|
fcb46813
|
2018-10-01T13:41:15
|
|
render: D3D9 doesn't need to check for stream offset support anymore.
We don't use offsets at all now. Too slow.
|
|
709f5ee4
|
2018-10-01T11:32:08
|
|
render: Set the D3D9 stream source once and choose offsets during draw calls.
This is _much_ faster than setting the offsets with SetStreamSource!
|
|
9870746b
|
2018-10-01T03:02:54
|
|
render: Patched to compile.
|
|
5e644cfd
|
2018-10-01T01:23:02
|
|
render: first shot at moving Direct3D 9 backend to new interface. Untested!
|
|
fdc52a65
|
2018-09-29T04:00:38
|
|
render: patched to compile on C89 compilers, other untested code fixes.
|
|
daad53af
|
2018-09-28T19:48:14
|
|
opengles1: set some non-zero drawstate defaults.
|
|
c20a858d
|
2018-09-28T19:47:44
|
|
render: moved opengles2 over to new interface.
|
|
0d588cc4
|
2018-09-25T21:35:09
|
|
render: Do state cache improvements for GLES1, too.
|
|
d04e5524
|
2018-09-25T19:20:31
|
|
render: OpenGL renderer now caches some state, to improve non-batching mode.
(other minor bug fixes in here, too)
|
|
06461bba
|
2018-09-25T17:04:47
|
|
render: Move non-batching flushes to different place.
This lets us batch up a few commands that are all related to the same API
call.
|
|
43f15e05
|
2018-09-25T16:17:10
|
|
render: opengles renderer actually works now. :)
|
|
b2db99cb
|
2018-09-25T10:41:25
|
|
render: First shot at converting opengles renderer to new interfaces.
|
|
c01da217
|
2018-09-24T12:30:47
|
|
render: get rid of the predeclared functions in the GL and Metal renderers.
(others to come as I continue to update render backends!)
|
|
051d1cfc
|
2018-09-24T02:08:34
|
|
render: Make opengl backend take advantage of new high-level features.
|
|
8ac5c00a
|
2018-09-24T02:07:35
|
|
render: Add command queue debug logging.
|
|
2241b33f
|
2018-09-23T23:22:56
|
|
render: Update Metal and GL backends to use new high-level features, etc.
Now nothing is uploaded as dynamic data with Metal's setVertexBytes, etc; it's
all in the one big vertex buffer, now.
|
|
cc56de44
|
2018-09-23T23:20:40
|
|
render: A bunch of high-level improvements.
- high-level filters out duplicate render commands from the queue so
backends don't have to.
- Setting draw color is now a render command, so backends can put color
information into the vertex buffer to upload with everything else instead
of setting it with slower dynamic data later.
- backends can request that they always batch, even for legacy programs,
since the lowlevel API can deal with it (Metal, and eventually Vulkan
and such...)
- high-level makes sure the queue has at least one setdrawcolor and
setviewport command before any draw calls, so the backends don't ever have
to manage cases where this hasn't been explicitly set yet.
- backends allocating vertex buffer space can specify alignment, and the
high-level will keep track of gaps in the buffer between the last used
positions and the aligned data that can be used for later allocations
(Metal and such need to specify some constant data on 256 byte boundaries,
but we don't want to waste all that space we had to skip to meet alignment
requirements).
|
|
8955fb9b
|
2018-09-20T16:40:04
|
|
render: First shot at moving metal backend over to new batching system.
|
|
55cb9966
|
2018-09-20T16:36:54
|
|
render: first shot at reworking opengl backend for new batching system.
|
|
5fb67f9f
|
2018-09-20T15:46:02
|
|
render: Move to a batching system for rendering (work in progress).
|
|
a2f7af9a
|
2018-09-09T15:09:38
|
|
gles2: Make render command queue dynamic.
It now uses a growable linked list that keeps a pool of allocated items for
reuse, and reallocs the vertex array as necessary. Testsprite2 can scale to
20,000 (or more!) draws now without drama.
|
|
0d327529
|
2018-09-08T18:26:11
|
|
gles2: Major renderer optimization. Work in progress!
This moves all the rendering to a command list that is flushed to the GL as
necessary, making most common activities upload a single vertex buffer per
frame and dramatically reducing state changes. In pathological cases,
like Emscripten running on iOS's Safari, performance can go from a dozen
draw calls killing your performance to 1000 draw calls running smoothly.
This is work in progress, and not ready to ship. Among other things, it has
a hardcoded array that isn't checked for overflow. But the basic idea is
sound!
|
|
264b81b4
|
2018-09-06T00:56:13
|
|
metal: Make sure layer drawableSize is adjusted on resize.
Fixes Bugzilla #4250.
|
|
3634e563
|
2018-09-01T20:47:12
|
|
metal: SDL_UpdateYUVTexture shouldn't swap planes based on format.
|
|
90a5607d
|
2018-08-29T20:23:42
|
|
Fixed compiler warning and use higher precision in angle calculation
|
|
92396f7d
|
2018-08-28T16:19:31
|
|
Fixed Windows build
|
|
87bc1fb5
|
2018-08-28T12:57:51
|
|
GLES2: Get sin/cos out of vertex shader
The only place angle is activated and causes effect is RenderCopyEx. All other
methods which use vertex shader, leave angle disabled and cause useless sin/cos
calculation in shader.
To get around shader's interface is changed to a vector that contains results
of sin and cos. To behave properly when disabled, cos value is set with offset
-1.0 making 0.0 default when deactivated.
As nice side effect it simplifies GLES2_UpdateVertexBuffer: All attributes are
vectors now.
Additional background:
* On RaspberryPi it gives a performace win for operations. Tested with
[1] numbers go down for 5-10% (not easy to estimate due to huge variation).
* SDL_RenderCopyEx was tested with [2]
* It works around left rotated display caused by low accuracy sin implemetation
in RaspberryPi/VC4 [3]
[1] https://github.com/schnitzeltony/sdl2box
[2] https://github.com/schnitzeltony/sdl2rendercopyex
[3] https://github.com/anholt/mesa/issues/110
Signed-off-by: Andreas M?ller <schnitzeltony@gmail.com>
|
|
915a7e03
|
2018-06-25T01:57:28
|
|
gles2: Whoops, overzealous copy/paste on my part. :)
|
|
5308a245
|
2018-06-24T12:16:58
|
|
Fixed some possible malloc(0) calls reported by static analysis.
|
|
74ec7cab
|
2018-06-18T13:13:56
|
|
Fixed race condition where Android touch events could get scaled by a render target's viewport
|
|
fe032ff4
|
2018-05-10T08:25:23
|
|
do the direct3d tap dance for overscan hint only if SDL_VIDEO_RENDER_D3D == 1
|
|
eb14b635
|
2018-05-07T19:52:25
|
|
Fixed bug 4134 - Render targets lose scale quality after minimizing a fullscreen window
Olli-Samuli Lehmus
If one creates a window with the SDL_WINDOW_FULLSCREEN_DESKTOP flag, and creates a render target with SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"), and afterwards sets SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest"), after minimizing the window, the scale quality hint is lost on the render target. Textures however do keep their interpolation modes.
|
|
8891f591
|
2018-02-21T22:53:52
|
|
Backed out changeset 6c8521d53507
Apparently this still triggers a compiler warning, have to dig further.
|
|
fd8f12d2
|
2018-02-21T22:35:17
|
|
android: apparently they fixed this header at some point.
|
|
40b27fd5
|
2018-02-12T17:00:00
|
|
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.
|
|
d5f293a7
|
2018-02-09T16:31:57
|
|
Fixed compile warning
|
|
90e72bf4
|
2018-01-30T18:08:34
|
|
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
|
|
72d45079
|
2018-01-10T10:42:40
|
|
Added availability check to fix compiler warning for symbol only available on tvOS 11.0 and newer
|
|
7d5437bb
|
2018-01-07T22:00:37
|
|
metal: set max texture size based on device capability.
|
|
a8c0532c
|
2018-01-07T16:57:32
|
|
metal: Fix pipeline states to use the pixel format of the current render target, instead of a hard-coded format.
|
|
740a90af
|
2018-01-06T18:54:12
|
|
metal: Add support for YUV/NV12 texture formats.
|
|
9a8683b2
|
2018-01-04T22:16:42
|
|
metal: use a private instead of managed buffer for the renderer's non-changing constant data.
Recommended by Xcode's Metal frame capture analysis.
|
|
990ebba5
|
2018-01-04T19:29:33
|
|
metal: Implement fast hardware clearing when possible, by deferring the start of a render pass until a clear or draw operation happens.
|
|
e3cc5b2c
|
2018-01-03T10:03:25
|
|
Updated copyright for 2018
|
|
888198ee
|
2018-01-03T00:43:01
|
|
metal: Misc. improvements.
- Use a single buffer for various non-changing constants accessed by the GPU, instead of multiple buffers.
- Do the half-pixel offset for points and lines using a transform matrix so we don't need a malloc when rendering.
- Don't add a half-pixel offset for other primitives and textures. This matches D3D and GL render behaviour.
- Remove the half-texel texture coordinate offset since it's not needed now that there's no more half-pixel position offset when rendering a texture.
- Don't try to set texture usage on iOS 8 since it doesn't exist there.
|
|
f9cd7650
|
2018-01-02T21:44:28
|
|
metal and moltenvk: fix highdpi.
|
|
b3b5c473
|
2018-01-02T14:32:15
|
|
Fixed direction of y adjustment for new orthographic projection in the metal renderer
|
|
fa86807c
|
2018-01-02T14:11:10
|
|
Fixed metal renderer pixel centers when drawing
|
|
07f08b47
|
2018-01-01T23:06:08
|
|
metal: Fix a typo preventing iOS compilation...
|
|
1cc66033
|
2018-01-01T23:03:50
|
|
metal: Clean up manual reference counting. Fixes some memory leaks.
|
|
a452a084
|
2018-01-01T19:40:29
|
|
iOS: fix build
|
|
639ea9fd
|
2018-01-01T19:37:16
|
|
metal: Use sampler state objects instead of shader-declared samplers for linear vs nearest filtering.
This avoids a ton of shader duplication once multiple shaders that use samplers are added (e.g. the currently missing YUV shaders).
|
|
cf45cf70
|
2018-01-01T18:06:27
|
|
metal: Add support for custom blend modes.
|
|
85470a2f
|
2017-12-31T21:06:16
|
|
metal: implement SDL_RenderCopyEx, and fix a memory leak in SDL_CreateTexture.
|
|
047d387b
|
2017-12-31T15:30:08
|
|
metal: Use the existing cocoa code for creating a Metal view on macOS. Fixes the renderer size when the window is resized.
|
|
42b19c97
|
2017-12-30T22:39:55
|
|
metal: Respect the vsync flag on macOS 10.13+.
|
|
e24dc905
|
2017-12-30T20:32:22
|
|
metal: use a projection matrix instead of manually transforming vertices into clip space on the CPU.
|
|
49df65c2
|
2017-12-30T18:48:07
|
|
metal: only 4 (instead of 5) vertices are needed to draw rectangles and textures, and only 3 (instead of 5) vertices are needed to cover the screen for the 'full-screen quad' when clearing.
|
|
87894224
|
2017-12-12T16:34:16
|
|
Fixed bug 3981 - Inverted logic bug in SDL_renderer "overscan" feature
Eric wing
There is a tiny bug in the new overscan code for the SDL_renderer.
In SDL_renderer.c, line 1265, the if check for SDL_strcasecmp with "direct3d" needs to be inverted.
Instead of:
if(SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {
It should be:
if(0 == SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {
This bug causes the "overscan" mode to pretty much be completely ignored in all cases and all things remain letterboxed (as before the feature).
|
|
e8bbbb37
|
2017-12-12T12:52:17
|
|
Added support for Android video textures
|
|
bed7fd80
|
2017-12-12T12:52:09
|
|
Merged latest changes from rel/streaming_client
|
|
7ac46a74
|
2017-12-11T11:34:53
|
|
The newer compilers generate the property boilerplate automatically
|
|
358e4d9c
|
2017-12-11T11:02:51
|
|
Fixed Mac OS X build
|
|
c2cc9c16
|
2017-12-09T19:48:38
|
|
Backed out using pixel texture coordinates, it had weird visual side effects
|
|
8aad4923
|
2017-12-09T19:41:08
|
|
Fixed normalized coordinates when the viewport is set
|
|
441d3095
|
2017-12-09T15:00:41
|
|
Added support for linear sampling and pixel coordinates in the metal renderer
|
|
f55c9988
|
2017-12-09T12:58:41
|
|
Fixed pixel positioning and size for the Metal renderer
|
|
7dac177c
|
2017-12-09T03:28:23
|
|
metal: fixed render target support.
|
|
85d12d8f
|
2017-12-09T03:27:52
|
|
metal: Added some comments and FIXMEs.
|
|
686fc093
|
2017-12-08T18:26:26
|
|
metal: Cleaned up some reference count politics.
|
|
cf3d4503
|
2017-12-08T14:30:10
|
|
Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder()
|
|
c403c0fa
|
2017-12-08T13:20:20
|
|
Fixed Metal renderer memory leak
|
|
b733dcc2
|
2017-12-08T12:02:23
|
|
Minor cleanup
|
|
5182c23c
|
2017-12-08T11:35:19
|
|
Fixed minor memory leak in the Metal renderer
|
|
cac4e312
|
2017-12-08T11:34:32
|
|
Added check for failure of D3D_ActivateRenderer()
|
|
1a1cd8c1
|
2017-12-08T11:09:05
|
|
Fixed bug 1878 - Scaled texture draws with filtering produce wrapping artifacts.
Yuri K. Schlesner
When using texture filtering, there are filtering artifacts visible on the edges of scaled textures, where the texture filtering pulls in texels from the other side of the texture. Using clamping texture modes wouldn't completely fix this since source rectangles don't need to cover the whole texture. (See screenshot attached in next post.)
The opengl driver uses clamping on textures and so avoid this at least in the cases where the source rect is the whole texture. The direct3d driver does not and so has problems in every case. I'm not sure if it can actually completely be fixed, but at least enabling clamping for direct3d would be one step in the right direction.
|
|
81a33985
|
2017-12-08T14:03:36
|
|
metal: Don't check if Metal is available if targeting modern macOS versions.
|
|
dc04f290
|
2017-12-08T08:58:02
|
|
Defer getting the next drawable until we actually start rendering
This works better for games where there may be a bunch of simulation logic that needs to be run before the next rendering pass, and prevents blocking if the next drawable is busy.
|
|
104decd1
|
2017-12-07T18:08:51
|
|
Fixed runtime errors on iOS
|
|
ba9c336e
|
2017-12-07T17:47:01
|
|
Fixed building for simulators or older iOS SDKs
|
|
6deb1e75
|
2017-12-07T17:12:03
|
|
Fixed compiling Metal renderer on iOS
|
|
1ae73a2b
|
2017-12-07T16:08:47
|
|
Added iOS and OSX versions of the Metal shaders
|
|
b2859af6
|
2017-12-07T16:08:09
|
|
Enable building the Metal renderer by default, and weak link the Metal framework so the SDL library is safe to use on older Macs
Also generate iOS versions of the Metal shaders
|
|
a6a4e27a
|
2017-11-12T22:51:12
|
|
Updated SDL's YUV support, many thanks to Adrien Descamps
New functions get and set the YUV colorspace conversion mode:
SDL_SetYUVConversionMode()
SDL_GetYUVConversionMode()
SDL_GetYUVConversionModeForResolution()
SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats.
Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
|
|
9fd0d619
|
2017-10-18T08:52:04
|
|
Fixed bug 3821 - Allow SDL_CreateWindow and SDL_CreateRenderer with OpenGL ES 3.0 (GLES3) for Angle (Windows)
Carlos
Angle supports GLES3 but when using these functions (SDL_CreateWindow and SDL_CreateRenderer), defaults again to GLES2.0.
A current workaround (hack) to retrieve a GLES3.0 context with Angle is:
1) set
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
after InitSDL AND after calling SDL_CreateWindow (before SDL_CreateRenderer)
2) Comment lines 2032-2044 in SDL_render_gles2.c, funtion GLES2_CreateRenderer
window_flags = SDL_GetWindowFlags(window);
if (!(window_flags & SDL_WINDOW_OPENGL) ||
profile_mask != SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) {
changed_window = SDL_TRUE;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR);
if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
goto error;
}
}
This retrives a GLES3 context as confirmed using glGetString(GL_VERSION). This should be fixed by modifying a few if's.
|
|
a7c79c5e
|
2017-10-12T08:37:55
|
|
Normalize touch events to the render viewport (thanks Sylvain!)
|
|
e9652b19
|
2017-10-06T16:50:24
|
|
Fixed bug 3857 - SDL_ConvertPixels misses YUV conversions
Sylvain
Few issues with YUV on SDL2 when using odd dimensions, and missing conversions from/back to YUV formats.
1) The big part is that SDL_ConvertPixels() does not convert to/from YUV in most cases. This now works with any format and also with odd dimensions,
by adding two internal functions SDL_ConvertPixels_YUV_to_ARGB8888 and SDL_ConvertPixels_ARGB8888_to_YUV (could it be XRGB888 ?).
The target format is hard coded to ARGB888 (which is the default in the internal of the software renderer).
In case of different YUV conversion, it will do an intermediate conversion to a ARGB8888 buffer.
SDL_ConvertPixels_YUV_to_ARGB8888 is somehow redundant with all the "Color*Dither*Mod*".
But it allows some completeness of SDL_ConvertPixels to handle all YUV format.
It also works with odd dimensions.
Moreover, I did some benchmark(SDL_ConvertPixel vs Color32DitherYV12Mod1X and Color32DitherYUY2Mod1X).
gcc-6.3 and clang-4.0. gcc performs better than clang. And, with gcc, SDL_ConvertPixels() performs better (20%) than the two C function Color32Dither*().
For instance, to convert 10 times a 3888x2592 image, it takes ~195 ms with SDL_ConvertPixels and ~235 ms with Color32Dither*().
Especially because of gcc vectorize feature that optimises all conversion loops (-ftree-loop-vectorize).
Nb: I put no image pitch for the YUV buffers. because it complexify a little bit the code and the API :
There would be some ambiguity when setting the pitch exactly to image width:
would it a be pitch of image width (for luma and chroma). or just contiguous data ? (could set pitch=0 for the later).
2) Small issues with odd dimensions:
If width "w" is odd, luma plane width is still "w" whereas chroma planes will be "(w + 1)/2". Almost the same for odd h.
Solution is to strategically substitute "w" by "(w+1)/2" at the good places ...
- In the repository, SDL_ConvertPixels() handles YUV only if yuv source format is exactly the same as YUV destination format.
It basically does a memcpy of pixels, but it's done incorrectly when width or height is odd (wrong size of chroma planes). This is fixed.
- SDL Renderers don't support odd width/height for YUV textures.
This is fixed for software, opengl, opengles2. (opengles 1 does not support it and fallback to software rendering).
This is *not* fixed for D3D and D3D11 ... (and others, psp ?)
Only *two* Dither function are fixed ... not sure if others are really used.
- This is not possible to create a NV12/NV12 texture with the software renderer, whereas other renderers allow it.
This is fixed, by using SDL_ConvertPixels underneath.
- It was not possible to SDL_UpdateTexture() of format NV12/NV21 with the software renderer. this is fixed.
Here's also two testcases:
- that do all combination of conversion.
- to test partial UpdateTexture
|
|
5ae90ef6
|
2017-09-21T01:22:40
|
|
Fixed bug 3788 - software renderer crashes in SDL_RenderCopyEx with rotation and dstrect w or h is 0
Anthony
This is what's making the software renderer crash with rotated destination rectangles of w or h = 0:
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
|
|
e98fc897
|
2017-09-10T12:54:40
|
|
Fixed bug 3812 - Fallthrough warnings gcc-7
|
|
30d554e3
|
2017-08-19T03:07:44
|
|
Fixed building SDL applications with Visual Studio and the clang toolset
Also fixed building 64-bit SDL with clang. 32-bit doesn't build because of the inline assembly for C runtime support.
|
|
c68d3ab7
|
2017-08-17T21:35:46
|
|
Watcom supports __FUNCTION__ identifier (and surely not __PRETTY_FUNCTION__)
Partially fixes Bugzilla #3758.
|
|
04e76499
|
2017-08-14T20:37:07
|
|
Fixed build warning
|
|
9451cd81
|
2017-08-14T20:07:30
|
|
Fixed compiler warnings
|
|
aebe17d3
|
2017-08-14T16:34:54
|
|
Fixed bug 2344 - CHECK_WINDOW_MAGIC should include __FILE__ and __LINE__
Martin Gerhardy
just for easier debugging issues in the own code...
SDL_CreateRenderer should maybe also use this macro
Ryan C. Gordon
I'll go one better: it should have an SDL_assert().
|
|
36ba9248
|
2017-08-14T10:04:59
|
|
Fixed setting the texture blend mode in the OpenGL ES2 renderer
|
|
c59d9923
|
2017-08-14T05:51:44
|
|
Implemented more flexible blending modes for accelerated renderers
This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_ADD);
This fixes bug 2828 - Subtractive Blending
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT);
This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD);
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f8e1874d
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2017-08-13T22:50:23
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Fixed bug 2646 - Problems with software renderer when SDL_SetRenderLogicalSize set
Fixed setting the software renderer clip rectangle when a viewport is set
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7af3786d
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2017-08-13T21:55:42
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Fixed bug 2755 - SDL2 fails to build on Solaris 10 u3
UX-admin
I am compiling with the Sun Studio 12 u2 compiler. There are multiple issues with the build, but this particular issue appears to be that it is illegal to declare a union of a struct of floats and a float. While GCC 4.8.1 does not flag this as an error, Sun Studio is much more standards compliant and strict, halting further compilation with an error.
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ca5c3048
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2017-08-13T21:06:52
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Fixed bug 3744 - missing SDLCALL in several functions
Ozkan Sezer
The attached patch adds missing SDLCALL to several functions, so that
they properly match the headers as intended.
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af9ec8f6
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2017-08-13T20:13:11
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Fixed copy-paste error, thanks Alen!
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