Branch :
| Author | Commit | Date | CI | Message |
|---|---|---|---|---|
| 40b27fd5 | 2018-02-12 17:00:00 | revert the recent typecast assignment changes (see bug #4079) also change the void* typedefs for the two vulkan function pointers added in vulkan_internal.h into generic function pointer typedefs. | ||
| 90e72bf4 | 2018-01-30 18:08:34 | Fixed ISO C99 compatibility SDL now builds with gcc 7.2 with the following command line options: -Wall -pedantic-errors -Wno-deprecated-declarations -Wno-overlength-strings --std=c99 | ||
| e3cc5b2c | 2018-01-03 10:03:25 | Updated copyright for 2018 | ||
| 56363ebf | 2017-08-02 10:22:48 | Fixed bug 3690 - SDL2 KMS/DRM render context support Manuel The attached patch adds support for KMS/DRM context graphics. It builds with no problem on X86_64 GNU/Linux systems, provided the needed libraries are present, and on ARM GNU/Linux systems that have KMS/DRM support and a GLES2 implementation. Tested on Raspberry Pi: KMS/DRM is what the Raspberry Pi will use as default in the near future, once the propietary DispmanX API by Broadcom is overtaken by open graphics stack, it's possible to boot current Raspbian system in KMS mode by adding "dtoverlay=vc4-kms-v3d" to config.txt on Raspbian's boot partition. X86 systems use KMS right away in every current GNU/Linux system. Simple build instructions: $./autogen.sh $./configure --enable-video-kmsdrm $make | ||
| 45b774e3 | 2017-01-01 18:33:28 | Updated copyright for 2017 | ||
| 0cfa0aa1 | 2016-12-29 11:49:18 | improved SDL_GetError() output generated by EGL code This change attempts to report the EGL error codes generated by SDL's calls into EGL, along with the name of the EGL function that failed. | ||
| 42065e78 | 2016-01-02 10:10:34 | Updated copyright to 2016 | ||
| 0e45984f | 2015-06-21 17:33:46 | 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(). | ||
| 2c4a6ea0 | 2015-05-26 06:27:46 | Updated the copyright year to 2015 | ||
| b72938c8 | 2015-04-20 12:22:44 | Windows: Always set the system timer resolution to 1ms by default. An existing hint lets apps that don't need the timer resolution changed avoid this, to save battery, etc, but this fixes several problems in timing, audio callbacks not firing fast enough, etc. Fixes Bugzilla #2944. | ||
| fe6c797c | 2015-04-10 23:30:31 | Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called. | ||
| 522fd829 | 2015-03-17 19:45:47 | WinRT: made OpenGL window-init work with latest round of ANGLE/WinRT updates Various constants in ANGLE/WinRT, both in MSOpenTech's ms-master branch, and in Google's branch, were changed again. This change makes SDL/WinRT work with them. To note, the ms-master branch (of ANGLE) was updated via this merge: https://github.com/MSOpenTech/angle/commit/bbd2eb0a9c453a941f2c7abacf616d5a66b6be92#diff-d1377fbe747de154e1bfcf7221d3de67 | ||
| b12ea759 | 2015-03-17 10:25:21 | WinRT: another ANGLE/OpenGL-initialization, error messaging tweak | ||
| 1083ae22 | 2015-03-17 10:22:36 | WinRT: ANGLE/OpenGLES-initialization, error message improvements | ||
| 8a700d4d | 2015-02-15 12:11:44 | WinRT: a minor, nit-picky cleanup of some OpenGL code | ||
| 5ad34f7a | 2015-02-15 11:53:24 | WinRT: improved OpenGL ES compatibility on WinPhone/ARM and Surface RT This change integrates initialization settings for ANGLE/WinRT, as suggested in MSOpenTech's latest ANGLE template-projects (for MSVC). This should fix some OpenGL initialization issues on WinPhone 8.1 on ARM, and on the 1st-generation Surface RT. | ||
| df329962 | 2015-02-15 00:08:27 | WinRT: fixed crash when using up-to-date versions of ANGLE/WinRT | ||
| b88ca1b4 | 2015-02-10 16:28:56 | the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here. Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture. More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802 | ||
| b48e54aa | 2015-01-26 22:00:29 | Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation Jonas Kulla The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c. I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along. | ||
| 70438be2 | 2014-12-03 10:55:23 | WinRT: fixed bug whereby SDL would override an app's default orientation WinRT apps can set a default, preferred orientation via a .appxmanifest file. SDL was overriding this on app startup, and making the app use all possible orientations (landscape and portrait). Thanks to Eric Wing for the heads up on this! | ||
| 9c398852 | 2014-11-22 22:20:40 | Corrected header file documentation comment. | ||
| 0bcc254e | 2014-11-02 08:47:05 | WinRT: expanded OpenGL ES 2 support to enable recent updates to ANGLE/WinRT ANGLE for WinRT has at least two versions: - an older version, which supports Windows 8.0 and 8.1. This is currently the "winrt" branch in MSOpenTech's ANGLE repository (at https://github.com/msopentech/angle) - a newer version, which drops support for Windows 8.0, but is under more active development (via MSOpenTech's "future-dev" branch), and which was recently merged into the ANGLE project's official "master" branch (at https://chromium.googlesource.com/angle/angle) Both versions are setup using slightly different APIs. SDL/WinRT will now attempt to detect which version is being used, and configure it appropriately. | ||
| 24c86b55 | 2014-09-11 19:24:42 | [X11] Reconcile logical keyboard state with physical state on FocusIn since the window system doesn't do it for us like other platforms. This prevents sticky keys and missed keys when going in and out of focus, for example Alt would appear to stick if switching away from an SDL app with Alt-Tab and had to be pressed again. CR: Sam | ||
| 3dcb451f | 2014-04-09 21:29:19 | Added a README file regarding WinRT support To note, this file is currently formatted with CRLF line endings, rather than LF, to allow the file to be viewed with Notepad. | ||
| b51a3206 | 2014-03-22 20:48:18 | 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. | ||
| ed02f61d | 2014-03-13 00:40:08 | Fixed the copyright date on files contributed by David Ludwig | ||
| 641ba099 | 2014-03-12 07:26:07 | Fixed compiling Windows RT code on Visual Studio 2013 | ||
| 05c23063 | 2014-03-09 11:06:11 | Fixed line endings on WinRT source code | ||
| 0dfde14d | 2013-12-26 14:13:20 | WinRT: took out some dead comments from SDL_winrtopengles.cpp | ||
| 749117ac | 2013-11-04 19:54:29 | 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. |