Branch :
| Author | Commit | Date | CI | Message |
|---|---|---|---|---|
| 120c76c8 | 2022-01-03 09:40:00 | Updated copyright for 2022 | ||
| 9130f7c3 | 2021-01-02 10:25:38 | Updated copyright for 2021 | ||
| 76980e30 | 2020-10-08 16:42:20 | Added events for dynamically connecting and disconnecting displays, with an iOS implementation | ||
| 052a1373 | 2020-07-12 19:11:15 | Merge VideoBootStrap::available into VideoBootStrap::create The two are only ever called together, and combining them makes it possible to eliminate redundant symbol loading and redundant attempts to connect to a display server. | ||
| a8780c6a | 2020-01-16 20:49:25 | Updated copyright date for 2020 | ||
| 29f34453 | 2019-05-19 10:36:44 | video: Add Vulkan support for vivante fb Vivante drivers use the VK_KHR_display extension for rendering directly to the frame buffer. This patch adds support to the video driver for Vulkan rendering using that method. - Add an utility function SDL_Vulkan_Display_CreateSurface that creates a surface using this extension. The display to use (if there are multiple) can be overridden using the environment variable "SDL_VULKAN_DISPLAY". - Use this function in a new compilation unit SDL_vivantevideo.c, which implements the SDL_VIDEO_VULKAN methods of the driver structure. | ||
| 5e13087b | 2019-01-04 22:01:14 | Updated copyright for 2019 | ||
| e3cc5b2c | 2018-01-03 10:03:25 | Updated copyright for 2018 | ||
| ad86eff1 | 2017-09-22 08:30:37 | Guarded EGL code with SDL_VIDEO_OPENGL_EGL | ||
| 50efbda7 | 2017-08-28 00:43:14 | Fixed mingw Windows build, since SDL_vulkan_internal.h includes windows.h | ||
| 266816b4 | 2017-03-26 21:00:19 | Removed newlines from error messages. | ||
| 45b774e3 | 2017-01-01 18:33:28 | Updated copyright for 2017 | ||
| d478f26e | 2016-07-18 22:03:47 | Updated comments in video implementations. | ||
| e5d575b9 | 2016-01-16 21:58:49 | Expose the EGL display and window for Vivante SDL windows | ||
| 42065e78 | 2016-01-02 10:10:34 | Updated copyright to 2016 | ||
| 0e45984f | 2015-06-21 17:33:46 | 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(). | ||
| 2c4a6ea0 | 2015-05-26 06:27:46 | Updated the copyright year to 2015 | ||
| b72938c8 | 2015-04-20 12:22:44 | 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. | ||
| fe6c797c | 2015-04-10 23:30:31 | Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called. | ||
| b88ca1b4 | 2015-02-10 16:28:56 | 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 | ||
| b48e54aa | 2015-01-26 22:00:29 | 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. | ||
| 70438be2 | 2014-12-03 10:55:23 | 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! | ||
| 9c398852 | 2014-11-22 22:20:40 | Corrected header file documentation comment. | ||
| 38f94e21 | 2014-10-16 09:54:13 | Added a platform cleanup function for the Vivante video driver | ||
| 251ca855 | 2014-10-15 09:18:17 | Expanded the iMX6 video driver into a general Vivante video driver that works across multiple SoCs |