kc3-lang/SDL/src/render

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Log

Author Commit Date CI Message
8db33416 2013-12-25 14:20:40 WinRT: added a TODO note regarding texture-[un]locking in the d3d11 renderer
187f52e8 2013-12-25 14:17:49 WinRT: renamed d3d11-internal struct, SDL_VertexShaderConstants, to just VertexShaderConstants This is primarily to keep naming consistent with other shader-bound structs.
22254931 2013-12-25 13:13:15 WinRT: moved contents of the d3d11 renderer's header file into its implementation file
d4ae3929 2013-12-25 13:00:41 WinRT: simplified a potentially-common error message from D3D11_SetRenderTarget
b0df9157 2013-12-25 12:58:37 WinRT: removed an unnecessary use of std::string in the d3d11 renderer
10f2de1e 2013-12-25 12:52:16 WinRT: utilized SDL_SetError's return value in the d3d11 renderer
43e27aa8 2013-12-25 12:48:47 WinRT: minor d3d11 code cleanups
8c8feb83 2013-12-25 12:47:39 WinRT: made d3d11-spawned error messages trickle down Some error messages had the potential to be overwritten/obscured.
5fba7db2 2013-12-25 12:43:26 WinRT: made d3d11-spawned error messages include the function name of failed calls
5e6aba06 2013-12-22 21:13:35 WinRT: better rendering performance via D3D11_USAGE_DYNAMIC
446a2704 2013-12-10 22:34:08 WinRT: fixed bug: SDL_RenderReadPixels didn't work with certain orientations of the physical display
b6f80d85 2013-11-29 00:19:46 WinRT: enable the OpenGL ES 2 SDL_Renderer backend, if and when OpenGL ES 2 support is compiled in
46740a5a 2013-11-28 22:09:21 WinRT: merged with latest SDL 2.x/HG code SDL 2.x recently accepted patches to enable OpenGL ES 2 support via Google's ANGLE library. The thought is to try to eventually merge SDL/WinRT's OpenGL code with SDL-official's.
61959aa6 2013-11-22 13:24:53 OpenGL ES support for Windows
8093cfd8 2013-11-15 22:07:35 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. :)
4f39f011 2013-11-15 23:20:50 Fix viewport being upside down in OpenGL renderer. Fixes Bugzilla #2207.
ef97aab9 2013-11-14 21:39:54 Backed out changeset 6c59f7c8ec17 - it didn't actually do anything useful
b36d98bd 2013-11-13 21:50:59 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.
1c9cc8c9 2013-11-05 21:01:25 Fixed performance regression caused by the fix for bug 2158
4e270de1 2013-11-02 11:46:43 Changed function to return -1 through SDL_Error() instead of plain -1.
7cc09516 2013-11-01 22:54:39 WinRT: added support for SDL_HINT_RENDER_SCALE_QUALITY
69c5d21d 2013-10-27 21:26:46 WinRT: merged with SDL 2.0.1 codebase
62c781ea 2013-10-25 20:31:43 WinRT: made the Direct3D 11.x 'Debug Layer' be enable-able in any app via a hint To enable the Debug Layer, set the hint, SDL_HINT_RENDER_DIRECT3D11_DEBUG to '1'. The Debug Layer will be turned off by default, both in Release and Debug builds (of SDL).
2348e426 2013-10-21 22:08:56 Fixed whitespace
08fa8da7 2013-10-20 21:56:15 Fixed bug 2129 - fix for bug 2121 breaks linking for mingw and throws multiple warnings Andreas Ertelt The problem in question is caused by changeset 7771 (http://hg.libsdl.org/SDL/rev/5486e579872e / https://bugzilla.libsdl.org/show_bug.cgi?id=2121) The redefinition of __inline__ (introduced by the addition of begin_code.h:128's "|| __STRICT_ANSI__") results in mingw's gcc throwing multiple warning: always_inline function might not be inlinable [-Wattributes] as well as a whole bunch of redefinitions of mingw internals which break linking of projects including the SDL2 headers.
4ca34ad4 2013-10-20 21:34:38 Prevent conflicts when linking both SDL2 and SDL2_gfx
20f5167d 2013-10-20 10:35:51 Use vertex arrays for drawing points in addition to lines
82b8e6df 2013-10-20 10:10:14 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.
e343273a 2013-10-19 01:29:23 Fixed bug 2162 - SDL_RenderClear not clearing entire render target Kevin Wells Overview: SDL_RenderClear is only clearing part of a texture when it is the render target and a different size than the screen. Steps to Reproduce: 1) This only occurs with the render driver set to direct3d, so: SDL_SetHint(SDL_HINT_RENDER_DRIVER,"direct3d") Also, my window was 1280x720. 2) Create a texture for a render target with a resolution of 1024x1024: texture=SDL_CreateTexture(main_window.renderer,SDL_PIXELFORMAT_RGBA8888,SDL_TEXTUREACCESS_TARGET,1024,1024); SDL_SetTextureBlendMode(texture,SDL_BLENDMODE_BLEND); 3) Target the texture for rendering: SDL_SetRenderTarget(main_window.renderer,texture); 4) Set the draw color to whatever you want (problem occurs with both 0,0,0,0 and 0,0,0,255 among others) and then clear the render target: SDL_SetRenderDrawColor(main_window.renderer,0,0,0,0); SDL_RenderClear(main_window.renderer); Actual Results: Only about the top 3/4s of the texture gets cleared on calling SDL_RenderClear. The bottom 1/4 or so does not clear. Expected Results: Entire render target should be cleared.
12ca3ce3 2013-10-17 23:02:29 Fixed building using MinGW Our SDL_windows.h needed to be included before anything else so UNICODE is defined.
06cab857 2013-10-14 08:56:37 Added support for SDL_PIXELFORMAT_UYVY surfaces on Mac OS X
36b75917 2013-10-05 12:29:05 Do a 32-bit compare on RGBA values. Thsi should be inlined in optimized builds.
5607cc45 2013-10-05 00:29:57 Avoid redundant state changes in the GLES2 renderer.
500e4f6f 2013-10-04 11:25:14 Removed "u_colorTable" uniform from the GLES2 renderer. It's not used anywhere.
50989846 2013-10-03 20:48:52 Added optional error checking for OpenGL ES 2.0 in the same style as the OpenGL renderer. You can enable it like this: SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
e5ef978e 2013-10-03 20:42:43 Fixed a potential double-free bug if glGenTextures() failed.
1f21484b 2013-10-03 03:31:05 Fixed const/non-const warning
958640e5 2013-10-02 22:16:11 Get rid of glGetError() calls in GLES2 renderer. It's not usually useful, and it causes pipeline stalls.
22a972a4 2013-09-30 22:16:14 Fixed bug 2122 - SDL_CreateTexture allows illegal texture sizes Lloyd Bryant SDL_CreateTexture() is succeeding (i.e. returning a valid pointer) when the requested horizontal or vertical size of the texture exceeds the maximum allowed by the render. This results in hard-to-understand errors showing up when later attempting to use that texture (such as with SDL_SetRenderTarget()).
202528a4 2013-09-28 14:07:17 Call AddRef() on the device so it doesn't accidentally get released from underneath the caller.
25f607a3 2013-09-28 14:07:14 Make it clear we're just returning a D3D9 device, allowing for new functions to get other D3D versions
cf5e5a83 2013-09-28 14:07:08 Added a hint to create the D3D device in thread-safe mode: SDL_HINT_RENDER_DIRECT3D_THREADSAFE
803965bc 2013-09-28 14:07:05 Added platform specific call: SDL_RenderGetD3DDevice()
9f390e79 2013-09-28 14:06:59 Moved SDL_Direct3D9GetAdapterIndex() to SDL_windowsvideo.c since it doesn't belong in the window code.
89c31bb4 2013-09-28 14:06:55 Implemented SDL_UpdateYUVTexture() for Direct3D
17c9ff85 2013-09-28 14:06:51 Added missing SDL_assert.h
57bd5147 2013-09-28 14:06:47 Added optimized YUV texture upload path with SDL_UpdateYUVTexture()
b6be1435 2013-09-28 14:06:20 Moved D3D_LoadDLL and SDL_Direct3D9GetAdapterIndex to SDL_windowswindow.c at Jorgen's insistence. That file is wrapped in a more appropriate define check so it will work if somebody builds a binary without D3D support. Added a reference to SDL_Direct3D9GetAdapterIndex to SDL_test_common.c so SDL will fail to compile if the new symbol isn't included properly. CR: Jorgen
869a7076 2013-09-20 13:43:00 add in High DPI support (aka Retina) - based on J?rgen's patch with a few bug fixes
fa45a9c9 2013-09-16 00:31:01 WinRT: fixed a line-rendering bug in the D3D 11.1 backend
fae4190d 2013-09-13 17:42:46 Added SDL_Direct3D9GetAdapterIndex(), which returns the adapter index you would pass into CreateDevice to get your device on the right monitor in full screen mode. This fixes the default adapter in SDL_render_d3d.c, which means that tests will work fullscreen off the main monitor now. CR: Sam
ace1e98a 2013-08-29 15:02:32 Fixes bug #2040, prepare SDL_GL_CONTEXT_EGL for deprecation on v2.1 SDL_GL_CONTEXT_EGL = 1 is now internally treated as profile_mask = SDL_GL_CONTEXT_PROFILE_ES
3e2930de 2013-08-29 08:29:51 Christoph Mallon: Remove pointless if (x) before SDL_FreeSurface(x)
f79fc33a 2013-08-29 08:29:21 Christoph Mallon: Remove pointless if (x) before SDL_free(x)
31235b4b 2013-08-28 15:27:01 WinRT: made rendering work with orientation changes on Windows Phone Pointer event geometry still needs to be adjusted on Windows Phone, to note.
91b03902 2013-08-28 12:45:43 WinRT: removed a comment regarding a dealt-with TODO
8e3886a2 2013-08-28 12:38:30 WinRT: rendering orientation fixes for Windows Phone, part 1 This change should allow apps to render correctly in Portrait mode, at minimum, Support for orientation changes is pending. Thanks to Pierre-Yves for assistance!
44755f8a 2013-08-28 11:46:02 WinRT: fixed a potential memory-related crash in SDL_Renderer on Windows Phone
2cafee9d 2013-08-27 21:21:09 WinRT: experimental and preliminary support for XAML-based overlays on Windows 8/RT The XAML support here is still rudimentary. Bugs do exist. You've been warned. XAML support in Windows Phone 8 is not yet available (in SDL/WinRT).
86ea4c4e 2013-08-27 13:03:43 WinRT: made all WinRT-related TODO comments use the same prefix, "TODO, WinRT"
7be2ad71 2013-08-27 11:44:43 WinRT: renamed SDL_SYSWM_WINDOWSRT to SDL_SYSWM_WINRT This is part of an overall effort to use the name, "WinRT", rather than "WindowsRT" (or "Windows RT"), as the shorthand name often seems to mean something different than the longhand name. (WinRT is an API, Windows RT is a product name)
f60bcf8b 2013-08-22 17:26:22 Fix warning in GL ES2 renderer
2490166d 2013-08-21 10:12:16 Fixes for -Wdeclaration-after-statement
1e49b1ed 2013-08-21 09:47:10 OCD fixes: Adds a space after /* (glory to regular expressions!)
695344d1 2013-08-21 09:43:09 OCD fixes: Adds a space before */
552b04c5 2013-08-20 20:34:40 More non C89 compliant comments
b4426769 2013-08-19 11:02:44 Fixed leaking of pixel shader object in D3D renderer (thanks, Peter!). Fixes Bugzilla #2047.
1455a947 2013-08-17 17:14:15 Fixed Windows build
6995ff18 2013-08-17 09:54:30 Do full state initialization in D3D_Reset(), this fixes blend mode issues when resizing the window on Windows 8.
bb2671b7 2013-08-16 14:38:04 Android quirk:Some devices don't report GL_OES_framebuffer_object but support it
4cb0ead7 2013-08-16 12:51:29 Patched to compile.
02868b69 2013-08-16 13:37:27 [Bug 2042] OpenGL ES renderer tries to load OES functions unconditionally Also, fail more gracefully when creating texture to avoid double free errors.
eaf26ff6 2013-08-13 20:33:15 WinRT: added a stub implementation of UpdateClipRect to the D3D 11.1 renderer
d41fdc94 2013-08-13 20:09:52 WinRT: build fixes and additional WinRT-related integrations with SDL 2.0.0
f7049b93 2013-08-12 22:29:55 WinRT: merged with SDL 2.0.0 codebase (aka. SDL hg rev d4ce48ff30d1)
dad42067 2013-08-12 11:13:50 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.
1ad936eb 2013-08-11 19:56:43 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.