Commit Graph

3991 Commits

Author SHA1 Message Date
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
1163ebc192 Updated testoverlay2 to use the SDL 2D rendering API 2011-02-07 00:46:43 -08:00
Sam Lantinga
ba83b14530 Removed obsolete file 2011-02-07 00:36:42 -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
caffda369c Updated the iPhone demos for the new API 2011-02-06 09:02:10 -08:00
Sam Lantinga
92c1973815 Since we changed the API entirely, just remove the old function names 2011-02-06 08:57:29 -08:00
Sam Lantinga
5cf33c9e22 Fixed crash when binary shaders are not available. 2011-02-06 08:46:48 -08:00
Sam Lantinga
1a384e89c4 Updated Xcode project with moved and removed files 2011-02-06 02:41:32 -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
c952c0543d Updated Mac OS X and iOS projects 2011-02-05 16:02:30 -08:00
Sam Lantinga
295ea455df Fixed compiling the automated test 2011-02-05 13:06:50 -08:00
Sam Lantinga
8d99feca16 Updated projects 2011-02-05 12:01:36 -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
64db716d1b Updated Visual Studio 2010 project 2011-02-04 14:06:01 -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
Sam Lantinga
1012c06b0a Added a hint to determine whether framebuffer texture acceleration should be used, and added default behaviors for the various platforms. 2011-02-05 10:03:12 -08:00
Sam Lantinga
8322900075 Added a hint system to allow configuration hints to be specified by the application. 2011-02-05 10:02:39 -08:00
Sam Lantinga
e113c084a6 Removed execute permissions on source files. 2011-02-05 01:03:51 -08:00
Sam Lantinga
8bbd554984 Fixed permissions on the Android config header. 2011-02-05 01:02:24 -08:00
Sam Lantinga
d4a8b09eda Updated the name of the Direct3D renderer. 2011-02-05 00:34:34 -08:00
Sam Lantinga
7558f02067 Allow resizing of testsprite 2011-02-04 21:46:38 -08:00
Sam Lantinga
4f6e1878af Restored SDL_BLENDMODE_MOD for MAME 2011-02-04 19:50:56 -08:00
Sam Lantinga
e37fdde92a Removed a bunch of X11 support that we no longer need. 2011-02-04 19:18:08 -08:00
Sam Lantinga
f1e6f7169b Added the X11 framebuffer implementation. Simple! :) 2011-02-04 18:05:20 -08:00
Sam Lantinga
16b53812a8 The format detection code works better with 555 and 565 pixel formats 2011-02-04 16:55:50 -08:00
Sam Lantinga
509c2203d4 SDL_SetTextureBlendMode broken, caught by Kai Sterker - Thanks! 2011-02-05 00:32:04 -08:00
Sam Lantinga
4e34cbe61d These aren't executable files. :) 2011-02-04 23:31:56 -08:00
Sam Lantinga
cc347f201a Fixed compiling on Windows CE 2011-02-04 13:58:29 -08:00
Sam Lantinga
9f81da0aa6 Removed missing file 2011-02-04 13:57:55 -08:00
Sam Lantinga
ce8fba858d Use the exact format of the window if possible, for speed. 2011-02-04 13:47:02 -08:00
Sam Lantinga
976387a5ed Added the Windows framebuffer implementation.
This actually ends up being faster than Direct3D with a dynamic texture. (???)
2011-02-04 12:29:58 -08:00
Sam Lantinga
6bd644058c Don't free the surface since the application might be still using it. 2011-02-04 12:26:01 -08:00
Sam Lantinga
7656894d2a Standardized on using the managed texture pool.
Also experimented with dynamic textures, but didn't get any speed increase with them.  More research and testing is needed.
2011-02-04 12:25:26 -08:00
Sam Lantinga
44c37e3487 Don't free the surface since the application might be still using it.
Also experimented with texture rectangle updates, but I think at this point the full rect update gives the most consistent results.
2011-02-04 12:24:28 -08:00
Sam Lantinga
164a293ce9 Removed unused variables 2011-02-04 12:22:52 -08:00
Sam Lantinga
6d8925632d Switched the SDL 1.2 compatibility to use the window surface, so it's fast even when there's no hardware acceleration available.
This means that the YUV overlay now uses software, but that's okay since fast YUV code should be using the textures now anyway.
2011-02-03 21:13:55 -08:00