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  • Hash : 87bc1fb5
    Author : Andreas M?ller
    Date : 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>
    

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    Fork of https://github.com/libsdl-org/SDL

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  • README.txt

  •                          Simple DirectMedia Layer
    
                                      (SDL)
    
                                    Version 2.0
    
    ---
    https://www.libsdl.org/
    
    Simple DirectMedia Layer is a cross-platform development library designed
    to provide low level access to audio, keyboard, mouse, joystick, and graphics
    hardware via OpenGL and Direct3D. It is used by video playback software,
    emulators, and popular games including Valve's award winning catalog
    and many Humble Bundle games.
    
    More extensive documentation is available in the docs directory, starting
    with README.md
    
    Enjoy!
    	Sam Lantinga				(slouken@libsdl.org)