|
26823b1b
|
2014-03-23T23:09:22
|
|
Added an event SDL_RENDER_DEVICE_RESET, which is triggered on Direct3D 11 when the device has been lost and all textures need to be recreated.
|
|
b51a3206
|
2014-03-22T20:48:18
|
|
WinRT: Got OpenGL ES 2 working with the latest version of ANGLE/WinRT.
SDL/WinRT did have support for OpenGL ES 2 via an older version of ANGLE/WinRT,
however its API changed a few months ago, and SDL/WinRT would crash when trying
to use it. It would also occasionally crash when using the older version.
This changeset should make SDL/WinRT work with the latest version, as
available via MS Open Tech's git repository of it at
https://github.com/msopentech/angle
Older versions of ANGLE/WinRT (from either https://github.com/stammen/angleproject
or https://bitbucket.org/DavidLudwig/angleproject) will need to be updated to
MS Open Tech's latest version.
|
|
1496be6e
|
2014-03-18T12:08:49
|
|
Fixed a build error in SDL_platform.h when using Code Blocks and MinGW
winapifamily.h, a header file specific to Microsoft's Windows 8 SDK, wasn't
getting found, which was leading to a build error.
|
|
f9a58968
|
2014-03-13T21:21:26
|
|
Added missing copyright notices
|
|
7124034b
|
2014-03-12T23:44:23
|
|
Windows XP toolchain fix from Bruce Dawson:
Fix to allow using SDL when compiling with v110_xp or v120_xp -- compiling with VS2012/VS2013 with the XP targeting option.
In order to ensure that we can target Windows XP we compile with the v120_xp toolset instead of v120. This means that we use an earlier SDK version and it means that winapifamily.h is not available. Compiling for this old SDK can be detected using the _USING_V110_SDK71_ define which is set through the %(PreprocessorDefinitions) option.
|
|
b68b6e23
|
2014-03-12T11:57:15
|
|
Fixed various build and runtime errors when using WinRT with VS2012.
|
|
e99dc1f1
|
2014-03-10T19:11:52
|
|
Fixed binary compatibility with the new Windows RT support
|
|
7d98754a
|
2014-03-10T19:11:50
|
|
Temporarily disabled the D3D11 renderer so we can get a build.
|
|
1a35f32b
|
2014-03-10T01:51:03
|
|
Converted David Ludwig's D3D11 renderer to C and optimized it.
The D3D11 renderer is now slightly faster than D3D9 on my Windows 8 machine (testsprite2 runs at 3400 FPS vs 3100 FPS)
This will need tweaking to fix the Windows RT build.
|
|
e58ee540
|
2014-03-09T12:08:07
|
|
Fixed compiling with mingw64
|
|
1367bf87
|
2014-03-09T11:36:47
|
|
Integrated David Ludwig's support for Windows RT
|
|
05c23063
|
2014-03-09T11:06:11
|
|
Fixed line endings on WinRT source code
|
|
c167d1f6
|
2014-03-09T10:38:30
|
|
Updated SDL to version 2.0.3
|
|
9e67444a
|
2014-03-03T21:25:16
|
|
Mac: Added a hint to opt-out of new Spaces code.
|
|
51faf449
|
2014-03-02T12:45:51
|
|
Reworked fullscreen policy on Mac OS X.
- SDL_WINDOW_FULLSCREEN works as always (change resolution, lock to window).
- SDL_WINDOW_FULLSCREEN_DESKTOP now puts the window in its own Space, and
hides the menu bar, but you can slide between Spaces and Command-Tab between
apps without the window minimizing, etc.
- SDL_WINDOW_RESIZABLE windows will get the new 10.7+ "toggle fullscreen"
window decoration and menubar item. As far as the app is concerned, this is
no different than resizing a window, but it gives the end-user more power.
- The hint for putting fullscreen windows into the Spaces system is gone,
since Spaces can't enforce the requested resolution. It's a perfect match
for FULLSCREEN_DESKTOP, though, so this is all automated now.
|
|
63106e47
|
2014-03-01T12:21:15
|
|
Changed SDL_HINT_ACCEL_AS_JOY to SDL_HINT_ACCELEROMETER_AS_JOYSTICK to be more clear.
|
|
e56bbe3f
|
2014-02-28T14:23:41
|
|
Added a hint to enable the screensaver by default
|
|
af0ab490
|
2014-02-22T14:57:12
|
|
Fixed bug 2346 - Mac: mousewheel events have flipped horizontal scroll values
Alex Szpakowski
On my Mac OS X system (10.9.1), the SDL_MOUSEWHEEL event reports negative X values when my trackpad scrolls to the right, and positive X values when my trackpad scrolls to the left. This is backwards from what I'd expect, and I don't think it matches the Windows wheel events.
The vertical scroll values are what I'd expect though, and are consistent what gets reported on Windows (positive Y for scrolling up, negative Y for scrolling down.)
This is with "scroll direction: natural" disabled in the OS X trackpad settings (i.e. my scroll direction in non-SDL OS X programs matches what happens in Windows and Linux.)
I also tested with the horizontal scroll on a real mouse (Logitech G500 without custom drivers), and the horizontal scroll values in SDL are still flipped.
I "solved" the issue for myself by changing this line in the Cocoa_HandleMouseWheel function:
float x = [event deltaX];
to this:
float x = -[event deltaX];
I believe it should work fine with that change - I found something similar in another codebase while looking online for my issue - but I haven't tested on anything below Mac OS 10.8.
|
|
fbeb24e9
|
2014-02-16T00:04:15
|
|
Fixed documentation comments in SDL_hints.h file.
|
|
baf2dd4c
|
2014-02-13T11:05:34
|
|
Back out changelist 1951976
|
|
c52c9105
|
2014-02-13T11:05:30
|
|
Added SDL_DXGIGetOutputInfo which returns the adapter and output indices that are used to create DX10 and DX11 devices and swap chains on a particular display.
CR: SamL
|
|
1fa4939a
|
2014-02-13T11:05:24
|
|
Added SDL_GetLoadedModule to do the equivalent of GetModuleHandle/dlload(NOLOAD)
CR: Jorgen
|
|
ae05f178
|
2014-02-10T10:02:51
|
|
Recreate render target textures when the D3D device is being reset, and notify the application using the SDL_RENDER_TARGETS_RESET event when this happens.
|
|
9f2509da
|
2014-02-10T10:02:42
|
|
Exposed the font character size and SDLTest_DrawCharacter() to make it easier to do custom debug text layout
|
|
853334af
|
2014-02-09T03:09:56
|
|
Updated SDL to version 2.0.2
|
|
ba55cbef
|
2014-02-07T11:55:13
|
|
Make non-Clang compilers happy.
|
|
129456fe
|
2014-02-07T11:52:35
|
|
Tell Clang's static analysis that SDL_assert() is an assertion handler.
This lets it know, for example, that when you do this...
SDL_assert(ptr != NULL);
...that (ptr) is definitely not NULL at this point in the program, for the
sake of static analysis. While a buggy program could definitely trigger this
assertion, Clang assumes your assertion check is covering it and won't
report possible NULL dereferences after this point.
Since SDL_assert might continue if the user clicks "ignore", without this
change Clang would notice you checked for NULL (meaning that NULL is a real
possibility here) and still wrote code outside of that test branch that
dereferences the pointer, and thus would always trigger false positives.
Static analysis is fun!
|
|
7afbb8c3
|
2014-02-05T00:34:26
|
|
SDL_pixels.h needs SDL_stdinc.h for SDL_FOURCC #define (thanks, Dmitry!).
Fixes Bugzilla #2384.
|
|
c2b5da97
|
2014-02-04T11:38:40
|
|
Added SDL_GetAssertionHandler() and SDL_GetDefaultAssertionHandler().
|
|
89fd0faf
|
2014-02-03T11:52:54
|
|
Hooked up dynamic loading for Mir.
|
|
6bc29770
|
2014-02-02T23:53:48
|
|
Added some SysWM bits for Mir.
|
|
19f8c622
|
2014-02-02T23:41:46
|
|
Added Mir video target (thanks, Brandon!).
|
|
9ee68e8f
|
2014-02-02T20:55:42
|
|
Added additional platform check for __ANDROID__.
The macro ANDROID was deprecated with "android-ndk-1.6_r1".
|
|
58edac3e
|
2014-02-02T00:53:27
|
|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
|
|
3bd0e900
|
2014-02-02T00:33:31
|
|
Fixed bug 2376 - no SDL_HasAVX
Haneef Mubarak
AVX is the successor to SSE* and is fairly widely available. As such, it really ought to be detectable.
This functionality ought to be trivial to implement, and not having it means being forced to write an ugly workaround to check for AVX (so that normal SSE can be used if AVX is not available).
Here is an example on detecting AVX from SO (it actually shows ways to cehck for all of teh fancy instructions):
http://stackoverflow.com/questions/6121792/how-to-check-if-a-cpu-supports-the-sse3-instruction-set
|
|
d76c2cc1
|
2014-01-30T12:30:40
|
|
Add a new hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that allows SDL_CreateWindowFrom() to set the pixel format of another SDL_Window (and also will set the SDL_WINDOW_OPENGL flag on the window created with SDL_CreateWindowFrom()).
The reasoning behind this change is that source2 in -tools mode has a single OpenGL context that is used with multiple different windows. Some of those windows are created outside the engine (i.e. with Qt) and therefore we need to use SDL_CreateWindowFrom() to get an SDL_Window for those. The requirement for sharing an OpenGL context across multiple different windows is that each window has the same pixel format. To facilitate this, I now set SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT for the main window before calling SDL_CreateWindowFrom(). When I do this, SDL_CreateWindowFrom() will:
1. Set the pixel format of the returned window to the same pixel format as this SDL_Window passed in with the hint
2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for OpenGL rendering.
I only currently implemented this for Win32/WGL so implementing it for other platforms (i.e. X11) remains a TODO.
CR: SamL
Some pseudocode that shows how this is used in Source2:
HWND hExternalHwnd; // HWND that was established outside of SDL
// Create main window (happens inside platwindow.cpp)
SDL_Window *mainWindow = SDL_CreateWindow( , SDL_WINDOW_OPENGL .. );
// Create GL context, happens inside rendersystemgl
SDL_GLContext onlyContext = SDL_GL_CreateContext( mainWindow );
// Now I need to create another window from hEternalHwnd for my swap chain that will have the same pixel format as mainWindow, so set the hint
SDL_SetHint( SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT, CFmtStr( %p, mainWindow) );
// Create the secondary window. This returned window will have SDL_WINDOW_OPENGL set and share a pixel format with mainWindow from the hint
SDL_Window *secondaryWindow = SDL_CreateWindowFrom( hExternalHwnd );
// To render to the main window:
SDL_GL_MakeCurrent( mainWindow, onlyContext );
// Do some rendering to main window
// To render to the secondary window:
SDL_GLMakeCurrent( secondaryWindow, onlyContext );
// Do some rendering to secondary window
|
|
338bf9cc
|
2014-01-29T18:38:13
|
|
Add SDL_GL_ResetAttributes.
|
|
682bc47b
|
2014-01-28T09:13:46
|
|
Preserve binary compatibility in SDL_SYSWM_TYPE (thanks Gerry JJ!)
Also moved Wayland structures to the bottom of the union for OCD related issues.
|
|
abfbed92
|
2014-01-26T08:06:36
|
|
WinRT: simulate keyboard events on Windows Phone 8 back-button presses
Pressing the hardware back button on a Windows Phone 8 device will now cause SDL to emit a pair of key-down and key-up events, with the SDL scancode, SDL_SCANCODE_AC_BACK.
By default, if WinRT's native back-button-press events are not explicitly marked as 'handled', then Windows Phone will terminate the app. More details on Microsoft's reasoning behind this can be found on MSDN, at http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
To mark back-button-press events as 'handled', set SDL_HINT_WINRT_HANDLE_BACK_BUTTON to 1. Setting it to anything else will cause these events to not be marked as 'handled'.
Due to limitations in Windows Phone's APIs, SDL will emit a virtual key-up event immediately after the back button's key-down event is registered. Unfortunately, Windows Phone 8 only allows one to register for back-button-press events, and not back-button-release events.
|
|
272ebb8e
|
2014-01-09T13:56:21
|
|
Dynamic loading support for Wayland
|
|
7eaa3cd8
|
2014-01-01T16:05:37
|
|
WinRT: added a means to display a privacy policy link via the Settings charm
This change is only relevant for Windows 8, 8.1, and RT apps, and only for those that are network-enabled. Such apps must feature a link to a privacy policy, which must be displayed via the Windows Settings charm. This is needed to pass Windows Store app-certification.
Using SDL_SetHint, along with SDL_HINT_WINRT_PRIVACY_POLICY_URL and optionally SDL_HINT_WINRT_PRIVACY_POLICY_LABEL, will cause SDL/WinRT to create a link inside the Windows Settings charm, as invoked from within an SDL-based app.
Network-enabled Windows Phone apps do not need to set this hint, and should provide some sort of in-app means to display their privacy policy. Microsoft does not appear to provide an OS-integrated means for displaying such on Windows Phone.
|
|
27779311
|
2013-12-27T10:18:11
|
|
Bump SDL to build with 10.7 SDK.
This also bumps the minimum requirement for building SDL to 10.7, and
removes some checking we no longer need.
CR: saml
|
|
fce6257c
|
2013-12-27T09:29:39
|
|
Implements touch support on QTWayland. Contributed by Thomas Perl.
|
|
7aef2350
|
2013-12-23T17:37:22
|
|
Added a relative mouse mode that uses mouse warping instead of raw input.
To enable this, set the environment variable SDL_MOUSE_RELATIVE_MODE_WARP to "1"
When mouse relative mode is disabled, put the cursor back where the application expects it to be, instead of where it was when relative mode was enabled.
|
|
74692835
|
2013-12-23T12:17:52
|
|
Added support for double-clicks, through a new "clicks" field in the mouse button event.
|
|
d92f0127
|
2013-12-21T10:08:11
|
|
WinRT: enabled OpenGL ES 2 support by default
A copy of ANGLE/WinRT is still needed to run OpenGL content, but is not needed to compile SDL/WinRT.
|
|
b5a6c407
|
2013-12-16T10:03:26
|
|
[Android] Define SDL_VIDEO_OPENGL_ES2
|
|
ec1cb49e
|
2013-12-14T20:18:43
|
|
Wayland support
Based on the original port to Wayland by: Joel Teichroeb, Benjamin Franzke, Scott Moreau, et al.
Additional changes in this commit, done by me:
* Wayland uses the common EGL framework
* EGL can now create a desktop OpenGL context
* testgl2 loads GL functions dynamically, no need to link to libGL anymore
* Assorted fixes to the Wayland backend
Tested on the Weston Compositor (v1.0.5) that ships with Ubuntu 13.10,
running Weston under X. Tests ran: testrendercopyex (all backends), testgl2, testgles2,testintersections
|
|
090327e7
|
2013-12-09T16:03:18
|
|
Implemented the Dynamic API magic.
|
|
d01ad02b
|
2013-12-09T15:17:20
|
|
Hook up SDL_acos and SDL_asin properly.
|
|
fc78e982
|
2013-12-05T09:54:22
|
|
Added missing header for file IO
|
|
5ac18134
|
2013-12-03T12:01:28
|
|
Adds SDL_GameControllerAddMappingsFromRW, updates controllermap
SDL_GameControllerAddMappingsFromFile is now a convenience macro.
controllermap can now skip bindings by pressing space or clicking/touching the
screen.
|
|
45ae148a
|
2013-12-02T19:34:08
|
|
Adds SDL_GameControllerAddMappingsFromFile
|
|
f848adff
|
2013-11-29T10:06:08
|
|
Improve Android pause/resume behavior.
|
|
67925947
|
2013-11-29T00:21:56
|
|
WinRT: removed a now-complete TODO comment regarding Direct3D 11
|
|
b6f80d85
|
2013-11-29T00:19:46
|
|
WinRT: enable the OpenGL ES 2 SDL_Renderer backend, if and when OpenGL ES 2 support is compiled in
|
|
ecfbb3f5
|
2013-11-28T22:59:21
|
|
WinRT: got the SDL-official OpenGL ES 2 changes working, in an experimental state
|
|
46740a5a
|
2013-11-28T22:09:21
|
|
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.
|
|
c343eab6
|
2013-11-26T11:50:54
|
|
Fixes #2271, Add KD detection under CMake by Scott Percival
|
|
5c383489
|
2013-11-24T23:36:15
|
|
We don't need to check for snprintf() anymore, we don't use it.
SDL_snprintf() is built on vsnprintf() where available.
|
|
e7693740
|
2013-11-24T23:35:38
|
|
Added SDL_vsscanf().
|
|
928b4946
|
2013-11-24T21:04:51
|
|
Moved atomic API implementation out of headers.
|
|
e9af6dcd
|
2013-11-23T15:52:49
|
|
Fixed a few public APIs that we accidentally neglected to mark as SDLCALL.
Fixes Bugzilla #2262.
|
|
61959aa6
|
2013-11-22T13:24:53
|
|
OpenGL ES support for Windows
|
|
e4146267
|
2013-11-16T18:56:02
|
|
Fixed bug 2245 - add SDL_acos and SDL_asin
Sylvain
Here's some code to add arc cosine, and arc sin functions to SDL_stdlib.c
There are plainly written using SDL_atan.
|
|
30f7e868
|
2013-11-15T22:01:58
|
|
Added space in the common state structure for render targets
|
|
00003e8c
|
2013-11-14T11:51:24
|
|
Renamed things named after BeOS to be named after Haiku instead.
|
|
8d6e03f3
|
2013-11-14T00:52:39
|
|
Added SDL_DetachThread() API.
|
|
7550ddcc
|
2013-11-13T22:35:26
|
|
Started BeOS removal: merged BeOS thread and pthread code.
Haiku uses most of the standard pthread API, with a few #ifdefs where we
still need to fallback onto the old BeOS APIs.
BeOS, however, does not support pthreads (or maybe doesn't support it well),
so I'm unplugging support for the platform with this changeset. Be Inc went
out of business in 2001.
|
|
75145ea0
|
2013-11-12T01:52:54
|
|
Added a hint SDL_HINT_VIDEO_FULLSCREEN_SPACES to specify that windows go fullscreen into their own spaces on Mac OS X.
|
|
92b12812
|
2013-11-10T00:38:37
|
|
Added Ben Henning's GSoC2013 work: premake build system.
|
|
621c7f8f
|
2013-11-08T14:04:51
|
|
Added SDL_HINT_CTRL_CLICK_EMULATE_RIGHT_CLICK hint which controls whether ctrl+click should emulate a right click on OSX.
|
|
0b7c69fe
|
2013-11-05T20:07:39
|
|
Adds Joystick support for Android
This bumps the build SDK level to 12 (up from 10). Runtime requirements remain
the same (at API level < 12 joystick support is disabled).
Also enables building SDL for armv7 and x86.
|
|
749117ac
|
2013-11-04T19:54:29
|
|
WinRT: added experimental OpenGL ES 2.0 support
A port of the ANGLE library (OpenGL ES 2.0 for Direct3D) to WinRT, via https://github.com/stammen/angleproject, is used as a base.
To enable, clone 'angleproject' into the directory one above where SDL/WinRT is, open the file SDL/include/SDL_config_winrt.h, and uncomment the #defines that begin with 'SDL_VIDEO_OPENGL'. From there, apps can create an OpenGL capable SDL_Window via the flag, SDL_WINDOW_OPENGL, and an OpenGL ES 2 context via SDL_GL_CreateContext. The Direct3D 11.1 renderer cannot be used alongside SDL_WINDOW_OPENGL. Only Windows 8/8.1 is supported for now. Shaders may need to be precompiled, in some (all?) cases.
|
|
2efd4065
|
2013-11-03T09:42:23
|
|
Clarified that SDL_memset4 is a 32-bit assignment and fixed a compiler warning
|
|
cd37485e
|
2013-11-02T12:07:21
|
|
Changed parameter name for gesture template save functions from "src" to "dst".
|
|
3f8f6808
|
2013-10-27T23:19:35
|
|
WinRT: spelling fix in SDL_hints.h
|
|
69c5d21d
|
2013-10-27T21:26:46
|
|
WinRT: merged with SDL 2.0.1 codebase
|
|
62c781ea
|
2013-10-25T20:31:43
|
|
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).
|
|
30ce2bc7
|
2013-10-22T21:53:58
|
|
SDL 2.0.0 defined __inline__ and some code relies on it now.
|
|
d08634e2
|
2013-10-21T02:32:34
|
|
Better fix for bug 2129 - fix for bug 2121 breaks linking for mingw and throws multiple warnings
J?nis R?cis
Reopening as compilation with ANSI C throws lots of unnecessary warnings, both using MinGW and using Linux GCC. (BTW, what happened? MinGW is broken to all hell. sdl2-config does not even link SDLMain anymore?)
I think this may have been lost somewhere, so again: GCC supports inlining via __inline__ in all known versions of GCC, regardless of the C standard in use. Please don't assume that __STRICT_ANSI__ implies no inlining support.
|
|
08fa8da7
|
2013-10-20T21:56:15
|
|
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.
|
|
f5fa492e
|
2013-10-20T20:42:55
|
|
Added a macro SDL_TICKS_PASSED() to correctly compare two 32-bit tick values.
Went through the code and used the macro and fixed a couple places that were using incorrect timestamp comparisons.
|
|
04e170ce
|
2013-10-20T20:41:30
|
|
Added __WINDOWS__ to reflect both 32 and 64-bit windows platforms
|
|
0e699eb5
|
2013-10-20T21:18:05
|
|
Added SDL_GL_FRAMEBUFFER_SRGB_CAPABLE (thanks, David!).
Fixes Bugzilla #1985.
|
|
8b79cbad
|
2013-10-17T11:32:56
|
|
Added an API to get the amount of system RAM
|
|
080c919b
|
2013-10-13T19:51:58
|
|
Fixed function feature test for Visual Studio 2012
norfanin
Fixes the version check for some functions that are only present with the MSVC 2013 CRT libraries.
I did my testing wrong and failed to see that 2012 doesn't have these functions. Microsoft implemented them in their upcoming 2013 version, though. The attached patch changes it to the check for the next version.
I also removed the HAVE_ITOA because that would require linking with oldnames.lib and it's easier to just let the SDL implementation take over.
|
|
a7e1fddd
|
2013-10-10T21:50:25
|
|
Updated SDL to version 2.0.1
|
|
89131435
|
2013-10-10T00:49:57
|
|
Adds gl_profile_mask to test framework, uses it in testgles
|
|
b39a4daf
|
2013-10-03T10:28:10
|
|
SDL_TEXTINPUT support for EVDEV
|
|
69a4351e
|
2013-09-30T22:35:32
|
|
Fixed bug 2121 - GCC throws error on SDL_FORCE_INLINE when compiling with -ansi
|
|
058aba08
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2013-09-30T21:57:03
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Fixed bug 2119 - compiler warnings (-pedantic) SDL_video.h:111:42
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202528a4
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2013-09-28T14:07:17
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Call AddRef() on the device so it doesn't accidentally get released from underneath the caller.
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25f607a3
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2013-09-28T14:07:14
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Make it clear we're just returning a D3D9 device, allowing for new functions to get other D3D versions
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cf5e5a83
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2013-09-28T14:07:08
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Added a hint to create the D3D device in thread-safe mode: SDL_HINT_RENDER_DIRECT3D_THREADSAFE
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803965bc
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2013-09-28T14:07:05
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Added platform specific call: SDL_RenderGetD3DDevice()
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57bd5147
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2013-09-28T14:06:47
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Added optimized YUV texture upload path with SDL_UpdateYUVTexture()
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99789c71
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2013-09-28T10:30:51
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Fixed bug 1820 - building SDL as a static library with static runtime doesn't compile/link with visual studio
norfanin
Adds a condition so only the MSVC 2012 compiler defines the macros for the functions of its version.
Attaching a patch that adds a condition so that the HAVE_X supported by MSVC 2012 only get defined with that compiler. MSVC 2008 and 2010 will then build without any modification to the SDL source code.
Also moved HAVE_M_PI to a separate check. The Microsoft headers require _USE_MATH_DEFINES to be defined before they define the constants.
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9ceed73d
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2013-09-28T13:28:19
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Raspberry Pi support (also unified UDEV and EVDEV support)
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b9a22308
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2013-09-28T12:55:32
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Fixed doxygen warning.
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