Sam Lantinga
0c30a927ed
Updated copyright date
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2008-12-08 00:27:32 +00:00
Sam Lantinga
0f0dfe230b
Fixed the list of supported YUV formats
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2008-11-30 23:42:33 +00:00
Sam Lantinga
ace68e0a7c
Implemented the X11 (non-OpenGL) renderer, no alpha or scaling available.
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2008-11-30 21:58:23 +00:00
Sam Lantinga
4dd90ea023
Fixed SW_SetTextureScaleMode()
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Use RLE acceleration for static textures in the software renderer.
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2008-11-29 00:11:35 +00:00
Sam Lantinga
a733eee1b8
indent
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2008-11-25 02:21:53 +00:00
Sam Lantinga
4bab1880be
Added software fallback for YUV overlay code when YUV textures aren't available.
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2008-11-24 23:25:36 +00:00
Sam Lantinga
ede44c4b85
Final merge of Google Summer of Code 2008 work...
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Port SDL 1.3 to the Nintendo DS
by Darren Alton, mentored by Sam Lantinga
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2008-08-27 15:10:03 +00:00
Sam Lantinga
cf548d0a6b
Okay, still some bugs, but everything builds again...
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2007-08-18 05:39:09 +00:00
Sam Lantinga
422ec364ff
Work in progress: merging new texture features into SDL blit system
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2007-08-17 06:21:58 +00:00
Sam Lantinga
7d034dcfb1
Exported the software renderer texture functions to make easier to create
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a renderer based on a framebuffer.
Fixed an initialization bug with the dummy video display mode.
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2007-08-11 23:26:03 +00:00
Sam Lantinga
6b348f07c7
Emphasized the separation between SDL_Surface and SDL_Texture
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- 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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2007-08-11 20:54:31 +00:00
Sam Lantinga
ed60e3a7d4
Fixes for compiling with Visual C++ 8.0 Express Edition
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2007-06-19 05:53:56 +00:00
Sam Lantinga
a1c6ec6c23
Take advantage of the existing SDL blitters for normal copy blits.
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2006-08-29 08:24:16 +00:00
Sam Lantinga
04b633b920
Optimized the copy blitters a little bit
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2006-08-28 14:10:46 +00:00
Sam Lantinga
fdafca64b3
Added source color and alpha modulation support.
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Added perl script to generate optimized render copy functions.
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2006-08-28 03:17:39 +00:00
Sam Lantinga
296ed89309
Fixed bug recreating OpenGL textures on window resize
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2006-08-06 07:29:38 +00:00
Sam Lantinga
c018c14412
Added window resize support for the software renderer
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2006-08-06 04:57:28 +00:00
Sam Lantinga
a1ced0d971
Allow the render context to do necessary work when the video mode changes.
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2006-08-06 04:39:13 +00:00
Sam Lantinga
bfe4f31c0e
SDL constants are all uppercase.
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2006-08-05 17:09:42 +00:00
Sam Lantinga
d4e887aa04
Fixed compiler warnings
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Updated Visual C++ 2005 project
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2006-07-23 00:55:25 +00:00
Sam Lantinga
74b85ef7fe
Added an environment variable to select which driver the software renderer will use.
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2006-07-23 00:48:12 +00:00
Sam Lantinga
2fe561616a
Convert SDL_malloc to SDL_calloc if appropriate, slightly faster on operating systems which map the zero page for memory allocations.
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OpenGL renderer in progress
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2006-07-22 08:33:18 +00:00
Sam Lantinga
397be19fd2
Starting on the OpenGL renderer...
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2006-07-19 07:18:45 +00:00
Sam Lantinga
d5d8761b60
Streamlined the API a bit and optimized the software renderer.
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2006-07-15 09:46:36 +00:00
Sam Lantinga
d1be2d9e1c
Solved the performance problems by introducing the concept of a single-buffered
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display, which is a fast path used for the whole-surface SDL 1.2 API.
Solved the flicker problems by implementing a backbuffer in the GDI renderer.
Unfortunately, now using the GDI renderer with a backbuffer and HBITMAPs is
significantly slower than SDL's surface code. *sigh*
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2006-07-12 06:39:26 +00:00
Sam Lantinga
0f030a1802
SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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2006-07-10 21:04:37 +00:00