David Ludwig
7be2ad71c9
WinRT: renamed SDL_SYSWM_WINDOWSRT to SDL_SYSWM_WINRT
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This is part of an overall effort to use the name, "WinRT", rather than "WindowsRT" (or "Windows RT"), as the shorthand name often seems to mean something different than the longhand name. (WinRT is an API, Windows RT is a product name)
2013-08-27 11:44:43 -04:00
David Ludwig
eaf26ff66a
WinRT: added a stub implementation of UpdateClipRect to the D3D 11.1 renderer
2013-08-13 20:33:15 -04:00
David Ludwig
d41fdc94d6
WinRT: build fixes and additional WinRT-related integrations with SDL 2.0.0
2013-08-13 20:09:52 -04:00
David Ludwig
f7049b93d5
WinRT: merged with SDL 2.0.0 codebase (aka. SDL hg rev d4ce48ff30d1)
2013-08-12 22:29:55 -04:00
Sam Lantinga
1ad936eb29
Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
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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.
2013-08-11 19:56:43 -07:00
Ryan C. Gordon
958640e5d1
Get rid of glGetError() calls in GLES2 renderer.
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It's not usually useful, and it causes pipeline stalls.
2013-10-02 22:16:11 -04:00
Sam Lantinga
22a972a440
Fixed bug 2122 - SDL_CreateTexture allows illegal texture sizes
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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()).
2013-09-30 22:16:14 -07:00
Sam Lantinga
202528a48f
Call AddRef() on the device so it doesn't accidentally get released from underneath the caller.
2013-09-28 14:07:17 -07:00
Sam Lantinga
25f607a3c2
Make it clear we're just returning a D3D9 device, allowing for new functions to get other D3D versions
2013-09-28 14:07:14 -07:00
Sam Lantinga
cf5e5a8360
Added a hint to create the D3D device in thread-safe mode: SDL_HINT_RENDER_DIRECT3D_THREADSAFE
2013-09-28 14:07:08 -07:00
Sam Lantinga
803965bcc2
Added platform specific call: SDL_RenderGetD3DDevice()
2013-09-28 14:07:05 -07:00
Sam Lantinga
9f390e7967
Moved SDL_Direct3D9GetAdapterIndex() to SDL_windowsvideo.c since it doesn't belong in the window code.
2013-09-28 14:06:59 -07:00
Sam Lantinga
89c31bb42a
Implemented SDL_UpdateYUVTexture() for Direct3D
2013-09-28 14:06:55 -07:00
Sam Lantinga
17c9ff85e2
Added missing SDL_assert.h
2013-09-28 14:06:51 -07:00
Sam Lantinga
57bd514707
Added optimized YUV texture upload path with SDL_UpdateYUVTexture()
2013-09-28 14:06:47 -07:00
Sam Lantinga
b6be1435c5
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.
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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
2013-09-28 14:06:20 -07:00
Edward Rudd
869a707612
add in High DPI support (aka Retina)
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- based on J?rgen's patch with a few bug fixes
2013-09-20 13:43:00 -04:00
Sam Lantinga
fae4190dca
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.
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CR: Sam
2013-09-13 17:42:46 -07:00
Gabriel Jacobo
ace1e98a18
Fixes bug #2040 , prepare SDL_GL_CONTEXT_EGL for deprecation on v2.1
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SDL_GL_CONTEXT_EGL = 1 is now internally treated as profile_mask = SDL_GL_CONTEXT_PROFILE_ES
2013-08-29 15:02:32 -03:00
Sam Lantinga
3e2930defe
Christoph Mallon: Remove pointless if (x) before SDL_FreeSurface(x)
2013-08-29 08:29:51 -07:00
Sam Lantinga
f79fc33a39
Christoph Mallon: Remove pointless if (x) before SDL_free(x)
2013-08-29 08:29:21 -07:00
Gabriel Jacobo
f60bcf8b50
Fix warning in GL ES2 renderer
2013-08-22 17:26:22 -03:00
Gabriel Jacobo
2490166d2d
Fixes for -Wdeclaration-after-statement
2013-08-21 10:12:16 -03:00
Gabriel Jacobo
1e49b1ed6e
OCD fixes: Adds a space after /* (glory to regular expressions!)
2013-08-21 09:47:10 -03:00
Gabriel Jacobo
695344d163
OCD fixes: Adds a space before */
2013-08-21 09:43:09 -03:00
Gabriel Jacobo
552b04c58a
More non C89 compliant comments
2013-08-20 20:34:40 -03:00
Ryan C. Gordon
b44267693d
Fixed leaking of pixel shader object in D3D renderer (thanks, Peter!).
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Fixes Bugzilla #2047 .
2013-08-19 11:02:44 -04:00
Sam Lantinga
1455a94714
Fixed Windows build
2013-08-17 17:14:15 -07:00
Sam Lantinga
6995ff18d3
Do full state initialization in D3D_Reset(), this fixes blend mode issues when resizing the window on Windows 8.
2013-08-17 09:54:30 -07:00
Gabriel Jacobo
bb2671b7e7
Android quirk:Some devices don't report GL_OES_framebuffer_object but support it
2013-08-16 14:38:04 -03:00
Ryan C. Gordon
4cb0ead795
Patched to compile.
2013-08-16 12:51:29 -04:00
Gabriel Jacobo
02868b6903
[Bug 2042] OpenGL ES renderer tries to load OES functions unconditionally
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Also, fail more gracefully when creating texture to avoid double free errors.
2013-08-16 13:37:27 -03:00
Gabriel Jacobo
dad420670f
Fixes #2022 , do not resume on Android when surfaceChanged
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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.
2013-08-12 11:13:50 -03:00