This is not a public API (at the moment), but we will be needing this for
other internal things soon.
--HG--
extra : rebase_source : a9cc678783f19b02978f9b09f77b6a4ae9759a92
I think this was important for SDL 1.2 because some targets needed
special device memory for DMA buffers or locked memory buffers for use in
hardware interrupts or something, but since it just defines to SDL_malloc
and SDL_free now, I took it out for clarity's sake.
--HG--
extra : histedit_source : 57b48e44e65de9ce4e16604167db325df05bdf98%2C31d881e4d1b5eeba771f04bb43be0d23c3e605ce
Added missing files to SDL2 project
Added missing Visual Studio 2008 tests to the solution
Added output paths which match the 2010+ projects
Added SDL project references instead of old style project dependencies
Removed post-build copy step and added data files to projects
The D3D11 renderer is now slightly faster than D3D9 on my Windows 8 machine (testsprite2 runs at 3400 FPS vs 3100 FPS)
This will need tweaking to fix the Windows RT build.
--HG--
rename : src/render/direct3d11/SDL_render_d3d11.cpp => src/render/direct3d11/SDL_render_d3d11.c
Turned off C++ exception handling for all configurations and all platforms
Turned on comdat folding and optimized references for all optimized builds
CR: Bruce Dawson
- Updated Visual Studio 2010 project with SDL 2.0 library names
- Don't use a 256 byte LUT, but rather <32 bytes of data on the stack.
- Cleanups in SDL_gamecontroller.h
--HG--
extra : amend_source : e7d1b224d1356c5be7a89df7b82a7f5e1141c167
- Fixes bug 1712 by not overwriting SDL_SubsystemRefCount in SDL_Init.
- Removes the SDL_initialized variable, and makes SDL_SubsystemRefCount
the canonical source of truth for whether or not a subsystem has been
initialized.
- Refactors SDL_InitSubSystem and SDL_QuitSubSystem to use helper
functions to manage refcount.
- Adds automated tests for SDL_Init/Quit*.
- Adds SDL_bits.h which contains SDL_MostSignificantBitIndex.
Liam 2011-08-23 09:09:18 PDT
Hiya!
Seems like there's no implementation of condition variables included when
building with VS2010, adding the generic SDL_syscond.c file to the project
seems to fix it right up.
The trick is that if you're using configure and you don't want to have SDL_config.h and SDL_revision.h to show up as modified, you need to configure and build from a separate directory.
You also need to include SDL_revision.h directly if you want to use the SDL_REVISION constant, as a side effect of these changes.
--HG--
rename : include/SDL_config.h.default => include/SDL_config.h