Branch :
| Author | Commit | Date | CI | Message |
|---|---|---|---|---|
| 61959aa6 | 2013-11-22 13:24:53 | OpenGL ES support for Windows | ||
| 8093cfd8 | 2013-11-15 22:07:35 | Better fix for bug 2207 - SDL_RenderSetViewport behavior is different/incorrect on OpenGL renderer vs DirectX renderer At least, it works better here on my Mac. :) | ||
| 4f39f011 | 2013-11-15 23:20:50 | Fix viewport being upside down in OpenGL renderer. Fixes Bugzilla #2207. | ||
| 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. | ||
| 1c9cc8c9 | 2013-11-05 21:01:25 | Fixed performance regression caused by the fix for bug 2158 | ||
| 4e270de1 | 2013-11-02 11:46:43 | Changed function to return -1 through SDL_Error() instead of plain -1. | ||
| 2348e426 | 2013-10-21 22:08:56 | Fixed whitespace | ||
| 08fa8da7 | 2013-10-20 21:56:15 | 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. | ||
| 4ca34ad4 | 2013-10-20 21:34:38 | Prevent conflicts when linking both SDL2 and SDL2_gfx | ||
| 20f5167d | 2013-10-20 10:35:51 | Use vertex arrays for drawing points in addition to lines | ||
| 82b8e6df | 2013-10-20 10:10:14 | 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. | ||
| 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. | ||
| 06cab857 | 2013-10-14 08:56:37 | Added support for SDL_PIXELFORMAT_UYVY surfaces on Mac OS X | ||
| 36b75917 | 2013-10-05 12:29:05 | Do a 32-bit compare on RGBA values. Thsi should be inlined in optimized builds. | ||
| 5607cc45 | 2013-10-05 00:29:57 | Avoid redundant state changes in the GLES2 renderer. | ||
| 500e4f6f | 2013-10-04 11:25:14 | Removed "u_colorTable" uniform from the GLES2 renderer. It's not used anywhere. | ||
| 50989846 | 2013-10-03 20:48:52 | 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); | ||
| e5ef978e | 2013-10-03 20:42:43 | Fixed a potential double-free bug if glGenTextures() failed. | ||
| 1f21484b | 2013-10-03 03:31:05 | Fixed const/non-const warning | ||
| 958640e5 | 2013-10-02 22:16:11 | Get rid of glGetError() calls in GLES2 renderer. It's not usually useful, and it causes pipeline stalls. | ||
| 22a972a4 | 2013-09-30 22:16:14 | 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()). | ||
| 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 | ||
| 17c9ff85 | 2013-09-28 14:06:51 | Added missing SDL_assert.h | ||
| 57bd5147 | 2013-09-28 14:06:47 | Added optimized YUV texture upload path with SDL_UpdateYUVTexture() | ||
| 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 | ||
| 869a7076 | 2013-09-20 13:43:00 | add in High DPI support (aka Retina) - based on J?rgen's patch with a few bug fixes | ||
| 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 | ||
| ace1e98a | 2013-08-29 15:02:32 | 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 | ||
| 3e2930de | 2013-08-29 08:29:51 | Christoph Mallon: Remove pointless if (x) before SDL_FreeSurface(x) | ||
| f79fc33a | 2013-08-29 08:29:21 | Christoph Mallon: Remove pointless if (x) before SDL_free(x) | ||
| f60bcf8b | 2013-08-22 17:26:22 | Fix warning in GL ES2 renderer | ||
| 2490166d | 2013-08-21 10:12:16 | Fixes for -Wdeclaration-after-statement | ||
| 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. | ||
| bb2671b7 | 2013-08-16 14:38:04 | Android quirk:Some devices don't report GL_OES_framebuffer_object but support it | ||
| 4cb0ead7 | 2013-08-16 12:51:29 | Patched to compile. | ||
| 02868b69 | 2013-08-16 13:37:27 | [Bug 2042] OpenGL ES renderer tries to load OES functions unconditionally Also, fail more gracefully when creating texture to avoid double free errors. | ||
| 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. |