src/render/direct3d11


Log

Author Commit Date CI Message
David Ludwig b13c443c 2017-02-24T20:49:14 WinRT: removed buildbot debug code, pending further research
David Ludwig f7bfa3b7 2017-02-24T20:19:28 WinRT: more buildbot debug code
David Ludwig ecb1eb82 2017-02-24T19:59:57 WinRT: added code to help debug a buildbot error
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Sam Lantinga 057bca8a 2016-11-06T15:15:32 Better fix for last point in D3D11 renderer, thanks to Nader Golbaz
Sam Lantinga 330e2952 2016-11-06T08:47:40 Fixed bug 2421 for D3D11 - SDL_RenderCopyEx off by one when rotating by 90 and -90. Nader Golbaz Updated patch for direct3d renderers
Sam Lantinga 27d4f099 2016-10-07T23:40:44 Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
David Ludwig 969c3167 2016-10-01T18:49:15 Fixed MinGW-w64 build warnings in SDL_render_d3d11.c Some of these were legitimate bugs, including: - a malformed SDL_snprintf call - a probably-invalid enum comparison
Sam Lantinga 702d9348 2016-10-01T15:23:43 Added SDL prefix to local IID constants
David Ludwig 7851eb08 2016-10-01T18:10:15 Fixed bug 3437 - build error for WinRT/UWP .dlls, caused by fix for SDL bug 3336 This fix has been tested with both MinGW-w64, and Visual C++ 2012-2015.
Sam Lantinga b7e45f8a 2016-10-01T10:28:00 Fixed bug 3336 - Failure to build with MinGW-w64 Kai Sterker There are already patches available from mingw64 that fix the issue https://github.com/Alexpux/MINGW-packages/tree/master/mingw-w64-SDL2 With those applied, I could compile SDL2 without problems. But of course, it would be preferable if SDL built cleanly from source.
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
David Ludwig 25abce51 2015-11-29T19:33:11 WinRT: added Win10/UWP (Universal Windows Platform) support "UWP" appears to be Microsoft's new name for WinRT/Windows-Store APIs. This set of changes updates SDL's WinRT backends to support the Win10 flavor of WinRT. It has been tested on Win10 on a desktop. In theory, it should also support Win10 on other devices (phone, Xbox One, etc.), however further patches may be necessary. This adds: - a set of MSVC 2015 project files, for use in creating UWP apps - modifications to various pieces of SDL, in order to compile via MSVC 2015 + the Win10 API set - enables SDL_Window resizing and programmatic-fullscreen toggling, when using the WinRT backend - WinRT README updates
David Ludwig 623898f7 2015-11-26T00:41:39 WinRT: lots of display and windowing related fixes This change-set fixes a lot of windowing related bugs, especially with regards to Windows 8.x apps running on Windows 10 (which was the driver for this work). The primary fixes include: * listed display modes were wrong, especially when launching apps into a non-fullscreen space * reported window flags were often wrong, especially on Windows 10 * fullscreen/windowed mode switches weren't failing (they are not programmatically possible in Win 8.x apps).
Philipp Wiesemann 4c72d39c 2015-10-15T22:26:21 D3D11: Fixed SDL_RenderDrawPoints() ignoring input after the first 128 points. If a limit would be needed then count should be adapted before stack allocation.
Philipp Wiesemann 0e45984f 2015-06-21T17:33:46 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().