From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
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extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403346
Don't try to RLE encode surfaces that have alpha channel and alpha modulation
Don't turn on blending when converting an RGB surface to RGBA format
Do turn on blending when converting colorkey to alpha channel
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extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403285
According to the spec, when SDL_SRCALPHA is set, the colorkey is ignored, so
we just need to convert the colorkey into the alpha channel.
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extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403248
Port SDL 1.3 to the Nintendo DS
by Darren Alton, mentored by Sam Lantinga
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extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403188
fixed is caused by clearing SDL_COPY_RLE_COLORKEY without setting SDL_COPY_RLE_DESIRED in SDL_UnRELSurface.
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extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402746
in preparation for support for general color channel modulation.
Removed and consolidated some data in the blit info.
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extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402619
Moved fill and copy routines to their own files.
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rename : src/video/SDL_blit_copy.c => src/video/SDL_copy.c
rename : src/video/SDL_blit_copy.h => src/video/SDL_copy.h
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402615
- SDL_Surface is a system memory representation of pixel data
- SDL_Texture is a video memory representation of pixel data
The concept of SDL_Surface with SDL_HWSURFACE is no longer used.
Separated SDL_Texture types by usage rather than memory type
- SDL_TEXTUREACCESS_STATIC is for rarely changed pixel data,
can be placed in video memory.
- SDL_TEXTUREACCESS_STREAMING is for frequently changing pixel
data, usually placed in system memory or AGP memory.
Optimized the SDL_compat usage of the OpenGL renderer by only
using one copy of the framebuffer instead of two.
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extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402584
Make sure every source file includes SDL_config.h, so the proper system
headers are chosen.
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extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401406
FIXME:
Change #include <stdlib.h> to #include "SDL_stdlib.h"
Change #include <string.h> to #include "SDL_string.h"
Make sure nothing else broke because of this...
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extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401340
I batch edited these files, so please let me know if I've accidentally removed anybody's
credit here.
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extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401315