Branch :
| Author | Commit | Date | CI | Message |
|---|---|---|---|---|
| 2c558ca2 | 2014-03-10 17:19:19 | Fixed D3D9 initialization on Windows 8, which doesn't have D3DX | ||
| a8f540fe | 2014-03-09 22:48:38 | Fixed renderer flags to include support for target textures after the renderer is created. | ||
| 8db4c5a9 | 2014-02-25 10:04:49 | Fixed crash if the input data pitch is larger than the locked texture pitch | ||
| 22e3217e | 2014-02-20 21:07:56 | Fixed infinite recursion in D3D_Reset() | ||
| 6b33f2e8 | 2014-02-17 22:20:33 | Fixed resetting the current render target if the D3D device is reset while using a non-default render target. | ||
| 076a14b2 | 2014-02-10 13:40:02 | Fixed crash if render target textures are used while the device is lost | ||
| ae05f178 | 2014-02-10 10:02:51 | 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. | ||
| 3ab3ea64 | 2014-02-09 01:56:41 | Fixed bug 2385 - error: unknown type name 'IDirect3DDevice9' Sandu Liviu Catalin I'm unable to compile the latest SDL (directly from the repository) even though I disabled every DirectX option since I don't need DirectX. I allways het these errors: D:\DevLibs\SDL\src\render\direct3d\SDL_render_d3d.c:1897:1: error: unknown type name 'IDirect3DDevice9' D:\DevLibs\SDL\src\render\direct3d\SDL_render_d3d.c:1898:25: error: unknown type name 'SDL_Renderer' | ||
| 58edac3e | 2014-02-02 00:53:27 | Fixed bug 2374 - Update copyright for 2014... Is it that time already?? | ||
| aff44ccd | 2014-01-27 16:13:13 | Patched to compile...uh, everywhere. :) | ||
| 87cfee27 | 2014-01-27 16:10:15 | Patched to compile on Windows when not supporting Direct3D. | ||
| f848adff | 2013-11-29 10:06:08 | Improve Android pause/resume behavior. | ||
| 7e1289af | 2013-11-24 23:56:17 | Make internal SDL sources include SDL_internal.h instead of SDL_config.h The new header will include SDL_config.h, but allows for other global stuff. | ||
| 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. | ||
| 2348e426 | 2013-10-21 22:08:56 | Fixed whitespace | ||
| 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. | ||
| 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 | ||
| 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 | ||
| 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 | ||
| f79fc33a | 2013-08-29 08:29:21 | Christoph Mallon: Remove pointless if (x) before SDL_free(x) | ||
| 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. | ||
| 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. |