Sam Lantinga
2af371cc2e
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
80b4be23d9
More removal of leak code.
2011-02-11 14:42:58 -08:00
Sam Lantinga
cef32c046e
Finished removing unused leak detection code.
2011-02-11 14:42:06 -08:00
Sam Lantinga
76489b5e9e
Removed unused leak detection code.
2011-02-11 14:23:22 -08:00
Sam Lantinga
7fbc48134b
Fixed creating the window on Mac OS X.
2011-02-11 12:17:40 -08:00
Sam Lantinga
65eb03e87b
Fixed compile in Xcode
2011-02-11 10:18:34 -08:00
Sam Lantinga
7e3a76e238
Fixed compiling on Windows
2011-02-11 10:13:30 -08:00
Sam Lantinga
3482e0aa2f
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
f34f9e640b
Fixed cocoa trying to shuffling windows when going fullscreen on the main display.
2011-02-10 22:49:14 -08:00
Sam Lantinga
37993063c6
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
d0eeed2dc6
Fixed line endings - in Mercurial they're \n
2011-02-10 14:36:09 -08:00
Sam Lantinga
debc4678c8
Be explicit about what display you're querying. The default display is 0.
2011-02-10 12:14:37 -08:00
Sam Lantinga
f2729d2d2c
Removed gamma support since it wasn't widely used and not well supported.
2011-02-10 11:39:08 -08:00
Sam Lantinga
7ec039ef93
Better window parameter checking
2011-02-10 10:37:35 -08:00
Sam Lantinga
efc19178c7
Fixed compiling on Windows
...
Added an untested shader for YV12 textures
2011-02-09 10:31:12 -08:00
Sam Lantinga
385e9bba2e
Fixed crash when shaders aren't available.
2011-02-09 10:13:26 -08:00
Sam Lantinga
5d0480d014
Added a way to replace the default logging mechanism
2011-02-08 23:13:58 -08:00
Sam Lantinga
ca8ed0c39d
Added a hint to control whether the OpenGL driver uses shaders.
2011-02-08 22:40:19 -08:00
Sam Lantinga
61d595f2a8
Made the shaders easier to debug when they don't compile
2011-02-08 20:31:39 -08:00
Sam Lantinga
8c85fcf224
Fixed the shaders (needed to use texture2DRect) - thanks Ryan!
2011-02-08 20:23:52 -08:00
Sam Lantinga
fa76d28021
Fixed setting the texture unit, still doesn't work.
2011-02-08 16:50:51 -08:00
Sam Lantinga
e27e8c5cb6
Beginning of a framework for OpenGL shaders
2011-02-08 16:27:52 -08:00
Sam Lantinga
1543672ced
Reduce duplicated code in the texture update code paths
2011-02-08 10:38:12 -08:00
Sam Lantinga
5069986bff
Made it possible to disable the rendering subsystem with configure --disable-render
2011-02-08 10:04:09 -08:00
Sam Lantinga
7d207a3141
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
da46bc3be3
Added function SDL_RenderSetClipRect()
2011-02-07 20:06:26 -08:00
Sam Lantinga
a69f5b0686
Fixed stack overflow on Windows
2011-02-07 20:05:52 -08:00
Sam Lantinga
1f86c7c17d
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
47818cfba9
Added a simple log message API
2011-02-07 16:45:40 -08:00
Sam Lantinga
f1d38d9c1c
Renamed SDL_Key to SDL_Keycode to clarify terminology.
2011-02-07 10:40:21 -08:00
Sam Lantinga
60016c514e
Renamed SDLKey and SDLMod for consistency
2011-02-07 09:42:08 -08:00
Sam Lantinga
23370c8928
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
45cb5ded3a
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
cbc7e8a0b1
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
8668130e2d
OpenGL ES 2.0 rendering LIVES!
2011-02-06 19:12:55 -08:00
Sam Lantinga
6da9e66522
Fixed compiling source shaders
2011-02-06 10:59:37 -08:00
Sam Lantinga
9b04a1e0ff
Whoops, duplicate case
2011-02-06 10:27:05 -08:00
Sam Lantinga
eac41801da
At least allow returning the values that were set.
2011-02-06 10:24:08 -08:00
Sam Lantinga
886171e4ad
Prefer the OpenGL ES 2.0 context when it's available, make it possible to create an OpenGL 2.0 context on iPhoneOS
2011-02-06 10:22:25 -08:00
Sam Lantinga
5cf33c9e22
Fixed crash when binary shaders are not available.
2011-02-06 08:46:48 -08:00
Sam Lantinga
bbf99fa10b
Fixed building on Android, added SDL_opengles2.h, removed unnecessary SDL_glesfuncs.h
2011-02-06 02:35:14 -08:00
Sam Lantinga
51284af59d
Minor consistency cleanup and documentation link update.
2011-02-06 00:48:41 -08:00
Sam Lantinga
fb51cac4e8
Removed extra unneeded pixel formats, added support for VSYNC on other platforms besides Zune HD.
2011-02-06 00:48:16 -08:00
Sam Lantinga
ae2ce1d91e
Added an OpenGL ES 2.0 renderer, contributed by itsnotabigtruck
...
This compiles, but it untested.
2011-02-06 00:00:13 -08:00
Sam Lantinga
3d231d07df
Created a simpler version of SDL_SetHint() that doesn't need a priority.
2011-02-05 20:02:37 -08:00
Sam Lantinga
b31aaaaad7
Updated the DirectFB support, from Couriersud
...
attached is a working directfb driver diff which works with the current
changes. There are a number of changes around it as well, e.g.
configure.in.
The directfb renderdriver right now still depends on a some "includes"
from src/video/directfb. That's why it is not yet moved to the new
render folder.
2011-02-05 16:07:10 -08:00
Sam Lantinga
1128c77f9f
Renamed files for consistency
2011-02-05 12:01:11 -08:00
Sam Lantinga
59a97fa5e9
Fixed newlines
2011-02-05 11:54:46 -08:00
Sam Lantinga
dd42a41854
Added the SDL_HINT_RENDER_DRIVER and SDL_HINT_RENDER_VSYNC hints.
2011-02-05 10:35:36 -08:00
Sam Lantinga
1a693a0bd3
Allow SDL_HINT_FRAMEBUFFER_ACCELERATION to specify the renderer to use.
2011-02-05 10:11:27 -08:00