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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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05cff792
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2014-08-24T00:02:12
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Fixed bug 2699 - possible memory leak in GL_RenderReadPixels
Benoit Pierre
If glReadPixels returns an error, than the temporary buffer is not deallocated
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877666e2
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2014-08-18T11:28:16
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Fixed UV texture coordinate scale when using GL_ARB_texture_non_power_of_two
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c6a2382c
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2014-08-14T21:31:50
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Take advantage of GL_ARB_texture_non_power_of_two when it's available
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6fef39d6
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2014-08-06T11:34:54
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Added NV12 and NV21 texture support for OpenGL and OpenGL ES 2.0 renderers
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dfc7535f
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2014-07-26T16:52:26
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Fixed bug 2657 - Memory leak in GL_CreateTexture function
Nitz
In GL_CreateTexture function:
if (GL_CheckError("glGenTexures()", renderer) < 0) {
SDL_free(data);
return -1;
}
Here only data is getting free but data->pixels getting leak.
So have to free data->pixels before free data.
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2748e282
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2014-07-03T10:22:12
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The YUV offset is 16 / 255, not 16 / 256
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d65ac778
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2014-06-22T02:48:43
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Restore window OpenGL state if creating an OpenGL renderer fails
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af50403e
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2014-06-15T18:09:39
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Fixed bug 2575 - Current GL context tracking fails
Ronie Salgado
The GL Renderer current context tracking fails when one window is used with an SDL renderer but another separate window is used with a user handled OpenGL context.
Attached is a small program that reproduces this bug, at least in some Linux machines where an OpenGL renderer is provided by default.
Expected Output:
-"First window" should be blue.
-"Second window" should be green.
Gotten Output:
- "First window" black.
- "Second window" blue.
What happened:
The renderer created for the "first window" ends rendering into the "second window" OpenGL context.
Bug location:
SDL_render_gl.c - line 286 on hg:
static SDL_GLContext SDL_CurrentContext = NULL;
When making SDL_GL_MakeCurrent from the user perspective, that variable or the GL renderer is not notified about the OpenGL context change.
Solution proposal:
- Move the current GL context cache into another place global.
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d623c0b4
|
2014-06-04T09:59:10
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SDL_opengl: Fix Mac build with new glext.h
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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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415675be
|
2014-03-20T11:14:44
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Static analysis fix: division by zero.
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f9a58968
|
2014-03-13T21:21:26
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Added missing copyright notices
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a8f540fe
|
2014-03-09T22:48:38
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Fixed renderer flags to include support for target textures after the renderer is created.
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f61602b4
|
2014-02-27T20:21:46
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Improve window recreation logic in OpenGL* renderers
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4c192bc8
|
2014-02-25T17:42:34
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Fixes #2308, recreate window if GL requirements for the renderer are not met
If the window has been created with values for SDL_GL_CONTEXT_PROFILE_MASK,
SDL_GL_CONTEXT_MAJOR_VERSION and SDL_GL_CONTEXT_MINOR_VERSION not matching those
required by the renderer, attempt to recreate the window.
This is needed on platforms where both GL and GLES 1/2 surfaces are supported
by the video backend, requiring that the window be recreated when switching
between context types.
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58edac3e
|
2014-02-02T00:53:27
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Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
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ec1cb49e
|
2013-12-14T20:18:43
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|
Wayland support
Based on the original port to Wayland by: Joel Teichroeb, Benjamin Franzke, Scott Moreau, et al.
Additional changes in this commit, done by me:
* Wayland uses the common EGL framework
* EGL can now create a desktop OpenGL context
* testgl2 loads GL functions dynamically, no need to link to libGL anymore
* Assorted fixes to the Wayland backend
Tested on the Weston Compositor (v1.0.5) that ships with Ubuntu 13.10,
running Weston under X. Tests ran: testrendercopyex (all backends), testgl2, testgles2,testintersections
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f848adff
|
2013-11-29T10:06:08
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Improve Android pause/resume behavior.
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7e1289af
|
2013-11-24T23:56:17
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Make internal SDL sources include SDL_internal.h instead of SDL_config.h
The new header will include SDL_config.h, but allows for other global stuff.
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8093cfd8
|
2013-11-15T22:07:35
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Better fix for bug 2207 - SDL_RenderSetViewport behavior is different/incorrect on OpenGL renderer vs DirectX renderer
At least, it works better here on my Mac. :)
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4f39f011
|
2013-11-15T23:20:50
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Fix viewport being upside down in OpenGL renderer.
Fixes Bugzilla #2207.
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ef97aab9
|
2013-11-14T21:39:54
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Backed out changeset 6c59f7c8ec17 - it didn't actually do anything useful
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b36d98bd
|
2013-11-13T21:50:59
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Diagonal flipping with RenderCopyEx
Ivan Rubinson
As it turns out, it was impossible to render a texture flipped diagonally (both vertically and horizontally) with one RenderCopyEx call.
With help from #SDL @ freenode, we came up with a fix.
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1c9cc8c9
|
2013-11-05T21:01:25
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Fixed performance regression caused by the fix for bug 2158
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20f5167d
|
2013-10-20T10:35:51
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Use vertex arrays for drawing points in addition to lines
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82b8e6df
|
2013-10-20T10:10:14
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Fixed bug 2158 - Pixel missing in SDL_RenderDrawLines
Sean McKean
I am running Ubuntu 12.04 (GL version 1.4 Mesa 8.0.4) , and on drawing a set of lines through the renderer through SDL_RenderDrawLines() (looped or not) or SDL_RenderDrawRect() I notice a pixel missing. For RenderDrawLines() it seems to be the second point in the sequence; for RenderDrawRect() it is the lower-right. This can be fixed by specifying SDL_RenderDrawPoint(s), but wouldn't it be easier to specify each pixel in a GL_POINTS glBegin/End loop in the OpenGL code, just to make sure?
I also ran the same program on Android; the rendering seemed to be correct, which uses glDrawArrays.
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06cab857
|
2013-10-14T08:56:37
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Added support for SDL_PIXELFORMAT_UYVY surfaces on Mac OS X
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|
e5ef978e
|
2013-10-03T20:42:43
|
|
Fixed a potential double-free bug if glGenTextures() failed.
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|
57bd5147
|
2013-09-28T14:06:47
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Added optimized YUV texture upload path with SDL_UpdateYUVTexture()
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869a7076
|
2013-09-20T13:43:00
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|
add in High DPI support (aka Retina)
- based on J?rgen's patch with a few bug fixes
|
|
f79fc33a
|
2013-08-29T08:29:21
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Christoph Mallon: Remove pointless if (x) before SDL_free(x)
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1e49b1ed
|
2013-08-21T09:47:10
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OCD fixes: Adds a space after /* (glory to regular expressions!)
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695344d1
|
2013-08-21T09:43:09
|
|
OCD fixes: Adds a space before */
|
|
dad42067
|
2013-08-12T11:13:50
|
|
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.
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1ad936eb
|
2013-08-11T19:56:43
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Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke
I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
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