Thu, 29 Dec 2011 13:51:42 -0500 Fixed so the header is consistent with the source
Sam Lantinga <slouken@libsdl.org> [Thu, 29 Dec 2011 13:51:42 -0500] rev 6119
Fixed so the header is consistent with the source
Thu, 29 Dec 2011 12:21:49 -0500 Added release notes for SDL 1.2.15 SDL-1.2
Sam Lantinga <slouken@libsdl.org> [Thu, 29 Dec 2011 12:21:49 -0500] rev 6118
Added release notes for SDL 1.2.15
Thu, 29 Dec 2011 11:17:09 -0500 Updated the dist target to include build project directories SDL-1.2
Sam Lantinga <slouken@libsdl.org> [Thu, 29 Dec 2011 11:17:09 -0500] rev 6117
Updated the dist target to include build project directories
Thu, 29 Dec 2011 05:36:39 -0500 Fixes bug 1296 - SDL_SetVideoMode crashes because of unaligned MOVAPS instruction
Sam Lantinga <slouken@libsdl.org> [Thu, 29 Dec 2011 05:36:39 -0500] rev 6116
Fixes bug 1296 - SDL_SetVideoMode crashes because of unaligned MOVAPS instruction t.grundner@goto3d.de 2011-09-01 03:59:17 PDT I figured out what is going on. GCC 4.5.2 assumes the stack is 16 byte aligned by default. Therefore there are no AND alignment corrections necessary if we wish to align a stack variable to a 16 byte boundary. That is bad if your OS ABI is not 16 byte aligned. Windows 32 bit stacks are 4 byte aligned. This results in the above mentioned SIGSEGV. This is also no problem if I compile both SDL.dll and my app with MingW because MinGW/GCC inserts a andl $-16, %esp instruction right in the beginning of the main function. So at least the stack of the thread calling the main function is 16 byte aligned. But as soon as I start to use the SDL.dll from an application not compiled by MinGW there is no ANDL safing my app. However there is a GCC option that can change the default stack alignment: -mpreferred-stack-boundary=num Setting num=2 assumes a the stack is aligned to a 4 byte boundary. This results in GCC inserting the necessary andl $-16, %esp into SDL_FillRect. Rebuilding SDL with ./configure "CFLAGS=-mpreferred-stack-boundary=2 -g -O3" solved the problem. IMHO this should also be a problem on Solaris. The following links contain further information: http://gcc.gnu.org/onlinedocs/gcc-4.5.2/gcc/i386-and-x86_002d64-Options.html#i386-and-x86_002d64-Options http://www.agner.org/optimize/calling_conventions.pdf
Thu, 29 Dec 2011 05:18:16 -0500 Fixed bug 1338 - Direct3D renderer should set D3DCREATE_FPU_PRESERVE for not behaving vastly different on doubles (causes 3rd party lib crashes!)
Sam Lantinga <slouken@libsdl.org> [Thu, 29 Dec 2011 05:18:16 -0500] rev 6115
Fixed bug 1338 - Direct3D renderer should set D3DCREATE_FPU_PRESERVE for not behaving vastly different on doubles (causes 3rd party lib crashes!) Jonas Thiem 2011-11-29 12:28:02 PST Direct3D renderer should set D3DCREATE_FPU_PRESERVE for not behaving vastly different to OpenGL/software rendering on doubles and break some libraries really badly. Most notable affected example: Lua, which does the most unpredictable things which are really almost impossible to debug/find out for beginners who never heard this culprit exists. Since I believe all renderers should behave the same on that doubles simply work as expected in a program, this should really be changed! (also this wasted a few days of my life wondering why everything in my program was so broken)
Thu, 29 Dec 2011 05:13:55 -0500 Fixed bug 1336 - Added a timestamp on all SDL events
Sam Lantinga <slouken@libsdl.org> [Thu, 29 Dec 2011 05:13:55 -0500] rev 6114
Fixed bug 1336 - Added a timestamp on all SDL events Gueniffey 2011-11-23 04:11:31 PST The attached simple patch adds a timestamp to all SDL events. It is useful to dismiss old events and add UI responsiveness (my application does some extensive tasks that creates a delay in the event queue handling. With this patch, I can deal only with the most recent events.
Thu, 29 Dec 2011 05:11:33 -0500 Fixed bug 1335 - Added support for different pixel formats in OpenGL ES 2 renderer
Sam Lantinga <slouken@libsdl.org> [Thu, 29 Dec 2011 05:11:33 -0500] rev 6113
Fixed bug 1335 - Added support for different pixel formats in OpenGL ES 2 renderer Gueniffey 2011-11-23 04:06:31 PST The attached patch adds native support for SDL_PIXELFORMAT_ARGB8888, SDL_PIXELFORMAT_RGB888, SDL_PIXELFORMAT_BGR888
Thu, 29 Dec 2011 05:04:18 -0500 Updated the SDL version number to 1.2.15 SDL-1.2
Sam Lantinga <slouken@libsdl.org> [Thu, 29 Dec 2011 05:04:18 -0500] rev 6112
Updated the SDL version number to 1.2.15
Thu, 29 Dec 2011 04:57:42 -0500 Fixed bug 1346 SDL-1.2
Sam Lantinga <slouken@libsdl.org> [Thu, 29 Dec 2011 04:57:42 -0500] rev 6111
Fixed bug 1346 alarantalara@gmail.com 2011-12-19 20:43:13 PST On little endian systems using the Quartz code, an unusual set of RBGA masks is used when using the windowed video mode. This set is not taken into account in SDL_DisplayFormatAlpha and so it converts the supplied surface to a format that does not match the video surface, preventing fast blitting. This was observed in recent builds of Battle for Wesnoth when SDL was updated to cover the problem when switching to full screen in Lion (https://gna.org/bugs/?18319). You can observe the performance issue if you download Wesnoth 1.9.13 for OS X at http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.9.13/Wesnoth_1.9.13.dmg/download and replace the included SDL library with any build of SDL 1.2.14 or later. (I have already patched the included version, so the problem is not observable without replacement.) A patch resolving the issue is attached.
Thu, 29 Dec 2011 04:29:53 -0500 Fixed bugs 1034 and 1035 SDL-1.2
Sam Lantinga <slouken@libsdl.org> [Thu, 29 Dec 2011 04:29:53 -0500] rev 6110
Fixed bugs 1034 and 1035 zicodxx@gmx.de 2010-07-28 12:59:27 PDT Again another bug I encountered on Windows 7: Assuming I hide my mouse cusor with SDL_ShowCursor(SDL_DISABLE). Now if my app runs on Fullscreen, I tend to "get out" of it using ALT+TAB. This will minimize the app. However SDL_GetAppState will STILL report SDL_APPACTIVE, SDL_APPINPUTFOCUS and SDL_APPMOUSEFOCUS. Also if I check event.active.gain, this *seems* (as much as I could find out) to be set twice (first 0 then 1 again) while going out of the app with ALT+TAB. I am not perfectly sure here but even if the app is minimized because of ALT+TAB (or also CTRL+ESC), event.active.gain is 1. Alex Volkov 2011-04-28 17:19:26 PDT This happens with the windib driver. Windows posts the WM_ACTIVATE WA_INACTIVE event with minimized==false when you Alt+Tab out of a fullscreen app. Responding to this event, wincommon/SDL_sysevents.c:WinMessage() calls ShowWindow(,SW_MINIMIZE) via SDL_RestoreDesktopMode, but another WM_ACTIVATE event is not posted in response to that. Whatever the case may be, WinMessage() should just treat a fullscreen app receiving WA_INACTIVE the same as a minimized app. Additionally, it's probably a good idea to clear SDL_APPMOUSEFOCUS at the same time, and that should take care of bug #1035.
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