Sam Lantinga
e38cbfcc5a
Removed the atomic file for the old API
2011-02-12 11:43:22 -08:00
Sam Lantinga
96656bb924
Frank Zago to sdl
...
The following patch fixes some of the bitrot for the Nintendo DS port.
The support is still basic at the moment, but it allows to run the "general"
test under the current head of tree (parent: 5269:11bd1585efb5 tip).
Most of the patch is mine, but I integrated a couple changes that John
Magnotti posted on Feb 1st.
2011-02-12 11:36:56 -08:00
Sam Lantinga
5fc9a80e24
The YV12 image isn't w*h*2, it's actually w*h + w*h/4 + w*h/4
2011-02-12 10:13:53 -08:00
Sam Lantinga
ba0ff6d7c8
Fixed a crash caused by the 1.2 code path getting a YV12 texture. :)
2011-02-12 08:17:58 -08:00
Sam Lantinga
e74e437b3c
Only expose the OpenGL flag to SDL 1.2 if it was requested.
...
The window flags mean the window is OpenGL capable. The surface flag means that the surface is a stub surface representing a window that has an OpenGL context attached.
2011-02-12 08:17:37 -08:00
Sam Lantinga
8443161ffd
Removed private API use that was causing AppStore rejection
...
Pavel Kanzelsberger to SDL
I tried to submit a SDL application to the Mac AppStore and it got rejected because SDL cocoa is using a Private (non-public) API. Problematic part is here:
SDL_cocoaevents.m
@implementation NSApplication(SDL)
- (void)setRunning
{
_running = 1;
}
@end
Symbol _running in NSApplication is private and shouldn't be used. Any ideas what could I do about this?
2011-02-12 07:57:35 -08:00
Sam Lantinga
78a17dbc64
Ah there, that fixed it. :)
2011-02-12 00:42:39 -08:00
Sam Lantinga
53654196fd
Initial pass at shader YV12 support - doesn't quite work yet.
2011-02-12 00:25:02 -08:00
Sam Lantinga
8ecd7110d2
Fixed SSE4 detection, and split it into SSE 4.1 and 4.2
2011-02-11 23:02:35 -08:00
Sam Lantinga
e5803d148c
Happy 2011! :)
2011-02-11 22:37:15 -08:00
Sam Lantinga
059ef6ad0d
There is only one width and height for the window. If those are changed during the course of a fullscreen mode change, then they'll stay that size when returning to windowed mode.
2011-02-11 20:49:13 -08:00
Sam Lantinga
d63ef6e2a4
itsnotabigtruck has given me permission to replace the license for his contribution.
2011-02-11 19:11:27 -08:00
Sam Lantinga
0314fd4e0f
Updated CPU detection code for SSE3 and SSE4 and removed obsolete 3DNow! and Altivec support.
2011-02-11 14:51:04 -08:00
Sam Lantinga
e8f3f1e948
More removal of leak code.
2011-02-11 14:42:58 -08:00
Sam Lantinga
fcc17ebcb2
Finished removing unused leak detection code.
2011-02-11 14:42:06 -08:00
Sam Lantinga
5a0ad0fca0
Removed unused leak detection code.
2011-02-11 14:23:22 -08:00
Sam Lantinga
8bee2482d7
Fixed creating the window on Mac OS X.
2011-02-11 12:17:40 -08:00
Sam Lantinga
bff537f964
Fixed compile in Xcode
2011-02-11 10:18:34 -08:00
Sam Lantinga
b26aaee0f2
Fixed compiling on Windows
2011-02-11 10:13:30 -08:00
Sam Lantinga
9560b718a2
Mostly fixed fullscreen mode on Mac OS X, and you can toggle it on and off.
...
There are still some problems with the ConvertNSRect() calculations when switching video modes, which causes wierd window positioning issues, and the fullscreen window is still minimized on exit.
2011-02-11 00:25:44 -08:00
Sam Lantinga
e3b131e170
Fixed cocoa trying to shuffling windows when going fullscreen on the main display.
2011-02-10 22:49:14 -08:00
Sam Lantinga
018af55e16
Window coordinates are in the global space and windows are not tied to a particular display.
...
Also added Ctrl-Enter keybinding to the test code to toggle fullscreen mode for testing.
2011-02-10 14:44:25 -08:00
Sam Lantinga
2c021d9b34
Fixed line endings - in Mercurial they're \n
2011-02-10 14:36:09 -08:00
Sam Lantinga
e9689c29d5
Be explicit about what display you're querying. The default display is 0.
2011-02-10 12:14:37 -08:00
Sam Lantinga
e0f869b698
Removed gamma support since it wasn't widely used and not well supported.
2011-02-10 11:39:08 -08:00
Sam Lantinga
c4f308a1be
Better window parameter checking
2011-02-10 10:37:35 -08:00
Sam Lantinga
0f1080b558
Fixed compiling on Windows
...
Added an untested shader for YV12 textures
2011-02-09 10:31:12 -08:00
Sam Lantinga
85a93efaec
Fixed crash when shaders aren't available.
2011-02-09 10:13:26 -08:00
Sam Lantinga
631784d9a2
Added a way to replace the default logging mechanism
2011-02-08 23:13:58 -08:00
Sam Lantinga
9c86971ac9
Added a hint to control whether the OpenGL driver uses shaders.
2011-02-08 22:40:19 -08:00
Sam Lantinga
505dd64abe
Made the shaders easier to debug when they don't compile
2011-02-08 20:31:39 -08:00
Sam Lantinga
296fa03f71
Fixed the shaders (needed to use texture2DRect) - thanks Ryan!
2011-02-08 20:23:52 -08:00
Sam Lantinga
fd61299f87
Fixed setting the texture unit, still doesn't work.
2011-02-08 16:50:51 -08:00
Sam Lantinga
e66660c5f6
Beginning of a framework for OpenGL shaders
2011-02-08 16:27:52 -08:00
Sam Lantinga
e455951633
Reduce duplicated code in the texture update code paths
2011-02-08 10:38:12 -08:00
Sam Lantinga
7133afac5f
Made it possible to disable the rendering subsystem with configure --disable-render
2011-02-08 10:04:09 -08:00
Sam Lantinga
8f205278b1
It's now possible to disable the fast atomic operations, at a huge performance penalty.
2011-02-07 22:57:33 -08:00
Sam Lantinga
8253658837
Added function SDL_RenderSetClipRect()
2011-02-07 20:06:26 -08:00
Sam Lantinga
42bac7a31e
Fixed stack overflow on Windows
2011-02-07 20:05:52 -08:00
Sam Lantinga
9127589299
Try to create an OpenGL ES 2.0 context on Android and successfully fall back to OpenGL ES 1.1 if that fails.
2011-02-07 17:44:07 -08:00
Sam Lantinga
f582f9e58e
Added a simple log message API
2011-02-07 16:45:40 -08:00
Sam Lantinga
acee78a1c2
Renamed SDL_Key to SDL_Keycode to clarify terminology.
2011-02-07 10:40:21 -08:00
Sam Lantinga
cc52151bca
Renamed SDLKey and SDLMod for consistency
2011-02-07 09:42:08 -08:00
Sam Lantinga
76a24d278d
Sheena pointed out that "scancode" and "keysym" are single words and shouldn't be camel-cased.
2011-02-07 09:37:11 -08:00
Sam Lantinga
f0fa63a506
Create an OpenGL 1.1 context by default, if available.
...
This is easier for people to set up and work with, and is more conformant to the way desktop OpenGL works.
2011-02-07 09:23:01 -08:00
Sam Lantinga
87ca0acb3f
You don't need to copy the pixels into the streaming texture's pixel data. This behavior is defined specifically to optimize the UpdateTexture path.
2011-02-06 20:56:21 -08:00
Sam Lantinga
1c8816f6fe
OpenGL ES 2.0 rendering LIVES!
2011-02-06 19:12:55 -08:00
Sam Lantinga
3fd1264194
Fixed compiling source shaders
2011-02-06 10:59:37 -08:00
Sam Lantinga
4bb96bede2
Whoops, duplicate case
2011-02-06 10:27:05 -08:00
Sam Lantinga
44d8b045b2
At least allow returning the values that were set.
2011-02-06 10:24:08 -08:00