This checks for the "foundation" AVX-512 instructions (that all AVX-512
compatible CPUs support).
--HG--
extra : rebase_source : 2857dd04072e2f897e18665d0a4fe2837c06ed9b
extra : histedit_source : 67d0b925bceb2ed2a8f37b5783f2b755e796031f
New functions get and set the YUV colorspace conversion mode:
SDL_SetYUVConversionMode()
SDL_GetYUVConversionMode()
SDL_GetYUVConversionModeForResolution()
SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats.
Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
Rainer Deyke
I've written a small patch that adds a small SDL_DuplicateSurface function to SDL. I've written the function as part of a larger (as yet unfinished) patch, but I think this function is useful enough that it merits inclusion in SDL on its own.
Daniel Gibson
Currently, SDL_CreateRGBSurface() and SDL_CreateRGBSurfaceFrom() take Uint32 masks for RGBA to "describe" the Pixelformat of the surface.
Internally those value are only used to map to one of the SDL_PIXELFORMAT_* enum values that are used for further processing.
I think it would be both handy and more efficient to be able to specify SDL_PIXELFORMAT_* yourself without using SDL_PixelFormatEnumToMasks() to create masks first, so I implemented functions that do that:
SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() which are like the versions without "WithFormat" but instead of taking 4 Uint32s for R/G/B/A masks, they take one for a SDL_PIXELFORMAT_* enum value.
Together with https://bugzilla.libsdl.org/show_bug.cgi?id=2923 creating a SDL_Surface* from RGBA data (e.g. from stb_image) is as easy as
surf = SDL_SDL_CreateRGBSurfaceWithFormat(0, w, h, bppToUse*8, SDL_PIXELFORMAT_RGBA32);
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
--HG--
extra : amend_source : 645293aaac39f2f9740ead48719b5d285a53ba2c
extra : histedit_source : ab4c8f32ee931de00f9f632dd34d860f65279922
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
--HG--
extra : amend_source : 730a99950b9cece544b7bebc4e5ae89a76ece0c8
extra : histedit_source : 2ade56ac0691a527638010cf47ed23467e38d21b
This is currently implemented for X11, Cocoa, Windows, and DirectFB.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
--HG--
extra : amend_source : 99ddce333d2a4de7d59adb88d5059b34d731d907
extra : histedit_source : 012e8cb2f7822cd55cbbc124f642ccc530e3f75b%2Cbddf95ecf18ca97e1e3d7840971ef14ca739c9da
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
--HG--
extra : amend_source : dfbcf454974baeb9dea6aeee929dcecb14924e7c
extra : histedit_source : 9d688d7641ae624a1d0129796a338f4ff2b50896
Clarify that grabbing the mouse only works with one window at a time; this was
always true at the system level, though SDL could previously get confused
by multiple simultaneous grabs, so now we explicitly break any existing
grab before starting a new one and document it as such.
Also track the window that is currently grabbed, and provide an API to query
for that window. This makes it easy to automate mouse ungrabbing at
breakpoints with gdb7's scripting, since the scripts can now know which window
to ungrab.
In 2.1, we should probably change this API to SDL_GrabInput(win) and
SDL_UngrabInput(void), or something.
--HG--
extra : rebase_source : c99570ccdaeb40c13fb0b00236fc77669705a189
extra : amend_source : 40993aa08816ef218bc10aa5d3a2aaa84f284240