dos2unix'd the endlines.
|
|
04fedce0
|
2019-06-11T14:09:53
|
|
software: Correctly track viewport and cliprect.
Fixes Bugzilla #4457.
|
|
b2e76d86
|
2019-03-19T16:52:09
|
|
Fixed Windows RT build
|
|
5e13087b
|
2019-01-04T22:01:14
|
|
Updated copyright for 2019
|
|
6259a726
|
2018-12-05T16:13:12
|
|
Warnings: fix a documentation warning and missing prototypes
|
|
782f1685
|
2018-11-17T14:37:51
|
|
Fixed a few compiler warnings.
|
|
9262c0de
|
2018-11-14T22:38:58
|
|
software: fix blits with color mods that change during a command queue run.
|
|
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
|
|
62494a2e
|
2018-10-31T15:03:41
|
|
Merge SDL-ryan-batching-renderer branch to default.
|
|
da56cefa
|
2018-10-30T07:00:03
|
|
Fixed bug 4188 - Software renderer SDL_RenderCopyEx blits corrupt image under certain cases
Sylvain
Re-opening this issue.
It fixes the test-case, but it introduces a regression with another bug (bug #4313).
So here's a new patch that activate cropping of the source surface to solve the issue.
It also reverts the wrong changeset.
It prevents unneeded colorkey error message.
|
|
91820998
|
2018-10-28T21:36:48
|
|
Add and update include guards
Include guards in most changed files were missing, I added them keeping
the same style as other SDL files. In some cases I moved the include
guards around to be the first thing the header has to take advantage of
any possible improvements compiler may have for inclusion guards.
|
|
82c2f04e
|
2018-10-09T17:41:40
|
|
Fixed bug 4188 - Software renderer SDL_RenderCopyEx blits corrupt image under certain cases
duckgrease
SDL_RenderCopyEx blits wrong image (in some cases it's bunch of alternating horizontal lines, some cases it's image from the wrong coordinate, and in some cases it's just a bunch of garbled pixels), when the following conditions are met:
- Use software renderer.
- Enable either horizontal or vertical flip.
- source and destination rectangles must have same width and height, and must be smaller than the size of the texture.
- source rectangle's X and Y coordinates must be 0.
|
|
9fedff99
|
2018-10-03T23:37:29
|
|
render: moved software renderer to new interface.
|
|
eb14b635
|
2018-05-07T19:52:25
|
|
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.
|
|
e3cc5b2c
|
2018-01-03T10:03:25
|
|
Updated copyright for 2018
|
|
5ae90ef6
|
2017-09-21T01:22:40
|
|
Fixed bug 3788 - software renderer crashes in SDL_RenderCopyEx with rotation and dstrect w or h is 0
Anthony
This is what's making the software renderer crash with rotated destination rectangles of w or h = 0:
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
|
|
e98fc897
|
2017-09-10T12:54:40
|
|
Fixed bug 3812 - Fallthrough warnings gcc-7
|
|
f8e1874d
|
2017-08-13T22:50:23
|
|
Fixed bug 2646 - Problems with software renderer when SDL_SetRenderLogicalSize set
Fixed setting the software renderer clip rectangle when a viewport is set
|
|
6de66e98
|
2017-08-11T11:54:24
|
|
Fixed bug 3324 - SDL_RenderReadPixels: Wrong rect coordinates with software renderer
Daniel
SDL_RenderReadPixels with SDL_RENDERER_SOFTWARE reads pixels from wrong coordinates.
SW_RenderReadPixels adjusts the rect coordinates according to the viewport. But since this is already done by SDL_RenderReadPixels, the final rect has x2 bigger X and Y.
|
|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
0d24495b
|
2016-11-15T01:24:58
|
|
Removed unused constants
Except for SDL_bmp.c where they are historically interesting and I've left them in.
|
|
ab8bd3d9
|
2016-11-15T01:12:27
|
|
Fixed bug 3359 - Software renderer does incorrect blending with SDL_RenderCopyEx
Simon Hug
The software renderer produces incorrect results when blending textures at an angle with certain blend modes. It seems that there were some edge cases that weren't considered when the SW_RenderCopyEx function was last changed. Or another bug possibly covered up the problem. (More on that in another bug report.)
Most of the issues come from the fact that the rotating function sets a black colorkey. This is problematic because black is most likely appearing in the surface and the final blit will ignore these pixels. Unless a colorkey is already set (the software renderer currently never sets one), it's very hard to find a free color. Of course it could scan over the whole image until one is found, but that seems inefficient.
The following blend modes have issues when drawn at an angle.
NONE: The black pixels get ignored, making them essentially transparent. This breaks the 'dstRGBA = srcRGBA' definition of the NONE blend mode.
MOD: Again, the black pixels get ignored. This also breaks the 'dstRGB = dstRGB * srcRGB' definition of the MOD blend mode, where black pixels would make the destination black as well. A white colorkey will work though, with some preparations.
BLEND: There are some issues when blending a texture with a translucent RGBA target texture. I - uh - forgot what the problem here exactly is.
This patch fixes the issues mentioned above. It mainly changes the code so it tries to do things without the colorkey and removes the automatic format conversion part from the SDLgfx_rotateSurface function. Getting the format right is something the caller has to do now and the required code has been added to the SW_RenderCopyEx function.
There's a small change to the SW_CreateTexture function. RLE encoding a surface with an alpha mask can be a lossy process. Depending on how the user uses the RGBA channels, this may be undesired. The change that surfaces with an alpha mask don't get encoded makes the software renderer consistent with the other renderers.
The SW_RenderCopyEx function now does these steps: Lock the source surface if necessary. Create a clone of the source by using the pixel buffer directly. Check the format and set a flag if a conversion is necessary. Check if scaling or cropping is necessary and set the flag for that as well. Check if color and alpha modulation has to be done before the rotate. Check if the source is an opaque surface. If not, it creates a mask surface that is necessary for the NONE blend mode. If any of the flags were set, a new surface is created and the source will be converted, scaled, cropped, and modulated. The rest of the function stays somewhat the same. The mask also needs to be rotated of course and then there is the NONE blend mode...
It's surprisingly hard to get the pixel from a rotated surface to the destination buffer without affecting the pixel outside the rotated area. I found a way to do this with three blits which is pretty hard on the performance. Perhaps someone has an idea how to do this faster?
As mentioned above, the SDLgfx_rotateSurface now only takes 8-bit paletted or 32-bit with alpha mask surfaces. It additionally sets the new surfaces up for the MOD blend mode.
I shortly tested the 8-bit path of SDLgfx_rotateSurface and it seemed to work so far. This path is not used by the software renderer anyway.
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57d01d7d
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2016-11-13T22:57:41
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Patch from Sylvain to fix clang warnings
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77000ff8
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2016-11-11T13:38:39
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Fixed bug 1822 - Inconsistent renderer behaviour on rotation
Sylvain 2016-11-07 08:49:34 UTC
when rotated +90 or -90, some transparent lines appears, though there is no Alpha or ColorKey.
if you set a dummy colorkey, it will remove the line ...
if you set a some alpha mod, the +90/-90 get transparent but not the 0/180 ...
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36e40d30
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2016-10-11T23:19:05
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Fixed bug 2923 - Add SDL_PIXELFORMAT_RGBA32 for byte-wise 32bit RGBA data
Daniel Gibson
Ok, I followed the simple approach of just making SDL_PIXELFORMAT_RGBA32 an alias of SDL_PIXELFORMAT_RGBA8888/SDL_PIXELFORMAT_ABGR8888, depending on endianess. And I did the same for SDL_PIXELFORMAT_ARGB32, .._BGRA, .._ABGR.
SDL_GetPixelFormatName() will of course return SDL_PIXELFORMAT_RGBA8888 (or SDL_PIXELFORMAT_ABGR8888) instead of SDL_PIXELFORMAT_RGBA32, but as long as that's mentioned in the docs it shouldn't be a problem.
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9c483655
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2016-10-07T18:00:30
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Fixed bug 3029 - software renderer cuts off edges when rotate-blitting with a multiple of 90 degrees
Adam M.
When doing a rotated texture copy with the software renderer, where the angle is a multiple of 90 degrees, one or two edges of the image get cut off. This is because of the following line in sw_rotate.c:
if ((unsigned)dx < (unsigned)sw && (unsigned)dy < (unsigned)sh) {
which is effectively saying:
if (dx >= 0 && dx < src->w-1 && dy >= 0 && dy < src->h-1) {
As a result, it doesn't process pixels in the right column or bottom row of the source image (except when they're accessed as part of the bilinear filtering for nearby pixels). This causes it to look like the edges are cut off, and it's especially obvious with an exact multiple of 90 degrees.
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bf076c22
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2016-10-07T17:30:21
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Fixed bug 2957 - De-reference rz_src without NULL check in SDLgfx_rotateSurface function
Nitz
In function SDLgfx_rotateSurface:
rz_dst =
SDL_CreateRGBSurface(SDL_SWSURFACE, dstwidth, dstheight + GUARD_ROWS,
rz_src->format->Rmask, rz_src->format->Gmask,
rz_src->format->Bmask, rz_src->format->Amask);
Here rz_src get De-referenced without NULL check, which is risky.
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86d4b099
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2016-09-13T18:44:28
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Fixed spacing
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f0505766
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2016-09-13T22:18:06
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Initial Apple TV / tvOS support.
The Apple TV remote is currently exposed as a joystick with its touch surface treated as two axes. Key presses are also generated when its buttons and touch surface are used.
A new hint has been added to help deal with deciding whether to background the app when the remote's menu button is pressed: SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS.
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42065e78
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2016-01-02T10:10:34
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Updated copyright to 2016
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ded3a16e
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2015-06-23T01:44:44
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Fixed compiler warning about shadowed local variables.
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0e45984f
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2015-06-21T17:33:46
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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().
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d763a9f6
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2015-06-19T23:22:53
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Fixed bug 2538 - SDL_SetTextureAlphaMod does not work with SDL_FlipMode or rotation in the software renderer
Adam M.
When setting a texture alpha mod other than 255 and also specifying a flip mode in the software renderer, the rendering fails. When the texture has an alpha channel, it becomes invisible when flipped. When the texture does not have an alpha channel, it is flipped but the colors are wrong: the alpha mod makes the texture darker rather than more translucent.
0) Initialize a software renderer.
1) Load 16-bit 565 or 32-bit texture.
2) Set texture blend mode to BLEND.
3) Set texture alpha mod to 150.
4) Draw the texture flipped horizontally and/or vertically.
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b7ede6cc
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2015-06-19T23:20:43
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Fixed bug 1550 - SDL_RenderCopy/CopyEx in software should optionally render 8bit alpha
Adam M.
There are three problems in the code that I see.
1. SW_RenderCopyEx enables a color key on surface_scaled even if the source surface didn't have a color key.
2. SW_RenderCopyEx doesn't copy blend mode, color mod, or alpha mod from src to surface_scaled.
3. When SDL_BlitScaled(src, srcrect, surface_scaled, &tmp_rect) is called, it blends the src pixels into surface_scaled instead of overwriting them (if src has blending, etc. enabled).
I've attached a patch that 1) fixes the three problems that I mentioned, 2) adds the requested performance improvement of using the regular blit function if no rotation or flipping is needed, 3) avoids cloning the source surface if no stretching is required, and simplifies the rotation code slightly.
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82ae4f6f
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2015-06-19T22:12:47
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[mq]: 3027_rleperf.diff
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2c4a6ea0
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2015-05-26T06:27:46
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Updated the copyright year to 2015
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b72938c8
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2015-04-20T12:22:44
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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.
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fe6c797c
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2015-04-10T23:30:31
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Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
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b88ca1b4
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2015-02-10T16:28:56
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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
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b48e54aa
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2015-01-26T22:00:29
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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.
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70438be2
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2014-12-03T10:55:23
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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!
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9c398852
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2014-11-22T22:20:40
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Corrected header file documentation comment.
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24c86b55
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2014-09-11T19:24:42
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[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
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5c6c8691
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2014-07-27T17:43:36
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Fixed uninitialized variable in some cases
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96b613ea
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2014-07-13T09:04:55
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Fixed bug 2640 - Unable to SDL_SetRenderTarget to original surface for software renderer without a window
Damian Kaczmarek
Basically this bug is probably not a common use case. My goal is to allow rendering totally without a window, for example to a screenshot and I need to rely on SDL_SetRenderTarget to properly work for a purely software renderer created by SDL_CreateSoftwareRenderer.
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fd1da994
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2014-07-12T16:21:56
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Fixed bug 2639 - SDL_BLENDMODE_BLEND not working properly for software renderer, thanks to Melker Narikka
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1b3d4e6d
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2014-06-22T09:42:43
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565 textures have higher priority than 555 textures
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