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2748e282
|
2014-07-03T10:22:12
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The YUV offset is 16 / 255, not 16 / 256
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164e5b89
|
2014-05-09T21:28:52
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WinRT: display-information code cleanups
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|
0a879d63
|
2014-05-09T20:16:21
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|
Fixed rendering-alignment issues on WinPhone 8.1, when the device was rotated
If a Windows Phone 8.1 device was rotated to anything but Portrait mode,
the Direct3D 11 renderer's output wouldn't get aligned correctly with the
screen.
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ec5f6ad5
|
2014-04-30T21:12:47
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WinRT: suppressed an unused param warning when building for Windows Phone 8.1
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|
defd90b6
|
2014-04-19T13:15:41
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|
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
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|
3dcb451f
|
2014-04-09T21:29:19
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|
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.
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|
a99bf4d7
|
2014-03-24T22:51:03
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|
WinRT: Call IDXGIDevice3::Trim before app-suspend, as required on Windows 8.1
Thanks to Sylvain Becker for pointing this out!
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|
26823b1b
|
2014-03-23T23:09:22
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|
Added an event SDL_RENDER_DEVICE_RESET, which is triggered on Direct3D 11 when the device has been lost and all textures need to be recreated.
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3317e434
|
2014-03-23T22:53:50
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Fixing Alt-Enter handling, submitted by Nader Golbaz
I encountered a little issue: DXGI monitors application's message queue and this behavior interferes with SDL if the application already handles Alt-Enter sequence. I think it is necessary to disable this behavior.
http://msdn.microsoft.com/en-us/library/windows/desktop/bb174540%28v=vs.85%29.aspx
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46a80b04
|
2014-03-23T16:08:32
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|
D3D11: Fixed a crash after a GPU device-reset on Win32
|
|
6ce684e9
|
2014-03-23T13:48:16
|
|
D3D11: Added code to handle GPU-device-removed scenarios
These scenarios can happen when a GPU is switched, its driver updated, or in
some virtual machines (such as Parallels) are suspended and then resumed. In
these cases, all GPU resources will already be lost, and it's up to the app to
recover.
For now, SDL's D3D11 renderer will handle this by freeing all GPU resources,
including all textures, and then sending a SDL_RENDER_TARGETS_RESET event.
It's currently up to an app to intercept this event, destroy all of its
textures, then recreate them from scratch.
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|
f25ee50b
|
2014-03-15T14:54:23
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|
Fixed broken rotation detection routines on WinRT
Rotation detection and handling should now work across all, publicly-released,
WinRT-based platforms (Windows 8.0, Windows 8.1, and Windows Phone 8.0).
|
|
5281f9f1
|
2014-03-15T13:27:18
|
|
Fixed a crash on Windows Phone 8 that occurred after rotating a device
This changeset prevents IDXGISwapChain::ResizeBuffers from being invoked on
Windows Phone 8, a function that isn't available on the platform (but is
available on other Windows platforms). The call would fail, which ultimately
led to a crash.
This changeset also attempts to make sure that the D3D11 swap chain is created
at the correct size, when using Windows Phone 8.
Still TODO: make sure rotation-querying works across relevant Windows
platforms (that support Direct3D 11.x).
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|
ed02f61d
|
2014-03-13T00:40:08
|
|
Fixed the copyright date on files contributed by David Ludwig
|
|
4cd5ed7b
|
2014-03-12T12:12:20
|
|
Merged various WinRT build fixes
|
|
b68b6e23
|
2014-03-12T11:57:15
|
|
Fixed various build and runtime errors when using WinRT with VS2012.
|
|
641ba099
|
2014-03-12T07:26:07
|
|
Fixed compiling Windows RT code on Visual Studio 2013
|
|
36e7c8d9
|
2014-03-11T12:40:31
|
|
Fixed compiler errors in the D3D11 renderer when building for WinRT
Still TODO: fix other build errors, especially linker errors, when building
SDL/WinRT, then fix any runtime errors that pop up.
|
|
ce3c5b84
|
2014-03-10T22:53:03
|
|
Made VS2012 build the D3D11 renderer
This change is currently limited to Win32/Windows-Desktop builds. Build fixes
for WinRT + VS2012 are still pending.
|
|
2c558ca2
|
2014-03-10T17:19:19
|
|
Fixed D3D9 initialization on Windows 8, which doesn't have D3DX
|
|
9c2fb684
|
2014-03-10T15:00:59
|
|
Implemented fullscreen <-> windowed transition on Windows 8
|
|
7e8b2553
|
2014-03-10T14:35:37
|
|
Fixed line endings
|
|
3df586ce
|
2014-03-10T12:49:15
|
|
Fixed creating the rendering context on a specific device
|
|
9aa5b1d4
|
2014-03-10T05:44:34
|
|
Implemented YV12 and IYUV texture support for the D3D11 renderer
|
|
965cdf10
|
2014-03-10T02:13:44
|
|
Minor style tweaks
|
|
1a35f32b
|
2014-03-10T01:51:03
|
|
Converted David Ludwig's D3D11 renderer to C and optimized it.
The D3D11 renderer is now slightly faster than D3D9 on my Windows 8 machine (testsprite2 runs at 3400 FPS vs 3100 FPS)
This will need tweaking to fix the Windows RT build.
|
|
05c23063
|
2014-03-09T11:06:11
|
|
Fixed line endings on WinRT source code
|
|
44b0e901
|
2013-12-30T11:59:04
|
|
WinRT: d3d11 blend mode bug fixes
The destination target's alpha wasn't getting set correctly in many cases. Among other problems, this prevented some alpha-blended textures from displaying correctly in Windows Phone 8's multitasking screen.
The d3d11 renderer now uses the same blending settings found in the d3d9 renderer.
|
|
0562e53f
|
2013-12-26T11:04:35
|
|
WinRT: minor header file usage cleanup in the d3d11 renderer
|
|
94233675
|
2013-12-26T11:03:43
|
|
WinRT: simplified the d3d11 vertex shader a bit
The projection and view matrices are now computed ahead of time, as they both get computed in the same spot, and typically not often. If this does, however, become a performance problem later on, this change can always be reverted.
|
|
7ef05d26
|
2013-12-26T10:18:33
|
|
WinRT: implemented SDL_RenderSetClipRect for the d3d11 renderer
|
|
700f82de
|
2013-12-25T23:46:19
|
|
WinRT: corrected a minor error in an end-of-file comment
|
|
8b2694f9
|
2013-12-25T23:45:07
|
|
WinRT: minor rotation/orientation code cleanup in the d3d11 renderer
|
|
b93ab1e6
|
2013-12-25T23:25:25
|
|
WinRT: removed a bit of dead d3d11 code
|
|
f0e406e9
|
2013-12-25T22:27:58
|
|
WinRT: d3d11 compiled-shader code cleanup
I'm surprised this code even compiled, before this change. It did, but regardless, here's a cleanup.
|
|
4d16628f
|
2013-12-25T22:05:18
|
|
WinRT: made sure d3d11 debug mode doesn't get enabled by default
D3D11 debug mode got inadvertently enabled, in all cases, via changeset c0e68f3. This change reverts that.
|
|
ce805722
|
2013-12-25T21:39:48
|
|
WinRT: compiled the d3d11 renderer's shaders into SDL itself
Previously, the shaders would get compiled separately, the output of which would need to be packaged into the app. This change should make SDL's dll be the only binary needed to include SDL in a WinRT app.
|
|
8db33416
|
2013-12-25T14:20:40
|
|
WinRT: added a TODO note regarding texture-[un]locking in the d3d11 renderer
|
|
187f52e8
|
2013-12-25T14:17:49
|
|
WinRT: renamed d3d11-internal struct, SDL_VertexShaderConstants, to just VertexShaderConstants
This is primarily to keep naming consistent with other shader-bound structs.
|
|
22254931
|
2013-12-25T13:13:15
|
|
WinRT: moved contents of the d3d11 renderer's header file into its implementation file
|
|
d4ae3929
|
2013-12-25T13:00:41
|
|
WinRT: simplified a potentially-common error message from D3D11_SetRenderTarget
|
|
b0df9157
|
2013-12-25T12:58:37
|
|
WinRT: removed an unnecessary use of std::string in the d3d11 renderer
|
|
10f2de1e
|
2013-12-25T12:52:16
|
|
WinRT: utilized SDL_SetError's return value in the d3d11 renderer
|
|
43e27aa8
|
2013-12-25T12:48:47
|
|
WinRT: minor d3d11 code cleanups
|
|
8c8feb83
|
2013-12-25T12:47:39
|
|
WinRT: made d3d11-spawned error messages trickle down
Some error messages had the potential to be overwritten/obscured.
|
|
5fba7db2
|
2013-12-25T12:43:26
|
|
WinRT: made d3d11-spawned error messages include the function name of failed calls
|
|
5e6aba06
|
2013-12-22T21:13:35
|
|
WinRT: better rendering performance via D3D11_USAGE_DYNAMIC
|
|
446a2704
|
2013-12-10T22:34:08
|
|
WinRT: fixed bug: SDL_RenderReadPixels didn't work with certain orientations of the physical display
|
|
7cc09516
|
2013-11-01T22:54:39
|
|
WinRT: added support for SDL_HINT_RENDER_SCALE_QUALITY
|
|
62c781ea
|
2013-10-25T20:31:43
|
|
WinRT: made the Direct3D 11.x 'Debug Layer' be enable-able in any app via a hint
To enable the Debug Layer, set the hint, SDL_HINT_RENDER_DIRECT3D11_DEBUG to '1'.
The Debug Layer will be turned off by default, both in Release and Debug builds (of SDL).
|
|
fa45a9c9
|
2013-09-16T00:31:01
|
|
WinRT: fixed a line-rendering bug in the D3D 11.1 backend
|
|
31235b4b
|
2013-08-28T15:27:01
|
|
WinRT: made rendering work with orientation changes on Windows Phone
Pointer event geometry still needs to be adjusted on Windows Phone, to note.
|
|
91b03902
|
2013-08-28T12:45:43
|
|
WinRT: removed a comment regarding a dealt-with TODO
|
|
8e3886a2
|
2013-08-28T12:38:30
|
|
WinRT: rendering orientation fixes for Windows Phone, part 1
This change should allow apps to render correctly in Portrait mode, at minimum,
Support for orientation changes is pending.
Thanks to Pierre-Yves for assistance!
|
|
44755f8a
|
2013-08-28T11:46:02
|
|
WinRT: fixed a potential memory-related crash in SDL_Renderer on Windows Phone
|
|
2cafee9d
|
2013-08-27T21:21:09
|
|
WinRT: experimental and preliminary support for XAML-based overlays on Windows 8/RT
The XAML support here is still rudimentary. Bugs do exist. You've been warned.
XAML support in Windows Phone 8 is not yet available (in SDL/WinRT).
|
|
86ea4c4e
|
2013-08-27T13:03:43
|
|
WinRT: made all WinRT-related TODO comments use the same prefix, "TODO, WinRT"
|
|
7be2ad71
|
2013-08-27T11:44:43
|
|
WinRT: renamed SDL_SYSWM_WINDOWSRT to SDL_SYSWM_WINRT
This is part of an overall effort to use the name, "WinRT", rather than "WindowsRT" (or "Windows RT"), as the shorthand name often seems to mean something different than the longhand name. (WinRT is an API, Windows RT is a product name)
|
|
eaf26ff6
|
2013-08-13T20:33:15
|
|
WinRT: added a stub implementation of UpdateClipRect to the D3D 11.1 renderer
|
|
f7049b93
|
2013-08-12T22:29:55
|
|
WinRT: merged with SDL 2.0.0 codebase (aka. SDL hg rev d4ce48ff30d1)
|