|
bf9092cf
|
2019-10-17T17:47:11
|
|
Removed unused variable
|
|
1b4de45d
|
2019-10-16T08:45:54
|
|
Fixed bug 4785 - SDL_CreateRGBSurface creates 1-bit surfaces with zero pitch
Sylvain
Seems to be a regression in this commit: https://hg.libsdl.org/SDL/rev/7fdbffd47c0e
SDL_CalculatePitch() was using format->BytesPerPixel, now it uses SDL_BYTESPERPIXEL().
The underlying issue is that "surface->format->BytesPerPixel" is *not* always the same as SDL_BYTESPERPIXEL(format);
BytesPerPixel defined as format->BytesPerPixel = (bpp + 7) / 8;
vs
#define SDL_BYTESPERPIXEL(format) ... (format & 0xff)
Because of SDL_pixels.h format definitions, one is giving a BytesPP 1, the other 0.
|
|
ed7483f8
|
2019-10-15T22:36:08
|
|
x11: On macOS, look for X11 install in /opt/X11 instead of /usr/X11R6.
This is where Apple installs XQuartz now (and apparently, the compatibility
symlink at /usr/X11R6 can be missing).
Fixes Bugzilla #4706.
|
|
02a2ec98
|
2019-10-15T14:55:09
|
|
video: Make sure SDL_FillRects()'s fill_function isn't used unitialized.
|
|
9f636be8
|
2019-10-15T14:04:43
|
|
video: Removed unused variables.
|
|
e23067ea
|
2019-10-15T14:03:01
|
|
video: speed up SDL_FillRect[s] slightly (thanks, Jakub!).
"This patch does the following:
* Instead of SDL_FillRects calling SDL_FillRect in a loop the opposite
happens -- SDL_FillRect (a specific case) calls SDL_FillRects (a general case)
with a count of 1
* The switch/case block is moved out of the loop -- it modifies the color
once and stores the fill routine in a pointer which is then used throughout
the loop"
Fixes Bugzilla #4674.
|
|
d5e378d1
|
2019-10-15T00:59:10
|
|
cocoa: Implement SDL_WINDOW_ALWAYS_ON_TOP support (thanks, Gabriel!).
Fixes Bugzilla #4809.
|
|
074f6a51
|
2019-10-14T00:51:53
|
|
macOS: Fix the initial window background not being black since macOS 10.14.2 or so, when OpenGL is used (bug #4810). Also fixes "CGContext: invalid context 0x0" errors when an OpenGL window is created (bug #4470).
|
|
009226c6
|
2019-10-13T21:39:20
|
|
macOS: Fix non-highdpi OpenGL contexts not scaling properly in macOS 10.15 (bug 4810 and 4822).
|
|
f8bdefe1
|
2019-10-13T15:18:28
|
|
macOS: Fix asserts in SDL_Render's metal scissor code when the window is resized.
|
|
1773da89
|
2019-10-13T12:16:40
|
|
macOS: Fix a new issue in 10.15 where the window decorations don't always get restored after SDL_SetWindowFullscreen(window, 0).
|
|
3b0dcaf4
|
2019-10-12T18:47:56
|
|
Fixed bug 4797 - SDL fails to compile with Mesa Master (thanks Michael Olbrich!)
fix building with Mesa 19.2
With Mesa 19.2 building fails with:
/include/GLES/gl.h:63:25: error: conflicting types for 'GLsizeiptr'
The same type is defined in include/SDL_opengl.h for OpenGL and the two
headers should not be included at the same time.
This was just never noticed because the same header guard '__gl_h_' was
used. This was changed in Mesa. The result is this error.
Fix this the same way GLES2 already handles this: Don't include the GLES
header when the OpenGL header was already included.
(https://hg.libsdl.org/SDL/rev/6a3670d6108d)
|
|
c61ca915
|
2019-10-02T14:55:02
|
|
WinRT: fix a link-time error when building UWP + x64
|
|
ee6d504a
|
2019-09-24T17:49:53
|
|
offscreen: Define missing define on a older EGL for an EXT function which it wont have
|
|
8a41948e
|
2019-09-24T17:27:51
|
|
offscreen: Avoid using EGLDeviceEXT as it causes issues with older platforms, which is just a void*
|
|
68985371
|
2019-09-24T16:36:48
|
|
offscreen: Add new video driver backend Offscreen
The Offscreen video driver is intended to be used for headless rendering
as well as allows for multiple GPUs to be used for headless rendering
Currently only supports EGL (OpenGL / ES) or Framebuffers
Adds a hint to specifiy which EGL device to use: SDL_HINT_EGL_DEVICE
Adds testoffscreen.c which can be used to test the backend out
Disabled by default for now
|
|
79e388bf
|
2019-09-10T17:12:34
|
|
Fixed bug 4798 - PNG w/transparency breaks in SDL 2.0.10 but works in SDL 2.0.9
|
|
715e070d
|
2019-09-06T08:50:19
|
|
SDL_blit_N.c: Correct vec_perm() application on little-endian 64-bit PowerPC
The LE transformation for vec_perm has an implicit assumption that the
permutation is being used to reorder vector elements (in this case 4-byte
integer word elements), not to reorder bytes within those elements. Although
this is legal behavior, it is not anticipated by the transformation performed
by the compilers.
This causes pygame-1.9.1 test failure on PPC64LE because blitted pixmaps are
corrupted there due to how SDL uses vec_perm().
From RedHat / Fedora: https://bugzilla.redhat.com/show_bug.cgi?id=1392465
Original patch was provided by: Menanteau Guy <menantea@linux.vnet.ibm.com>
|
|
2d37d291
|
2019-09-06T08:44:46
|
|
KMSDRM_GLES_SwapWindow: fix non-vsync case
If KMSDRM_drmModeSetCrtc is called when the swap interval is
set to 0, the driver behaves as though vertical sync is engaged by
limiting framerate to the refresh rate, but performance is much worse
than with vertical sync enabled.
Resolve this issue by ensuring that the Crtc is only set up once,
and KMSDRM_drmModePageFlip is called, albeit without any followup
queueing or waiting for flips.
|
|
8a394209
|
2019-09-05T20:47:20
|
|
SDL_windowsevents.c: remove isVistaOrNewer (not used since 8cb1dc50bb28)
|
|
bf2f4703
|
2019-09-05T10:49:53
|
|
SDL_windowsmessagebox.c: remove unused variable
|
|
1b5e3c19
|
2019-09-05T10:08:47
|
|
SDL_bmp.c: remove unused variable warnings
|
|
e5580e18
|
2019-09-04T09:27:58
|
|
x11: add a hint to force the VisualID used when creating a window.
|
|
892c8d50
|
2019-09-03T11:55:20
|
|
Fixed bug 4536 - Heap-Buffer Overflow in SDL_GetRGB pertaining to SDL_pixels.c
Ozkan Sezer
As for the issue: This bmp reports bpp=0, therefore SDL_CalculatePitch()
returns pitch==0, which is then fed to SDL_malloc() (which is malloc())
and malloc(0) returns _something_ which is not NULL but not someting
that we expect.. Then testsprite.c:LoadSprite() accesses the pixels
as *(Uint8*)pixels which valrind reports as:
==15533== Invalid read of size 1
==15533== at 0x8048C08: LoadSprite (testsprite.c:45)
==15533== by 0x80492FC: main (testsprite.c:224)
==15533== Address 0x449e588 is 0 bytes after a block of size 0 alloc'd
==15533== at 0x40072B2: malloc (vg_replace_malloc.c:270)
==15533== by 0x4045719: SDL_CreateRGBSurface (SDL_surface.c:126)
==15533== by 0x40403C1: SDL_LoadBMP_RW (SDL_bmp.c:237)
==15533== by 0x8048BB2: LoadSprite (testsprite.c:36)
==15533== by 0x80492FC: main (testsprite.c:224)
Besides, valrind also reports this:
==15533== Conditional jump or move depends on uninitialised value(s)
==15533== at 0x40403F3: SDL_LoadBMP_RW (SDL_bmp.c:247)
==15533== by 0x8048BB2: LoadSprite (testsprite.c:36)
==15533== by 0x80492FC: main (testsprite.c:224)
Easy/quick solution would be early-rejecting a bmp with 0 bpp from SDL_bmp.c:SDL_LoadBMP_RW()
|
|
b21338eb
|
2019-09-02T12:35:00
|
|
SDL_bmp.c: restore most of the original formatting.
|
|
6c295129
|
2019-08-31T22:58:11
|
|
LoadBMP: fix some warnings
|
|
830979c5
|
2019-08-31T22:52:15
|
|
LoadBMP: use code from SDL_image which allows loading compressed BMP files
|
|
cc64b369
|
2019-08-30T15:32:15
|
|
Allow mouse messages from Wacom pens, e.g. right click pen buttons, etc.
|
|
afb9ff95
|
2019-08-30T08:03:19
|
|
Fixed bug where the Steam overlay would generate an event and stop input processing for the frame.
|
|
9c8e403f
|
2019-08-30T11:35:20
|
|
use 'U' suffix on constants instead of (unsigned int) cast.
|
|
d52080c0
|
2019-08-30T09:00:06
|
|
Android: minor warning
|
|
70dc8d16
|
2019-08-30T08:55:20
|
|
Android: fix corresponding warnings
|
|
13c4d5e7
|
2019-08-26T17:43:01
|
|
Fixed Windows relative mouse coordinates when capturing the mouse over RDP
|
|
1e47790c
|
2019-08-26T18:41:40
|
|
RPI_FreeCursor: set global_cursor to NULL to prevent double-free (bug 4769)
|
|
dd29abb4
|
2019-08-22T19:23:52
|
|
macOS: Use the proper type (NSSize instead of CGSize) for the bounds of metal views.
|
|
79cd6cfc
|
2019-08-15T19:38:12
|
|
iOS: Fix issues with Split VIew on iPad (bugs #4586, #4705).
|
|
2a1adf71
|
2019-08-05T23:52:16
|
|
Fixed bug 4747 - [Patch] SDL_ShowMessageBox ignores BUTTON_RETURNKEY_DEFAULT flag
Caleb Cornett
SDL_ShowMessageBox on UIKit doesn't do anything special with buttons that are marked with the flag SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT. According to Apple's documentation on UIAlertController, a button can respond to a return key if it's marked as the preferredAction of the controller. SDL doesn't set a preferredAction currently, so I've attached a patch to fix that.
|
|
afdb40af
|
2019-08-05T23:38:48
|
|
Fixed bug 4689 - SDL fails to detect compositor shutdown on Wayland -- program keeps running
M Stoeckl
To reproduce:
1. Run any SDL-based program with a Wayland compositor, orphaning it so that it doesn't have an immediate parent process. (For example, from a terminal, running `supertux2 & disown`.) The program should use the wayland backend, i.e. by setting environment variable SDL_VIDEODRIVER=wayland.
2. Kill the compositor process.
Results:
- The SDL program will keep running.
Expected results:
- The SDL program should close. (What close should mean here, I'm not sure - is injecting an SDL_Quit the appropriate action when a video driver disconnects?)
Build data:
2019-06-22, hg tip (12901:bf8d9d29cbf1), Linux, can reproduce with sway, weston, and other Wayland oompositors.
|
|
aebaa316
|
2019-08-05T12:35:32
|
|
Add public APIs for creating a Metal view attached to an SDL window. Add SDL_metal.h.
|
|
f3683d3a
|
2019-08-04T23:30:55
|
|
macOS: fix a typo in touch handling code.
|
|
109cbd6e
|
2019-08-04T16:56:40
|
|
Fix touch-related compile errors on Linux.
|
|
2fb71ac5
|
2019-08-04T00:34:23
|
|
Implement touch window IDs on x11/xinput2.
|
|
63197c43
|
2019-08-02T17:19:50
|
|
Fix bug where the wrong button was the default in the old message box because buttons were added backwards, breaking the indexing used by GetButtonIndex.
Add messagebox flags to explicilty request left-to-right button order or right-to-left. If neither is specified it'll be some platform default.
|
|
d5ec735a
|
2019-08-01T18:22:12
|
|
Add a windowID field to SDL_TouchFingerEvent (bug #4331).
This is unimplemented on some platforms and will cause compile errors when building those platform backends for now.
|
|
c37c6cbb
|
2019-07-31T23:37:02
|
|
use WIN_IsWindowsVistaOrGreater() from core/windows for isVistaOrNewer
|
|
4953e050
|
2019-07-31T05:11:40
|
|
use SDL_zeroa at more places where the argument is an array.
|
|
97fefd05
|
2019-07-30T11:00:00
|
|
Fixed bug 4538 - validate image size when loading BMP files
|
|
31cb854f
|
2019-07-30T10:04:46
|
|
Fixed bug 4745 - 2.0.10 fails to build against macOS 10.11 SDK
Joshua Root
NSEventSubtypeMouseEvent was added in 10.12, so it needs to be defined on 10.11 as well
|
|
bf9bf602
|
2019-07-17T23:20:57
|
|
Copypaste SDL_NSLog to UIKit backend, document it as such
|
|
e7c2cf10
|
2019-07-15T09:36:53
|
|
Fixed bug 4704 - SDL_HINT_ANDROID_SEPERATE_MOUSE_AND_TOUCH on Windows?
superfury
I notice that, somehow, when locking the mouse into place(using SDL_SetRelativeMouseMode), somehow at least the movement information gets through to both mouse movement and touch movement events?
My app handles both, so when moving a touched finger accross the app(using RDP from an Android device) I see the mouse moving inside the app when it shouldn't(meaning that the touch movement is ignored properly by the app(press-location dependant) but the mouse movement is still performed due to the mouse movement events)?
|
|
8fb8adfc
|
2019-07-13T17:04:02
|
|
macOS: Fix SDL_GL_CreateContext/MakeCurrent on non-main threads causing a Main Thread Checker warning when built with Xcode 11 / the macOS 10.15 SDK.
Fixes bug #4714.
|
|
27ad8e5d
|
2019-07-11T01:07:14
|
|
cocoa: Set keyboard mod state correctly when turning off capslock.
Fixes Bugzilla #4716.
|
|
86965eec
|
2019-07-10T10:06:28
|
|
x11: prevent a synthetic mouse event when using a touchscreen
With multitouch, register to receive XI_Motion (which desctivates MotionNotify),
so that we can distinguish real mouse motions from synthetic one.
(bug 4690)
|
|
6ef01e52
|
2019-07-09T17:28:02
|
|
x11: set some modality things on message boxes with parent windows.
|
|
e841b066
|
2019-07-08T13:41:01
|
|
cocoa: Another attempt at mouse vs touch support.
This time, we make anything we think is a MacBook trackpad report its touches
as SDL_MOUSE_TOUCHID, even though they're not _actually_ synthesized events,
and let all mouse input--even if the OS synthesized it from a multitouch
trackpad on our behalf--look like physical input. This is backwards from
reality, but produces the results most apps will expect.
Note that if you have a real touch device that doesn't appear to be the
trackpad, it'll produce real touch events with unique device ids, so it's
not a total loss here, but also note that the way we decide if it was the
trackpad is an imperfect heuristic; it happens to work out right now, but
it's not impossible that a real touchscreen could come to the Mac at some
point and (incorrectly?) call it a "mouse" input, etc.
But for now, good enough.
Fixes Bugzilla #4690.
|
|
7e09718d
|
2019-07-07T11:23:16
|
|
Ignore synthetic mouse events generated for touchscreens
Windows generates fake raw mouse events for touchscreens for compatibility
with legacy apps that predate touch support in Windows. We already handle
touch events explicitly, so drop the synthetic events to avoid duplicates.
|
|
b46c7719
|
2019-07-02T16:49:35
|
|
raspberry: Actually commit the whole patch. :) (Thanks, Joe!)
Fixes Bugzilla #4699.
|
|
d2d06f44
|
2019-07-02T12:29:36
|
|
cocoa: Don't report trackpad mouse events as synthesized touches.
Fixes Bugzilla #4690, sort of. I guess.
|
|
d2058b45
|
2019-07-02T10:26:54
|
|
raspberry: Fixed missing mouse cursor (thanks, Joe!)
"Starting with changeset 12433, the mouse cursor is not displayed on the
Raspberry Pi platform, due to a bug in the handling of the new
"global_cursor" in RPI_ShowCursor(). Currently, if cursor == global_cursor,
the function immediately returns 0. The function should not return here.
Instead, if cursor == global_cursor, it shouldn't try to hide the current
cursor and update global_cursor = cursor. However, it *should* still continue
through the rest of the function."
Fixes Bugzilla #4699.
|
|
027887da
|
2019-07-01T14:52:56
|
|
iOS: Fix the window size not being set properly when Split View is used on an iPad (bug #4586).
|
|
22a2decf
|
2019-06-28T16:38:42
|
|
Android: concurrency issues, make sure Activity is in running State when calling
functions like SDL_CreateWindow, SDL_CreateRenderer, Android_GLES_CreateContext
Bugs 4694, 4681, 4142
|
|
aa45af7f
|
2019-06-28T16:05:20
|
|
Android: explicitly expand Android_GLES_MakeCurrent/Android_GLES_CreateContext
from SDL_egl_c.h
|
|
57e08c27
|
2019-06-26T13:21:43
|
|
cocoa: Check for capslock in -[NSResponder flagsChanged], not with IOKit.
Using IOKit for this pops up a warning at startup on macOS 10.15 ("Catalina"),
asking the user to authorize the app to listen to all keyboard input in the
system, which is unacceptable.
I _think_ we were using IOKit under incorrect presumptions here; the Stack
Overflow link mentioned in it was complaining about not being able to use
flagsChanged to differentiate between left and right mod keys, but that's not
an issue for capslock.
It's also possible this code was trying to deal with capslock changing when
the window didn't have focus, but we handle this elsewhere now, if we didn't
at the time.
|
|
0beadea5
|
2019-06-26T01:29:01
|
|
windows: Call GetWindowText() with the correct parameters (thanks, Zebediah!)
GetWindowText() wants you to tell it the size of the buffer--including the
terminating NULL char--but we weren't counting that last char, losing the
last char of the string in the process. This was only seen with the special
case of SDL_CreateWindowFrom() to use an existing native window, not
the usual SDL_CreateWindow() codepath.
Fixes Bugzilla #4696.
|
|
bd952900
|
2019-06-19T06:40:50
|
|
Use SDL C runtime functions
|
|
faed7f83
|
2019-06-19T10:11:38
|
|
KMSDRM: fix inverted strcmp, remove useless if test (Bug 4624)
|
|
5998c513
|
2019-06-19T09:16:53
|
|
KMSDRM: fix compilation on linux, no d_namlen (Bug 4624)
|
|
d0fa93d6
|
2019-06-19T00:52:34
|
|
wayland: Fixed C99-style variable declaration inside for-loop.
|
|
99abcbb2
|
2019-06-18T14:15:10
|
|
Fixed bug 4624 - KMS/DRM fails on FreeBSD because /dev/dri/card* nodes are symlinks
Jan Martin Mikkelsen
Patch to scan /dev/dri based on names rather than file type
Loading KMS/DRM on FreeBSD fails because the "available" code in the driver checks for character device nodes under /dev/dri and the /dev/dri/card* files are symlinks rather than device nodes nodes on FreeBSD. The symlink points to /dev/drm/0.
The attached patch counts /dev/dri/card* entries rather than directory entries which are character devices.
|
|
d3bedda4
|
2019-06-18T16:53:49
|
|
cocoa: Patched to compile and also handle possible malloc failure.
|
|
3e720d2a
|
2019-06-18T13:41:38
|
|
Fixed potential double-free in mouse cleanup code
|
|
e96d4760
|
2019-06-18T18:53:58
|
|
Android: resize with software rendering, reverted again (Bug 4669)
|
|
12b92260
|
2019-06-18T18:40:40
|
|
Android: try to fix resize with software rendering (bug 4669)
|
|
a55c0e14
|
2019-06-18T10:23:19
|
|
Android: revert previous commit (Bug 4669)
(Refs #1)
|
|
f2157b6c
|
2019-06-17T22:31:36
|
|
Fixed bug 4669: Android software renderer, black screen when window resizes
Using the software SDL_Renderer on Android leads to GL errors & black screen when window resizes
|
|
f4625f52
|
2019-06-16T13:52:27
|
|
iOS: remove some code which could affect the state of UIViews that aren't owned by SDL.
It was originally added to work around an input event problem in the code of a specific app which mixed SDL and native UIViews, but that app solved its problems in a better manner since then.
|
|
ed8b78d3
|
2019-06-14T21:18:53
|
|
cocoa: ignore compiler warnings about OpenGL being deprecated.
|
|
90e2dc98
|
2019-06-14T18:23:51
|
|
A few minor changes to placate static analysis.
|
|
1213fe79
|
2019-06-14T13:56:42
|
|
Worked around "Undefined symbol: ___isPlatformVersionAtLeast()" link error on Xcode 11 beta
|
|
d9a2eff2
|
2019-06-13T21:31:03
|
|
cocoa: Another attempt at synthesized mouse/touch events.
|
|
29457464
|
2019-06-13T01:57:13
|
|
cocoa: Revised synthesized mouse/touch event strategy.
I _think_ I understand what Sylvain is working on here now, so hopefully I
got this right.
Fixes Bugzilla #4576.
(I think!)
|
|
50f51231
|
2019-06-12T19:57:30
|
|
macOS: Fix the coordinate space of SDL_GetDisplayUsableBounds (thanks Tim!)
Fixes bug #4518.
|
|
74e86a51
|
2019-06-12T19:15:56
|
|
iOS: Remove didAddSubview override in NSWindow, its code breaks things which rely on focus changing within SDL's UIWindow (bug #4659).
|
|
32ead2cb
|
2019-06-12T15:37:07
|
|
vulkan: Fixed use-after-free bug.
|
|
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
|
|
797b2813
|
2019-06-12T00:55:05
|
|
wayland: HiDPI support
|
|
04b50f6c
|
2019-06-11T16:19:01
|
|
cocoa: Backed out CVDisplayLink code for macOS vsync.
This was to deal with broken vsync support in macOS 10.14, which we assumed
would remain broken indefinitely, but a later 10.14 released fixed it.
This is a loss of late-swap support, but there are several subtle problems
in our CVDiplayLink code that are also evaporating, to be fair.
Fixes Bugzilla #4575.
(Backed out changeset 8760fed23001)
|
|
aa80d279
|
2019-06-11T08:33:30
|
|
Fix build with the 10.10 SDK
|
|
5fb20b30
|
2019-06-11T02:14:59
|
|
video: fixed compiler warning on Visual Studio.
|
|
399df540
|
2019-06-11T01:14:24
|
|
windows: Drop WM_ACTIVATE when window is hidden, but only if being activated.
Fixes Bugzilla #4571.
|
|
f9a9193e
|
2019-06-10T21:58:03
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Android: add MinimizeWindow function (Bug 4580, 4657)
shouldMinimizeOnFocusLoss is un-activated (return false)
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781692c0
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2019-06-09T19:27:25
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cocoa: report proper input IDs for mouse/touch events.
Otherwise, we generate incorrect mouse events for MacBook trackpads (which
are also multitouch devices), etc.
Partially fixes Bugzilla #4576.
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e43550c0
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2019-06-09T14:08:18
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Fixed bug 4658 - iOS 12 fullscreen flag and SDL_HINT_IOS_HIDE_HOME_INDICATOR not working
Caleb Cornett
On iOS 12, creating a window with the SDL_WINDOW_FULLSCREEN flag does not dim the home indicator or defer system gestures. The same goes for setting the SDL_HINT_IOS_HIDE_HOME_INDICATOR to "2" -- it has no effect at all.
I've tracked down the source of this misbehavior to a timing issue. The initial `setNeedsUpdate...` calls were happening too early and getting applied to the launch screen by mistake. In the attached patch, I've added a call to those functions right after the launch screen is hidden so that they apply to the main view controller instead. This appears to fix the issue, at least on my iPhone 6s Plus.
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48ac92af
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2019-06-08T18:40:11
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Fixed bug 4041 - Android, SDL_Renderer OpenGLES 1 is loading GLESv2 library
Sylvain
On Android, if you set no attribute using SDL_GL_SetAttribute(), and try to create a SDL Render OpenGLES 1:
- it loads first by default GLESv2 libraries
- creates the rendere OpenGLES 1
- recreates the Window to have a context 1.1 ( https://hg.libsdl.org/SDL/file/4db4cfd59470/src/render/opengles/SDL_render_gles.c#l298 )
But it doesn't unload libraries, then reload GLESv1 lib. So the SDL_Renderer OpenGLES 1 is working with GLES 2 libs, which seems inconsistent.
If you, at first, set
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
It will correctly load GLES v1 libraries.
Here's a small patch to reload egl libs when SDL_RecreateWindow() is called.
It fixes the issue, also the case from bug 4042
( SDL_RecreateWindow() is used by SDL_Renderer gl, gles1, gles2. )
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2b6473dc
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2019-06-08T15:10:20
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Fixed bug 4533 - Update ANGLE to load d3dcompiler_47.dll instead of d3dcompiler_46.dll
msmshazan
Update ANGLE Libraries to support d3dcompiler_47.dll since chrome does not ship with d3dcompiler_46.dll and d3dcompiler_43.dll
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8728ce44
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2019-06-08T14:54:37
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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.
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f2c8d8e9
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2019-06-08T10:47:43
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Fixed bug 4443 - Incorrect scan code reported for numpad 5
bplu4t2f
When num lock is on, the scancode reported for numpad 5 is SDL_SCANCODE_KP_5, which is correct. However, when num lock is off, windows reports the VK_CLEAR virtual key code, which is incorrectly translated into SDL_SCANCODE_CLEAR inside of the VKeytoScancode(WPARAM vkey) function.
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9b581159
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2019-05-26T18:53:36
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iOS: return SDL_GetWindowSize from SDL_GL_GetDrawableSize if there's no GLES view in the window (matches the behaviour of SDL_GL_GetDrawableSize on other platforms). Addresses bug #4629.
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7ec514d4
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2019-05-22T17:39:51
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Improved iOS Bluetooth keyboard support
* Don't stop text input after the return key is pressed
* Handle arrow and escape keys
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a4e33b9c
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2019-05-20T14:31:03
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Added support for Bluetooth keyboards on iOS
In this case the keyboard is shown and immediately hidden, but we still want to accept text input
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