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20f5167d
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2013-10-20T10:35:51
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Use vertex arrays for drawing points in addition to lines
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82b8e6df
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2013-10-20T10:10:14
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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.
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e343273a
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2013-10-19T01:29:23
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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.
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12ca3ce3
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2013-10-17T23:02:29
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Fixed building using MinGW
Our SDL_windows.h needed to be included before anything else so UNICODE is defined.
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06cab857
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2013-10-14T08:56:37
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Added support for SDL_PIXELFORMAT_UYVY surfaces on Mac OS X
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36b75917
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2013-10-05T12:29:05
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Do a 32-bit compare on RGBA values. Thsi should be inlined in optimized builds.
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5607cc45
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2013-10-05T00:29:57
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Avoid redundant state changes in the GLES2 renderer.
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500e4f6f
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2013-10-04T11:25:14
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Removed "u_colorTable" uniform from the GLES2 renderer. It's not used anywhere.
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50989846
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2013-10-03T20:48:52
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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);
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e5ef978e
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2013-10-03T20:42:43
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Fixed a potential double-free bug if glGenTextures() failed.
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1f21484b
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2013-10-03T03:31:05
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Fixed const/non-const warning
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958640e5
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2013-10-02T22:16:11
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Get rid of glGetError() calls in GLES2 renderer.
It's not usually useful, and it causes pipeline stalls.
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22a972a4
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2013-09-30T22:16:14
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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()).
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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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9f390e79
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2013-09-28T14:06:59
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Moved SDL_Direct3D9GetAdapterIndex() to SDL_windowsvideo.c since it doesn't belong in the window code.
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89c31bb4
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2013-09-28T14:06:55
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Implemented SDL_UpdateYUVTexture() for Direct3D
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17c9ff85
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2013-09-28T14:06:51
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Added missing SDL_assert.h
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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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b6be1435
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2013-09-28T14:06:20
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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
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869a7076
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2013-09-20T13:43:00
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add in High DPI support (aka Retina)
- based on J?rgen's patch with a few bug fixes
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fae4190d
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2013-09-13T17:42:46
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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
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ace1e98a
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2013-08-29T15:02:32
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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
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3e2930de
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2013-08-29T08:29:51
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Christoph Mallon: Remove pointless if (x) before SDL_FreeSurface(x)
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f79fc33a
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2013-08-29T08:29:21
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Christoph Mallon: Remove pointless if (x) before SDL_free(x)
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f60bcf8b
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2013-08-22T17:26:22
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Fix warning in GL ES2 renderer
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2490166d
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2013-08-21T10:12:16
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Fixes for -Wdeclaration-after-statement
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1e49b1ed
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2013-08-21T09:47:10
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OCD fixes: Adds a space after /* (glory to regular expressions!)
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695344d1
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2013-08-21T09:43:09
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OCD fixes: Adds a space before */
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552b04c5
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2013-08-20T20:34:40
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More non C89 compliant comments
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b4426769
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2013-08-19T11:02:44
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Fixed leaking of pixel shader object in D3D renderer (thanks, Peter!).
Fixes Bugzilla #2047.
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1455a947
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2013-08-17T17:14:15
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Fixed Windows build
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6995ff18
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2013-08-17T09:54:30
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Do full state initialization in D3D_Reset(), this fixes blend mode issues when resizing the window on Windows 8.
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bb2671b7
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2013-08-16T14:38:04
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Android quirk:Some devices don't report GL_OES_framebuffer_object but support it
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4cb0ead7
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2013-08-16T12:51:29
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Patched to compile.
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02868b69
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2013-08-16T13:37:27
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[Bug 2042] OpenGL ES renderer tries to load OES functions unconditionally
Also, fail more gracefully when creating texture to avoid double free errors.
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dad42067
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2013-08-12T11:13:50
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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.
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