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18c4db67
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2023-03-16T09:47:34
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Simplify SDL_BLENDMODE_MUL in sdlgenblit.pl
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0479df53
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2023-01-09T09:48:21
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Updated copyright for 2023
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501a4991
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2022-05-05T18:44:32
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Add clang-format on/off comments where necessary.
Comments were added in places where INDENT-ON/OFF comments are. Places
like stdlib's asm don't need it as clang-format doesn't try to indent it.
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dd6c46cb
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2022-03-21T18:56:56
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blit-auto optimizations
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120c76c8
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2022-01-03T09:40:00
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Updated copyright for 2022
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ab0cf42a
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2021-03-04T14:33:56
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Software nearest scaling: start at the middle of pixel
so that it matches opengl GL_NEAREST mode most of the time
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0b338bff
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2021-01-28T15:33:47
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Fixed bug 5510 - simplify the scaling functions
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9130f7c3
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2021-01-02T10:25:38
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Updated copyright for 2021
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b5e3d264
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2020-01-23T01:00:52
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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
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a8780c6a
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2020-01-16T20:49:25
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Updated copyright date for 2020
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981e0d36
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2020-01-16T08:52:59
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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.
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56cbe120
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2019-10-30T14:37:06
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BlitAuto: remove redundant cast to the same type
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8081f117
|
2019-10-24T18:07:30
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Fixed bug 2014 - Hardcoded srcA value in SDL_Blit_auto.c functions
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5e13087b
|
2019-01-04T22:01:14
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Updated copyright for 2019
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e3cc5b2c
|
2018-01-03T10:03:25
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|
Updated copyright for 2018
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|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
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|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
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0e45984f
|
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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2c4a6ea0
|
2015-05-26T06:27:46
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Updated the copyright year to 2015
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b72938c8
|
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
|
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
|
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
|
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
|
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
|
2014-11-22T22:20:40
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Corrected header file documentation comment.
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24c86b55
|
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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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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cc529398
|
2014-03-21T10:40:15
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|
Static analysis fix: more cleanups of unused variables, etc, in blitters.
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|
7bf36abf
|
2014-03-21T00:57:43
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|
Static analysis fix: more dead stores.
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|
e177b1cc
|
2014-03-20T17:55:24
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|
Static analysis fix: clean up unused variables and dead stores in blitters.
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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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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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dad42067
|
2013-08-12T11:13:50
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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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