Commit Graph

  • 5410391fe9 Removed private API use that was causing AppStore rejection Sam Lantinga 2011-02-12 07:57:35 -08:00
  • acd458dad9 Ah there, that fixed it. :) Sam Lantinga 2011-02-12 00:42:39 -08:00
  • 5e1535525c Initial pass at shader YV12 support - doesn't quite work yet. Sam Lantinga 2011-02-12 00:25:02 -08:00
  • aef6fb230a Fixed SSE4 detection, and split it into SSE 4.1 and 4.2 Sam Lantinga 2011-02-11 23:02:35 -08:00
  • a2cdcf5486 Happy 2011! :) Sam Lantinga 2011-02-11 22:37:15 -08:00
  • 193c1b9aab 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. Sam Lantinga 2011-02-11 20:49:13 -08:00
  • 97ef063646 itsnotabigtruck has given me permission to replace the license for his contribution. Sam Lantinga 2011-02-11 19:11:27 -08:00
  • 2af371cc2e Updated CPU detection code for SSE3 and SSE4 and removed obsolete 3DNow! and Altivec support. Sam Lantinga 2011-02-11 14:51:04 -08:00
  • 80b4be23d9 More removal of leak code. Sam Lantinga 2011-02-11 14:42:58 -08:00
  • cef32c046e Finished removing unused leak detection code. Sam Lantinga 2011-02-11 14:42:06 -08:00
  • 76489b5e9e Removed unused leak detection code. Sam Lantinga 2011-02-11 14:23:22 -08:00
  • 395873376b Cleaned up the file a bit for tutorial viewing Sam Lantinga 2011-02-11 13:06:35 -08:00
  • 30ee8f3440 Added a very simple example of texture streaming Sam Lantinga 2011-02-11 12:24:59 -08:00
  • 7fbc48134b Fixed creating the window on Mac OS X. Sam Lantinga 2011-02-11 12:17:40 -08:00
  • 37522ace07 Fixed error check Sam Lantinga 2011-02-11 11:43:58 -08:00
  • 65eb03e87b Fixed compile in Xcode Sam Lantinga 2011-02-11 10:18:34 -08:00
  • 7e3a76e238 Fixed compiling on Windows Sam Lantinga 2011-02-11 10:13:30 -08:00
  • 3482e0aa2f Mostly fixed fullscreen mode on Mac OS X, and you can toggle it on and off. Sam Lantinga 2011-02-11 00:25:44 -08:00
  • f34f9e640b Fixed cocoa trying to shuffling windows when going fullscreen on the main display. Sam Lantinga 2011-02-10 22:49:14 -08:00
  • d43d02f3c3 Allow windows to be created on non-primary displays. Sam Lantinga 2011-02-10 22:37:01 -08:00
  • 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. Sam Lantinga 2011-02-10 14:44:25 -08:00
  • d0eeed2dc6 Fixed line endings - in Mercurial they're \n Sam Lantinga 2011-02-10 14:36:09 -08:00
  • debc4678c8 Be explicit about what display you're querying. The default display is 0. Sam Lantinga 2011-02-10 12:14:37 -08:00
  • f2729d2d2c Removed gamma support since it wasn't widely used and not well supported. Sam Lantinga 2011-02-10 11:39:08 -08:00
  • 7ec039ef93 Better window parameter checking Sam Lantinga 2011-02-10 10:37:35 -08:00
  • f8db477234 Surfaces aren't in hardware memory anymore! Sam Lantinga 2011-02-10 05:10:05 -08:00
  • 19fcc31c58 Added a scaling test program Sam Lantinga 2011-02-09 15:37:07 -08:00
  • 2354f8cc88 Updated Xcode project with OpenGL shader files Sam Lantinga 2011-02-09 10:37:52 -08:00
  • efc19178c7 Fixed compiling on Windows Added an untested shader for YV12 textures Sam Lantinga 2011-02-09 10:31:12 -08:00
  • 385e9bba2e Fixed crash when shaders aren't available. Sam Lantinga 2011-02-09 10:13:26 -08:00
  • dac85c6457 Fixed crash when shaders are not supported Sam Lantinga 2011-02-09 09:36:40 -08:00
  • 5d0480d014 Added a way to replace the default logging mechanism Sam Lantinga 2011-02-08 23:13:58 -08:00
  • 16627e0975 Added the ability to turn on logging output to the test programs Sam Lantinga 2011-02-08 23:13:28 -08:00
  • ca8ed0c39d Added a hint to control whether the OpenGL driver uses shaders. Sam Lantinga 2011-02-08 22:40:19 -08:00
  • 0bed887c78 Added a simple GLSL example using SDL Sam Lantinga 2011-02-08 22:11:16 -08:00
  • 61d595f2a8 Made the shaders easier to debug when they don't compile Sam Lantinga 2011-02-08 20:31:39 -08:00
  • 8c85fcf224 Fixed the shaders (needed to use texture2DRect) - thanks Ryan! Sam Lantinga 2011-02-08 20:23:52 -08:00
  • fa76d28021 Fixed setting the texture unit, still doesn't work. Sam Lantinga 2011-02-08 16:50:51 -08:00
  • e27e8c5cb6 Beginning of a framework for OpenGL shaders Sam Lantinga 2011-02-08 16:27:52 -08:00
  • 1543672ced Reduce duplicated code in the texture update code paths Sam Lantinga 2011-02-08 10:38:12 -08:00
  • 5069986bff Made it possible to disable the rendering subsystem with configure --disable-render Sam Lantinga 2011-02-08 10:04:09 -08:00
  • 7d207a3141 It's now possible to disable the fast atomic operations, at a huge performance penalty. Sam Lantinga 2011-02-07 22:57:33 -08:00
  • da46bc3be3 Added function SDL_RenderSetClipRect() Sam Lantinga 2011-02-07 20:06:26 -08:00
  • a69f5b0686 Fixed stack overflow on Windows Sam Lantinga 2011-02-07 20:05:52 -08:00
  • 1f86c7c17d Try to create an OpenGL ES 2.0 context on Android and successfully fall back to OpenGL ES 1.1 if that fails. Sam Lantinga 2011-02-07 17:44:07 -08:00
  • 47818cfba9 Added a simple log message API Sam Lantinga 2011-02-07 16:45:40 -08:00
  • f1d38d9c1c Renamed SDL_Key to SDL_Keycode to clarify terminology. Sam Lantinga 2011-02-07 10:40:21 -08:00
  • 60016c514e Renamed SDLKey and SDLMod for consistency Sam Lantinga 2011-02-07 09:42:08 -08:00
  • 23370c8928 Sheena pointed out that "scancode" and "keysym" are single words and shouldn't be camel-cased. Sam Lantinga 2011-02-07 09:37:11 -08:00
  • 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. Sam Lantinga 2011-02-07 09:23:01 -08:00
  • 1163ebc192 Updated testoverlay2 to use the SDL 2D rendering API Sam Lantinga 2011-02-07 00:46:43 -08:00
  • ba83b14530 Removed obsolete file Sam Lantinga 2011-02-07 00:36:42 -08:00
  • db014fc2e7 removed sail.bmp from Xcode project Eric Wing 2011-02-06 23:48:31 -08:00
  • acba1d660b merged Eric Wing 2011-02-06 21:23:32 -08:00
  • 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. Sam Lantinga 2011-02-06 20:56:21 -08:00
  • 8668130e2d OpenGL ES 2.0 rendering LIVES! Sam Lantinga 2011-02-06 19:12:55 -08:00
  • 6da9e66522 Fixed compiling source shaders Sam Lantinga 2011-02-06 10:59:37 -08:00
  • 9b04a1e0ff Whoops, duplicate case Sam Lantinga 2011-02-06 10:27:05 -08:00
  • eac41801da At least allow returning the values that were set. Sam Lantinga 2011-02-06 10:24:08 -08:00
  • 886171e4ad Prefer the OpenGL ES 2.0 context when it's available, make it possible to create an OpenGL 2.0 context on iPhoneOS Sam Lantinga 2011-02-06 10:22:25 -08:00
  • caffda369c Updated the iPhone demos for the new API Sam Lantinga 2011-02-06 09:02:10 -08:00
  • 92c1973815 Since we changed the API entirely, just remove the old function names Sam Lantinga 2011-02-06 08:57:29 -08:00
  • 5cf33c9e22 Fixed crash when binary shaders are not available. Sam Lantinga 2011-02-06 08:46:48 -08:00
  • 1a384e89c4 Updated Xcode project with moved and removed files Sam Lantinga 2011-02-06 02:41:32 -08:00
  • bbf99fa10b Fixed building on Android, added SDL_opengles2.h, removed unnecessary SDL_glesfuncs.h Sam Lantinga 2011-02-06 02:35:14 -08:00
  • 51284af59d Minor consistency cleanup and documentation link update. Sam Lantinga 2011-02-06 00:48:41 -08:00
  • fb51cac4e8 Removed extra unneeded pixel formats, added support for VSYNC on other platforms besides Zune HD. Sam Lantinga 2011-02-06 00:48:16 -08:00
  • ae2ce1d91e Added an OpenGL ES 2.0 renderer, contributed by itsnotabigtruck Sam Lantinga 2011-02-06 00:00:13 -08:00
  • 3d231d07df Created a simpler version of SDL_SetHint() that doesn't need a priority. Sam Lantinga 2011-02-05 20:02:37 -08:00
  • b31aaaaad7 Updated the DirectFB support, from Couriersud Sam Lantinga 2011-02-05 16:07:10 -08:00
  • c952c0543d Updated Mac OS X and iOS projects Sam Lantinga 2011-02-05 16:02:30 -08:00
  • 295ea455df Fixed compiling the automated test Sam Lantinga 2011-02-05 13:06:50 -08:00
  • 8d99feca16 Updated projects Sam Lantinga 2011-02-05 12:01:36 -08:00
  • 1128c77f9f Renamed files for consistency Sam Lantinga 2011-02-05 12:01:11 -08:00
  • 59a97fa5e9 Fixed newlines Sam Lantinga 2011-02-05 11:54:46 -08:00
  • 64db716d1b Updated Visual Studio 2010 project Sam Lantinga 2011-02-04 14:06:01 -08:00
  • dd42a41854 Added the SDL_HINT_RENDER_DRIVER and SDL_HINT_RENDER_VSYNC hints. Sam Lantinga 2011-02-05 10:35:36 -08:00
  • 1a693a0bd3 Allow SDL_HINT_FRAMEBUFFER_ACCELERATION to specify the renderer to use. Sam Lantinga 2011-02-05 10:11:27 -08:00
  • 1012c06b0a Added a hint to determine whether framebuffer texture acceleration should be used, and added default behaviors for the various platforms. Sam Lantinga 2011-02-05 10:03:12 -08:00
  • 8322900075 Added a hint system to allow configuration hints to be specified by the application. Sam Lantinga 2011-02-05 10:02:39 -08:00
  • e113c084a6 Removed execute permissions on source files. Sam Lantinga 2011-02-05 01:03:51 -08:00
  • 8bbd554984 Fixed permissions on the Android config header. Sam Lantinga 2011-02-05 01:02:24 -08:00
  • d4a8b09eda Updated the name of the Direct3D renderer. Sam Lantinga 2011-02-05 00:34:34 -08:00
  • 7558f02067 Allow resizing of testsprite Sam Lantinga 2011-02-04 21:46:38 -08:00
  • 4f6e1878af Restored SDL_BLENDMODE_MOD for MAME Sam Lantinga 2011-02-04 19:50:56 -08:00
  • e37fdde92a Removed a bunch of X11 support that we no longer need. Sam Lantinga 2011-02-04 19:18:08 -08:00
  • f1e6f7169b Added the X11 framebuffer implementation. Simple! :) Sam Lantinga 2011-02-04 18:05:20 -08:00
  • 16b53812a8 The format detection code works better with 555 and 565 pixel formats Sam Lantinga 2011-02-04 16:55:50 -08:00
  • 509c2203d4 SDL_SetTextureBlendMode broken, caught by Kai Sterker - Thanks! Sam Lantinga 2011-02-05 00:32:04 -08:00
  • 4e34cbe61d These aren't executable files. :) Sam Lantinga 2011-02-04 23:31:56 -08:00
  • cc347f201a Fixed compiling on Windows CE Sam Lantinga 2011-02-04 13:58:29 -08:00
  • 9f81da0aa6 Removed missing file Sam Lantinga 2011-02-04 13:57:55 -08:00
  • ce8fba858d Use the exact format of the window if possible, for speed. Sam Lantinga 2011-02-04 13:47:02 -08:00
  • 976387a5ed Added the Windows framebuffer implementation. This actually ends up being faster than Direct3D with a dynamic texture. (???) Sam Lantinga 2011-02-04 12:29:58 -08:00
  • 6bd644058c Don't free the surface since the application might be still using it. Sam Lantinga 2011-02-04 12:26:01 -08:00
  • 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. Sam Lantinga 2011-02-04 12:25:26 -08:00
  • 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. Sam Lantinga 2011-02-04 12:24:28 -08:00
  • 164a293ce9 Removed unused variables Sam Lantinga 2011-02-04 12:22:52 -08:00
  • 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. Sam Lantinga 2011-02-03 21:13:55 -08:00
  • 8675df42c8 Fixed recursion crash when setting SDL_VIDEO_RENDERER=software Sam Lantinga 2011-02-03 17:42:58 -08:00