|
cc47810d
|
2019-06-30T23:26:16
|
|
Fixed bug 4683 - SDL_atomic infinite recursion on armv6/armv5 w/ thumb
The real problem is that SDL_atomic.c was built in thumb mode instead of ARM mode, which is required to use the mcr instruction on ARM platforms. Added a compiler error to catch this case so we don't generate code that does infinite recursion.
I also added a potentially better way to handle things on Linux ARM platforms, based on comments in the Chromium headers, which we can try out after 2.0.10 ships.
|
|
282b2b93
|
2019-06-25T11:47:02
|
|
define __ARM_NEON for Windows only if _M_ARM or _M_ARM64 is defined. fixes Visual Studio builds.
|
|
be6cda9f
|
2019-06-19T15:54:21
|
|
Rolling back GameCube HIDAPI support
It causes the HIDAPI devices to always be opened on enumeration, which causes crashes in the Windows drivers when multiple applications are reading and writing at the same time. We can revisit this after 2.0.10 release.
|
|
eb71cd80
|
2019-06-18T06:53:32
|
|
Make sure we haven't changed the size of the SDL_Event structure and broken binary compatibility.
|
|
67c67f3a
|
2019-06-17T10:13:28
|
|
Updated version to 2.0.10
|
|
69d27a69
|
2019-06-11T18:13:46
|
|
Fixed bug 4570 - Support Vulkan Portability rather than MoltenVK specifically
Dzmitry Malyshau
Current code, search paths, and error messages are written to only consider MoltenVK on macOS as a Vulkan Portability implementation. It's not the only implementation available to the users. gfx-portability [1] has been shown to run a number of titles well, including Dota2, Dolphin Emulator, and vkQuake3, often out-performing MoltenVK in frame rate and stability (see Dolphin benchmark [2]).
There is no reason for SDL to be that specific, it's not using any MVK-specific functions other than the WSI initialization ("VK_MVK_macos_surface"). gfx-portability exposes this extension as well, and a more generic WSI extension is in process. It would be good if SDL was written in a more generic way that expect a Vulkan Portability library as opposed to MoltenVK specifically.
[1] https://github.com/gfx-rs/portability
[2] https://gfx-rs.github.io/2019/03/22/dolphin-macos-performance.html
|
|
9891c31b
|
2019-06-10T08:46:20
|
|
Fixed bug 4641 - clang and clang-cl builds on windows create -Wpragma-pack warnings
|
|
762b788f
|
2019-06-09T12:46:10
|
|
Cleanup on bug 3894 - Fuzzing crashes for SDL_LoadWAV
Simon Hug
Attached is a minor cleanup patch. It changes the option name of one hint to something better, puts one or two more checks in, and adds explicit casting where warnings could appear otherwise.
I hope the naming of the hints and their options is acceptable. It would be kind of awkward to change them after they get released with an official SDL version.
|
|
990e166a
|
2019-06-08T19:02:42
|
|
Fixed bug 3894 - Fuzzing crashes for SDL_LoadWAV
Simon Hug
I had a look at this and made some additions to SDL_wave.c.
The attached patch adds many checks and error messages. For some reason I also added A-law and ?-law decoders. Forgot exactly why... but hey, they're small.
The WAVE format is seriously underspecified (at least by the documents that are publicly available on the internet) and it's a shame Microsoft never put something better out there. The language used in them is so loose at times, it's not surprising the encoders and decoders behave very differently. The Windows Media Player doesn't even support MS ADPCM correctly.
The patch also adds some hints to make the decoder more strict at the cost of compatibility with weird WAVE files.
I still think it needs a bit of cleaning up (Not happy with the MultiplySize function. Don't like the name and other SDL code may want to use something like this too.) and some duplicated code may be folded together. It does work in this state and I have thrown all kinds of WAVE files at it. The AFL files also pass with it and some even play (obviously just noise). Crafty little fuzzer.
Any critique would be welcome. I have a fork of SDL with a audio-loadwav branch over here if someone wants to use the commenting feature of Bitbucket:
https://bitbucket.org/ChliHug/SDL
I also cobbled some Lua scripts together to create WAVE test files:
https://bitbucket.org/ChliHug/gendat
|
|
316ff384
|
2019-06-08T17:43:23
|
|
Fixed bug 4526 - replace SDL_RW* macros with functions for using in bindings
ace
I got this bug in SDL_ttf:
https://bugzilla.libsdl.org/show_bug.cgi?id=4524
Sylvain proposed solution:
SDL_RWseek(RWops, 0, RW_SEEK_SET);
And it works, but i can use it my project, because it written in C# with SDL2-CS wrapper and there not export for macroses:
#define SDL_RWsize(ctx) (ctx)->size(ctx)
#define SDL_RWseek(ctx, offset, whence) (ctx)->seek(ctx, offset, whence)
#define SDL_RWtell(ctx) (ctx)->seek(ctx, 0, RW_SEEK_CUR)
#define SDL_RWread(ctx, ptr, size, n) (ctx)->read(ctx, ptr, size, n)
#define SDL_RWwrite(ctx, ptr, size, n) (ctx)->write(ctx, ptr, size, n)
#define SDL_RWclose(ctx) (ctx)->close(ctx)
Therefore, I suggest replacing this macros with functions so that they can be exported and used in bindings
|
|
8728ce44
|
2019-06-08T14:54:37
|
|
Fixed bug 4557 - SDL_SIMDAlloc and *Free should be in the public interface
Martin Gerhardy
These functions are really useful and should get exposed imo.
|
|
b5d3b6fc
|
2019-05-28T17:39:13
|
|
test: unify all the command line usage logging.
|
|
00e5eeb4
|
2019-05-19T01:45:15
|
|
test: added SDLTest_CommonDefaultArgs()
This is for test apps that don't need custom command line arguments; it lets
us reduce the boilerplate code a tiny bit.
|
|
53a6196b
|
2019-04-23T16:57:34
|
|
Don't redefine __SSE__ and related macros if they're already defined
|
|
f79190f4
|
2019-04-23T07:59:31
|
|
Use _Exit() when available
|
|
9eac91dd
|
2019-04-05T08:10:12
|
|
Set SDL_HINT_MOUSE_TOUCH_EVENTS for iPhone and iPad as well
|
|
05333a6e
|
2019-04-05T09:16:30
|
|
Android: add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE
to set whether the event loop will block itself when the app is paused.
|
|
b470cd9b
|
2019-04-05T08:36:31
|
|
Android: default SDL_HINT_MOUSE_TOUCH_EVENTS to 1 as previous behaviour
|
|
bfdd0b22
|
2019-04-04T17:01:02
|
|
Android: remove SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH
java layer runs as if separate mouse and touch was 1,
Use SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS
for generating synthetic touch/mouse events
|
|
e4157618
|
2019-04-04T16:51:50
|
|
Add hint SDL_HINT_MOUSE_TOUCH_EVENTS for mouse events to generate touch events
controlling whether mouse events should generate synthetic touch events
By default SDL will *not* generate touch events for mouse events
|
|
a0ac5ffc
|
2019-03-19T10:59:41
|
|
Fixed building with C++
|
|
03fc5eeb
|
2019-03-19T10:56:46
|
|
Fixed building with C++
|
|
8177388e
|
2019-03-19T08:29:34
|
|
Fixed declaration of SDL_main_func for C++
|
|
de82759c
|
2019-03-19T07:53:33
|
|
Added support for building SDL as a dynamic library on iOS
|
|
911bf624
|
2019-03-15T14:08:30
|
|
events: Make debug logging of the event queue a hint instead of an #ifdef.
This makes it easy to toggle it on when debugging a new platform (or just
getting more visibility into an app) without having to rebuild SDL.
|
|
c5286156
|
2019-03-12T20:27:54
|
|
hidapi: Add support for Wii U/Switch USB GameCube controller adapter.
Note that a single USB device is responsible for all 4 joysticks, so a large
rewrite of the DeviceDriver functions was necessary to allow a single device to
produce multiple joysticks.
|
|
9a98dcc5
|
2019-02-04T08:34:24
|
|
Rename surface aligned memory flag to SDL_SIMD_ALIGNED
|
|
e5d194e9
|
2019-01-31T11:45:31
|
|
Add SDL_MEMALIGNED flag for SDL_Surface using aligned memory.
If an SDL_Surface has an aligned memory pointers, it should be freed
using SDL_SIMDFree() (will be used by SDL_ttf).
|
|
7dc92a76
|
2019-01-12T12:18:44
|
|
Initial Android OpenSL ES implementation, contributed by ANTA
|
|
5e13087b
|
2019-01-04T22:01:14
|
|
Updated copyright for 2019
|
|
71b66451
|
2018-12-10T13:32:24
|
|
Rename _SDL_sensor_h in public header, not to trigger Wreserved-id-macro
|
|
70ce0f2e
|
2018-12-07T12:02:08
|
|
Added the hint SDL_HINT_GAMECONTROLLERCONFIG_FILE to specify a file to load at initialization containing SDL game controller mappings
|
|
6259a726
|
2018-12-05T16:13:12
|
|
Warnings: fix a documentation warning and missing prototypes
|
|
69c256c1
|
2018-12-04T18:15:45
|
|
Fix comment and end of lines
|
|
f64c9433
|
2018-12-04T17:13:13
|
|
Update comment URL of USB document (HID Usage Tables 1.12)
|
|
09b46204
|
2018-12-04T16:50:31
|
|
Windows: NEON detection and intrinsic includes on Visual Studio
Visual Studio doesn't define __ARM_ARCH nor _ARM_NEON, but _M_ARM and _M_ARM64,
so SDL_HasNEON() was bypassed.
PF_ARM_NEON_INSTRUCTIONS_AVAILABLE doesn't see to be defined (but still works
when defined as 19).
|
|
aea7e56a
|
2018-12-04T12:34:45
|
|
android: use __ARM_NEON instead of __ARM_NEON__ to include <arm_neon.h>
Only __ARM_NEON is defined with Android NDK and arm64-v8a
Tested on ndk-r18, ndk-r13 and also Xcode.
(Visual Studio needs a different fix).
Fixes Bugzilla #4409.
|
|
1e4acca8
|
2018-12-01T12:17:34
|
|
Added some detail to a Doxygen comment (thanks, Sylvain!).
|
|
3f0d520a
|
2018-11-26T19:55:01
|
|
SDL_touch.h (SDL_TouchDeviceType): remove comma at end of enumerator list.
|
|
7b306bf3
|
2018-11-23T21:29:42
|
|
Added atomics support for armv8-a (Raspberry Pi 3)
|
|
ac15de18
|
2018-11-19T21:28:52
|
|
Fixed bug 4392 - SDL_cpuinfo.h breaks compilation with C bool type
Luke Dashjr
Bug 3993 was "fixed" by #undef'ing bool. But this breaks C99's stdbool.h bool too.
For example, mpv's build fails with:
../audio/out/ao_sdl.c:35:5: error: unknown type name ?bool?
It seems ill-advised to be #undef'ing *anything* here - what if the code including SDL_cpuinfo.h actually wants to use altivec?
|
|
b73703b9
|
2018-11-19T21:17:00
|
|
Fixed bug 4391 - hid_enumerate() sometimes causes game to freeze for a few seconds
Daniel Gibson
Even though my game (dhewm3) doesn't use SDL_INIT_JOYSTICK, SDL_PumpEvent() calls SDL_JoystickUpdate() which ends up calling hid_enumerate() every three seconds, and sometimes on my Win7 box hid_enumerate() takes about 5 seconds, which causes the whole game to freeze for that time.
|
|
1a4c0d4e
|
2018-11-12T19:23:49
|
|
Fixed bug 4377 - SDL_PIXELFORMAT enum is anonymous, which prevents its use in a templated function
zen3d
While trying to build Pixie lisp (https://github.com/pixie-lang/pixie), which uses SDL for multimedia output, the mandelbrot example won't build. The problem is that internally pixie uses a templated function to dump a value, and gcc chokes because SDL_PIXELFORMAT_RGA8888 is an anonymous enum.
I solved the problem locally by changing from:
enum {
SDL_PIXELFORMAT_UNKNOWN,
... etc. ...
SDL_PIXELFORMAT_YUYV = ... etc ...
};
to:
typedef enum {
SDL_PIXELFORMAT_UNKNOWN,
... etc. ...
SDL_PIXELFORMAT_YUYV = ... etc ...
} SDL_PIXELFORMAT_ENUM;
The net result of this change is that the enum containing SDL_PIXELFORMAT_* is no longer an anonymous enum and can now be used by a templated function.
This local change fixes Pixie lisp for me.
I did notice that you use the idiom
typedef enum {
... etc ...
} SDL_FOO;
elsewhere in your code, so that change to SDL_PIXELFORMAT doesn't look like it would have a negative impact.
|
|
5029d50e
|
2018-11-10T16:15:48
|
|
Add SDL_TouchDeviceType enum and SDL_GetTouchDeviceType(SDL_TouchID id).
Touch device types include SDL_TOUCH_DEVICE_DIRECT (a touch screen with window-relative coordinates for touches), SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE (a trackpad-style device with absolute device coordinates), and SDL_TOUCH_DEVICE_INDIRECT_RELATIVE (a trackpad-style device with screen cursor-relative coordinates).
Phone screens are an example of a direct device type. Mac trackpads are the indirect-absolute touch device type. The Apple TV remote is an indirect-relative touch device type.
|
|
ed694ec6
|
2018-11-06T23:45:50
|
|
close_code.h: #error if included without matching begin_code.h
|
|
a60751b7
|
2018-11-06T20:50:24
|
|
fix bug #4362 - SDL_syswm.h with SDL_PROTOTYPES_ONLY broken in C++ mode
|
|
bc57ac27
|
2018-11-02T21:34:17
|
|
mir: Removed mir client support.
Fixes Bugzilla #4288.
|
|
62494a2e
|
2018-10-31T15:03:41
|
|
Merge SDL-ryan-batching-renderer branch to default.
|
|
b08bdc44
|
2018-10-26T09:27:31
|
|
Don't build SDL_JOYSTICK_HIDAPI by default on iOS
If you enable this, you'll need to link with CoreBluetooth.framework and add something like this to your Info.plist:
<key>NSBluetoothPeripheralUsageDescription</key>
<string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string>
|
|
14329256
|
2018-10-25T16:53:14
|
|
Generalized the XInput user index into a player index
|
|
9987ca69
|
2018-10-25T12:54:42
|
|
Added SDL_JoystickGetXInputUserIndex()
|
|
8340b0f0
|
2018-10-23T01:34:03
|
|
render: Add floating point versions of various draw APIs.
|
|
7be4fca6
|
2018-10-15T11:01:00
|
|
SDL_power.c: Adjust SDL_POWER_DISABLED ifdefs to avoid zero-size array
Otherwise if SDL_POWER_DISABLED is disabled (eg with --disable-power):
... with clang -pedantic:
src/power/SDL_power.c:48:50: warning: use of GNU empty initializer extension [-Wgnu-empty-initializer]
static SDL_GetPowerInfo_Impl implementations[] = {
^
src/power/SDL_power.c:48:50: warning: zero size arrays are an extension [-Wzero-length-array]
2 warnings generated.
... with gcc -pedantic:
src/power/SDL_power.c:48:50: warning: ISO C forbids empty initializer braces [-Wpedantic]
src/power/SDL_power.c:48:50: warning: ISO C forbids empty initializer braces [-Wpedantic]
static SDL_GetPowerInfo_Impl implementations[] = {
^
src/power/SDL_power.c:48:30: error: zero or negative size array ?implementations?
static SDL_GetPowerInfo_Impl implementations[] = {
^~~~~~~~~~~~~~~
... with Watcom:
./src/power/SDL_power.c(85): Error! E1112: Initializer list cannot be empty
|
|
ee97d4f4
|
2018-10-14T23:56:56
|
|
add a minimal config and makefile to test watcom/os2 builds.
|
|
0e5a3f6e
|
2018-10-12T01:03:40
|
|
SDL_thread.h: undefine SDL_CreateThreadWithStackSize before redefining.
|
|
acb05f50
|
2018-10-11T16:40:01
|
|
thread: make SDL_CreateThreadWithStackSize() a public API.
|
|
1ecf4dfc
|
2018-10-04T16:34:44
|
|
render: Added SDL_RenderFlush().
|
|
b60e5b82
|
2018-10-03T15:48:26
|
|
Update documentation to note that this hint works on Android too (thanks Trent!)
|
|
b2518761
|
2018-10-01T09:47:10
|
|
commit c6b28f46b8116552ec2b38d1d3c8535df28ba7a1
Author: Anthony Pesch <inolen@gmail.com>
Date: Fri May 4 20:21:21 2018 -0400
Added SDL_AUDIO_ALLOW_SAMPLES_CHANGE flag enabling users of SDL_OpenAudioDevice to get
the sample size of the actual hardware buffer vs having a stream created to handle the
delta
|
|
b11c75e9
|
2018-09-28T13:41:04
|
|
configury, cmake: add check for endpointvolume.h :
add HAVE_ENDPOINTVOLUME_H, HAVE_MMDEVICEAPI_H and HAVE_AUDIOCLIENT_H
in SDL_config.h.in, SDL_config.h.cmake, SDL_config_windows.h, and in
SDL_config_winrt.h.
|
|
7df0f4fd
|
2018-09-27T14:56:29
|
|
Fixed bug 4277 - warnings patch
Sylvain
Patch a few warnings when using:
-Wmissing-prototypes -Wdocumentation -Wdocumentation-unknown-command
They are automatically enabled with -Wall
|
|
bc6c1997
|
2018-09-26T10:08:14
|
|
Updated version to 2.0.9
|
|
ef347048
|
2018-09-24T16:41:55
|
|
Fixed bug 4264 - SDL_CreateTextureFromSurface generates error message but returns ok
Anthony @ POW Games
SDL_CreateTextureFromSurface makes an internal call to SDL_GetColorKey which can return an error and spams the error log with "Surface doesn't have a colorkey" even though the original function didn't return an error.
|
|
5fb67f9f
|
2018-09-20T15:46:02
|
|
render: Move to a batching system for rendering (work in progress).
|
|
6b3e8931
|
2018-09-14T19:26:26
|
|
Added hints SDL_HINT_MOUSE_DOUBLE_CLICK_TIME and SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to allow tuning double-click sensitivity.
Also increased the default double-click radius to 32 pixels to be more forgiving for touch interfaces
|
|
afc1738e
|
2018-09-07T10:47:50
|
|
SDL_sensor.h, SDL_video.h: remove comma at end of enumerator lists.
Avoids gcc -pedantic warnings, closes bug #4253.
|
|
0cf1ae9d
|
2018-09-05T21:24:13
|
|
Fixed a comment typo.
|
|
207428b4
|
2018-08-29T20:23:39
|
|
Don't rumble Bluetooth PS4 controllers by default, as that switches the controller into extended input report mode, which breaks games that use DirectInput.
|
|
a794126d
|
2018-08-24T09:49:48
|
|
vulkan: SDL_Vulkan_GetInstanceExtensions should accept a NULL window.
Fixes Bugzilla #4235.
|
|
8adadf8f
|
2018-08-23T10:51:54
|
|
Added documentation for additional Android sensors
|
|
f225af0c
|
2018-08-22T21:48:28
|
|
Added SDL_GetDisplayOrientation() to get the display orientation, and added a new event SDL_DISPLAYEVENT to notify the application when the orientation changes.
Documented the values returned by the accelerometer and gyroscope sensors
|
|
7f4860e2
|
2018-08-21T20:38:22
|
|
Doh.. __IPHONEOS__ is defined on tvOS
|
|
74e99f74
|
2018-08-21T20:34:09
|
|
Don't use CoreMotion on tvOS
|
|
6f758ad2
|
2018-08-21T20:03:54
|
|
Moved SDL_IsTablet() to a cross-platform API function
|
|
c6647bf9
|
2018-08-21T17:24:12
|
|
Added the iOS sensor implementation
|
|
c5bcefa7
|
2018-08-21T13:44:11
|
|
Fixed duplicate definition of SDL_JoystickID
|
|
3e5dbc69
|
2018-08-21T13:29:21
|
|
Added a dummy sensor driver
|
|
7c3040e0
|
2018-08-21T12:11:34
|
|
First pass on the new SDL sensor API
|
|
109544ca
|
2018-08-21T11:23:47
|
|
Add SDL_IsTablet() to Android and iOS SDL.
|
|
7d3a7ef8
|
2018-08-15T23:35:54
|
|
Use a single hint for both Xbox 360 and Xbox One controllers, since they are often the same driver.
|
|
5930b508
|
2018-08-09T22:53:43
|
|
Re-enabled the HIDAPI joystick driver on Windows and Mac OS X
|
|
b37518b3
|
2018-08-09T16:03:55
|
|
SDL: disable HIDAPI in SDL on Windows/Mac.
|
|
d2042e1e
|
2018-08-09T16:00:17
|
|
Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms.
Added SDL_GameControllerRumble() and SDL_JoystickRumble() for simple force feedback outside of the SDL haptics API
|
|
b4fe7412
|
2018-08-04T11:52:46
|
|
SDL_exp
|
|
ff8c9538
|
2018-07-12T13:28:13
|
|
Allow trapping the back button so right mouse click can work on some Android systems (thanks Rachel!)
Also, added a function SDL_AndroidBackButton() so applications can respond to the back button directly
|
|
a5158535
|
2018-06-18T13:14:02
|
|
Added support for external mouse in Samsung DeX mode
relative mode doesn't work, but absolute coordinates are functional
|
|
113801b7
|
2018-06-05T12:46:13
|
|
Added SDL_IsChromebook() to determine if we're running on a Chromebook.
|
|
4df859c5
|
2018-05-21T11:35:42
|
|
cpuinfo: Added SDL_HasAVX512F().
This checks for the "foundation" AVX-512 instructions (that all AVX-512
compatible CPUs support).
|
|
8543ad7d
|
2018-05-21T11:34:57
|
|
cpuinfo: Added some internal SIMD-aligned allocation functions.
Fixes Bugzilla #4150 (sort of).
|
|
b7e88aaa
|
2018-05-16T02:03:06
|
|
audio: Added ARM NEON versions of audio converters.
These are _much_ faster than the scalar equivalents on the Raspberry Pi that
I tested on. Often 3x to 4x as fast!
|
|
c11ae93a
|
2018-05-10T08:28:00
|
|
SDL_stdinc.h: move the alloca() includes before begin_code.h
|
|
c04dca0d
|
2018-05-07T19:26:02
|
|
Fixed bug 4159 - Windows headers are included after packing alignment change
lectem
The SDL_syswm.h header includes the windows.h header after including begin_code.h which changes the structure packing alignment.
It seems this is not safe as suggested by the following warning :
warning C4121: 'JOBOBJECT_IO_RATE_CONTROL_INFORMATION_NATIVE_V2': alignment of a member was sensitive to packing
|
|
0a7faa4a
|
2018-05-04T21:58:39
|
|
Fix Linux haptic scaling, add 2.1 FIXME
|
|
f521b22e
|
2018-04-23T22:07:56
|
|
Added SDL_THREAD_PRIORITY_TIME_CRITICAL
|
|
43231256
|
2018-04-23T19:18:52
|
|
Added SDL_LinuxSetThreadPriority() to directly set the priority of a Linux thread (tid)
This function tries using RealtimeKit connecting over DBUS as needed.
|
|
6d39e67b
|
2018-03-10T21:20:25
|
|
Fixed bug 4103 - SDL_cpuinfo.h provokes warnings with -Wundef on non-x86 hosts
Felix Geyer
Forwarding from https://bugs.debian.org/892087 quoting verbatim:
The SDL2 header SDL_cpuinfo.h generates gcc warnings if the program using
it compiles with the -Wundef warning. (In particular, this means that QEMU
builds using it fail on at least sparc hosts, since QEMU dev builds
use both -Wundef and -Werror.).
/usr/include/SDL2/SDL_cpuinfo.h:63:5: warning: "HAVE_IMMINTRIN_H" is not defined, evaluates to 0 [-Wundef]
#if HAVE_IMMINTRIN_H && !defined(SDL_DISABLE_IMMINTRIN_H)
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a8ac5885
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2018-03-07T13:30:40
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Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
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be6ca785
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2018-02-25T23:02:09
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Support official Vulkan SDK for macOS.
This tries to load vulkan.framework or libvulkan.1.dylib before MoltenVK.framework
or libMoltenVK.dylib. In the previous version, layers would not work for applications
run-time loading the default library.
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5adc1b7d
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2018-02-24T08:18:09
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Updated documentation with API changes in SDL 2.0.8
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69958441
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2018-02-21T09:58:21
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Fix high-dpi support on macOS and simplify it and iOS variant.
The detault drawableSize for a CAMetalLayer is its bounds x its scale.
So it is sufficient to set the *layer's* scale to the desired value.
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