Sun, 23 Mar 2014 23:08:26 -0700 Fixed warning on Mac OS X
Sam Lantinga <slouken@libsdl.org> [Sun, 23 Mar 2014 23:08:26 -0700] rev 8673
Fixed warning on Mac OS X
Sun, 23 Mar 2014 22:53:50 -0700 Fixing Alt-Enter handling, submitted by Nader Golbaz
Sam Lantinga <slouken@libsdl.org> [Sun, 23 Mar 2014 22:53:50 -0700] rev 8672
Fixing Alt-Enter handling, submitted by Nader Golbaz I encountered a little issue: DXGI monitors application's message queue and this behavior interferes with SDL if the application already handles Alt-Enter sequence. I think it is necessary to disable this behavior. http://msdn.microsoft.com/en-us/library/windows/desktop/bb174540%28v=vs.85%29.aspx
Sun, 23 Mar 2014 22:07:01 -0400 WinRT: Implemented SDL_ShowMessageBox for Windows 8.x/RT hosts
David Ludwig <dludwig@pobox.com> [Sun, 23 Mar 2014 22:07:01 -0400] rev 8671
WinRT: Implemented SDL_ShowMessageBox for Windows 8.x/RT hosts This change does not include message box support for Windows Phone 8, which does not offer the same message box APIs that Windows 8.x/RT does.
Sun, 23 Mar 2014 18:56:47 -0400 Tossed in some SDL_asserts to make static analyzer happier.
Ryan C. Gordon <icculus@icculus.org> [Sun, 23 Mar 2014 18:56:47 -0400] rev 8670
Tossed in some SDL_asserts to make static analyzer happier. (Most of its complaints here are that these ints can be negative, although they wouldn't been in sane cases. Checking sanity is what assertions do, and it placates the analyzer appropriately.)
Sun, 23 Mar 2014 16:08:32 -0400 D3D11: Fixed a crash after a GPU device-reset on Win32
David Ludwig <dludwig@pobox.com> [Sun, 23 Mar 2014 16:08:32 -0400] rev 8669
D3D11: Fixed a crash after a GPU device-reset on Win32
Sun, 23 Mar 2014 13:48:16 -0400 D3D11: Added code to handle GPU-device-removed scenarios
David Ludwig <dludwig@pobox.com> [Sun, 23 Mar 2014 13:48:16 -0400] rev 8668
D3D11: Added code to handle GPU-device-removed scenarios These scenarios can happen when a GPU is switched, its driver updated, or in some virtual machines (such as Parallels) are suspended and then resumed. In these cases, all GPU resources will already be lost, and it's up to the app to recover. For now, SDL's D3D11 renderer will handle this by freeing all GPU resources, including all textures, and then sending a SDL_RENDER_TARGETS_RESET event. It's currently up to an app to intercept this event, destroy all of its textures, then recreate them from scratch.
Sun, 23 Mar 2014 09:44:04 -0700 Better keyboard detection when some of the keys are remapped, thanks to Lewis Wall
Sam Lantinga <slouken@libsdl.org> [Sun, 23 Mar 2014 09:44:04 -0700] rev 8667
Better keyboard detection when some of the keys are remapped, thanks to Lewis Wall
Sun, 23 Mar 2014 11:04:47 -0400 WinRT: Miscellaneous app-backgrounding/restoring event fixes and additions
David Ludwig <dludwig@pobox.com> [Sun, 23 Mar 2014 11:04:47 -0400] rev 8666
WinRT: Miscellaneous app-backgrounding/restoring event fixes and additions SDL_WINDOWEVENT_FOCUS_LOST is now sent when an app's native window is hidden. Likewise, SDL_WINDOWEVENT_FOCUS_GAINED is sent when an app's window is shown. This mimicks behavior seen on iOS and Android. SDL_WINDOWEVENT_MINIMIZED and SDL_WINDOWEVENT_RESTORED are now sent when the app's native window is hidden and shown. Previously, these were sent when an app was suspended and resumed. On Windows 8.x/RT, an app may be sent to the background without being suspended, which previously meant that SDL_WINDOWEVENT_MINIMIZED might never have been sent. (On Windows Phone 8, however, this seems to be different, whereby apps sent to the background appear to always get suspended.)
Sun, 23 Mar 2014 08:56:52 -0400 WinRT: Made app-backgrounded events get sent at separate, distinct times.
David Ludwig <dludwig@pobox.com> [Sun, 23 Mar 2014 08:56:52 -0400] rev 8665
WinRT: Made app-backgrounded events get sent at separate, distinct times. SDL_APP_WILLENTERBACKGROUND is now sent as soon as the app is told that it is about to go to the background. SDL_APP_DIDENTERBACKGROUND is sent via a WinRT 'deferral operation', which is how WinRT gives apps a bit of extra time (multiple seconds worth) to prepare for an app-backgrounding. The distinction may be important as the deferral operation's code is always run in a separate thread. For Direct3D-only apps, this means that between the two SDL app-backgrounded events, SDL_APP_WILLENTERBACKGROUND will be the only one run from the main thread. Given that some WinRT operations can only be done on the main thread (operations to the CoreWindow fall into this category), this could be important. It is important to note that pre-deferral code may only have a very short bit of time to execute code, less so than code run in the deferral operation (where SDL_APP_DIDENTERBACKGROUND is sent from), which usually gets several seconds to run.
Sat, 22 Mar 2014 21:08:05 -0400 WinRT globals cleanup: Removed WINRT_GlobalSDLVideoDevice
David Ludwig <dludwig@pobox.com> [Sat, 22 Mar 2014 21:08:05 -0400] rev 8664
WinRT globals cleanup: Removed WINRT_GlobalSDLVideoDevice
Sat, 22 Mar 2014 20:48:18 -0400 WinRT: Got OpenGL ES 2 working with the latest version of ANGLE/WinRT.
David Ludwig <dludwig@pobox.com> [Sat, 22 Mar 2014 20:48:18 -0400] rev 8663
WinRT: Got OpenGL ES 2 working with the latest version of ANGLE/WinRT. SDL/WinRT did have support for OpenGL ES 2 via an older version of ANGLE/WinRT, however its API changed a few months ago, and SDL/WinRT would crash when trying to use it. It would also occasionally crash when using the older version. This changeset should make SDL/WinRT work with the latest version, as available via MS Open Tech's git repository of it at https://github.com/msopentech/angle Older versions of ANGLE/WinRT (from either https://github.com/stammen/angleproject or https://bitbucket.org/DavidLudwig/angleproject) will need to be updated to MS Open Tech's latest version.
Fri, 21 Mar 2014 10:40:15 -0400 Static analysis fix: more cleanups of unused variables, etc, in blitters.
Ryan C. Gordon <icculus@icculus.org> [Fri, 21 Mar 2014 10:40:15 -0400] rev 8662
Static analysis fix: more cleanups of unused variables, etc, in blitters.
Fri, 21 Mar 2014 00:57:43 -0400 Static analysis fix: more dead stores.
Ryan C. Gordon <icculus@icculus.org> [Fri, 21 Mar 2014 00:57:43 -0400] rev 8661
Static analysis fix: more dead stores.
Thu, 20 Mar 2014 18:00:41 -0400 Patched to compile on C89 compilers, removed more streamer code.
Ryan C. Gordon <icculus@icculus.org> [Thu, 20 Mar 2014 18:00:41 -0400] rev 8660
Patched to compile on C89 compilers, removed more streamer code.
Thu, 20 Mar 2014 17:55:24 -0400 Static analysis fix: clean up unused variables and dead stores in blitters.
Ryan C. Gordon <icculus@icculus.org> [Thu, 20 Mar 2014 17:55:24 -0400] rev 8659
Static analysis fix: clean up unused variables and dead stores in blitters.
Thu, 20 Mar 2014 17:00:33 -0400 #ifdef'd out the audio streamer code.
Ryan C. Gordon <icculus@icculus.org> [Thu, 20 Mar 2014 17:00:33 -0400] rev 8658
#ifdef'd out the audio streamer code. It's been hardcoded out forever now, but I've now forcibly removed it with the preprocessor so static analysis doesn't complain about it for now. Eventually I want to rewrite or remove this code.
Thu, 20 Mar 2014 16:56:37 -0400 Static analysis fix: Removed unused variable.
Ryan C. Gordon <icculus@icculus.org> [Thu, 20 Mar 2014 16:56:37 -0400] rev 8657
Static analysis fix: Removed unused variable. (We don't care if closing the device fails anyhow).
Thu, 20 Mar 2014 16:54:20 -0400 Static analysis fix: uninitialized data.
Ryan C. Gordon <icculus@icculus.org> [Thu, 20 Mar 2014 16:54:20 -0400] rev 8656
Static analysis fix: uninitialized data. (This is Clang not knowing that SDL_SetError() always returns -1.)
Thu, 20 Mar 2014 16:25:30 -0400 Static analysis fix: uninitialized data.
Ryan C. Gordon <icculus@icculus.org> [Thu, 20 Mar 2014 16:25:30 -0400] rev 8655
Static analysis fix: uninitialized data. (Clang doesn't know that "_this" was already checked for NULLness elsewhere.)
Thu, 20 Mar 2014 16:23:18 -0400 Static analysis fix: uninitialized value.
Ryan C. Gordon <icculus@icculus.org> [Thu, 20 Mar 2014 16:23:18 -0400] rev 8654
Static analysis fix: uninitialized value. (A false positive: clang doesn't know SDL_SetError() always returns -1.)
Thu, 20 Mar 2014 16:05:57 -0400 Static analysis fix: leaking Objective-C object.
Ryan C. Gordon <icculus@icculus.org> [Thu, 20 Mar 2014 16:05:57 -0400] rev 8653
Static analysis fix: leaking Objective-C object.
Thu, 20 Mar 2014 11:22:57 -0400 Static analysis fix: dereference of a NULL pointer.
Ryan C. Gordon <icculus@icculus.org> [Thu, 20 Mar 2014 11:22:57 -0400] rev 8652
Static analysis fix: dereference of a NULL pointer.
Thu, 20 Mar 2014 11:14:02 -0400 Static analysis fix: let clang know _this->displays isn't NULL.
Ryan C. Gordon <icculus@icculus.org> [Thu, 20 Mar 2014 11:14:02 -0400] rev 8651
Static analysis fix: let clang know _this->displays isn't NULL.
Thu, 20 Mar 2014 11:14:44 -0400 Static analysis fix: division by zero.
Ryan C. Gordon <icculus@icculus.org> [Thu, 20 Mar 2014 11:14:44 -0400] rev 8650
Static analysis fix: division by zero.
Thu, 20 Mar 2014 10:41:47 -0400 Static analysis fix: uninitialized variables.
Ryan C. Gordon <icculus@icculus.org> [Thu, 20 Mar 2014 10:41:47 -0400] rev 8649
Static analysis fix: uninitialized variables. This is actually a false-positive, in this case, since Clang doesn't know that SDL_SetError() only ever returns -1. Feature request to improve that, with explanation about these specific SDL patches, is here: http://llvm.org/bugs/show_bug.cgi?id=19208
Thu, 20 Mar 2014 10:04:23 -0400 Static analysis fix: Fixed leaking Objective-C object.
Ryan C. Gordon <icculus@icculus.org> [Thu, 20 Mar 2014 10:04:23 -0400] rev 8648
Static analysis fix: Fixed leaking Objective-C object.
Wed, 19 Mar 2014 23:19:34 -0400 Static analysis fix: bad release.
Ryan C. Gordon <icculus@icculus.org> [Wed, 19 Mar 2014 23:19:34 -0400] rev 8647
Static analysis fix: bad release. (object is already init'd at this point, so -[obj init] destroys existing reference count.)
Wed, 19 Mar 2014 21:48:32 -0700 Fix visualstudio build break introduced by changeset 8645
Andreas Schiffler <aschiffler@ferzkopp.net> [Wed, 19 Mar 2014 21:48:32 -0700] rev 8646
Fix visualstudio build break introduced by changeset 8645
Wed, 19 Mar 2014 21:39:55 -0700 Add input validation to SDL_getenv/SDL_setenv; update Stdlib testsuite; add Hints testsuite
Andreas Schiffler <aschiffler@ferzkopp.net> [Wed, 19 Mar 2014 21:39:55 -0700] rev 8645
Add input validation to SDL_getenv/SDL_setenv; update Stdlib testsuite; add Hints testsuite
Wed, 19 Mar 2014 22:43:30 -0400 Minor comment cleanups in checker-buildbot.sh
Ryan C. Gordon <icculus@icculus.org> [Wed, 19 Mar 2014 22:43:30 -0400] rev 8644
Minor comment cleanups in checker-buildbot.sh
Wed, 19 Mar 2014 18:25:21 -0400 Static analysis fix: division by zero.
Ryan C. Gordon <icculus@icculus.org> [Wed, 19 Mar 2014 18:25:21 -0400] rev 8643
Static analysis fix: division by zero.
Wed, 19 Mar 2014 16:55:38 -0400 Static analysis fix: Value stored to '[bcd]' is never read.
Ryan C. Gordon <icculus@icculus.org> [Wed, 19 Mar 2014 16:55:38 -0400] rev 8642
Static analysis fix: Value stored to '[bcd]' is never read.
Wed, 19 Mar 2014 16:52:26 -0400 Static analysis fix: "Value stored to 'p' is never read"
Ryan C. Gordon <icculus@icculus.org> [Wed, 19 Mar 2014 16:52:26 -0400] rev 8641
Static analysis fix: "Value stored to 'p' is never read"
Wed, 19 Mar 2014 16:02:25 -0400 Don't overwrite SDL_dynapi.h in checker-buildbot.sh.
Ryan C. Gordon <icculus@icculus.org> [Wed, 19 Mar 2014 16:02:25 -0400] rev 8640
Don't overwrite SDL_dynapi.h in checker-buildbot.sh.
Wed, 19 Mar 2014 15:25:27 -0400 Make checker-buildbot.sh work just about anywhere Clang is installed.
Ryan C. Gordon <icculus@icculus.org> [Wed, 19 Mar 2014 15:25:27 -0400] rev 8639
Make checker-buildbot.sh work just about anywhere Clang is installed.
Wed, 19 Mar 2014 13:22:09 -0400 Reenable static builds for now with static analysis.
Ryan C. Gordon <icculus@icculus.org> [Wed, 19 Mar 2014 13:22:09 -0400] rev 8638
Reenable static builds for now with static analysis.
Wed, 19 Mar 2014 03:29:14 -0400 Buildbot static analysis script: use configure script instead of cmake.
Ryan C. Gordon <icculus@icculus.org> [Wed, 19 Mar 2014 03:29:14 -0400] rev 8637
Buildbot static analysis script: use configure script instead of cmake.
Wed, 19 Mar 2014 03:04:04 -0400 Just build shared libraries for static analysis.
Ryan C. Gordon <icculus@icculus.org> [Wed, 19 Mar 2014 03:04:04 -0400] rev 8636
Just build shared libraries for static analysis. Building the static libs just does the same work twice.
Wed, 19 Mar 2014 00:58:32 -0400 Added a script to let buildslaves run Clang static analysis.
Ryan C. Gordon <icculus@icculus.org> [Wed, 19 Mar 2014 00:58:32 -0400] rev 8635
Added a script to let buildslaves run Clang static analysis.
Tue, 18 Mar 2014 17:16:28 -0400 Fixed SDL_HapticNewEffect() failing on various DirectInput devices.
Ryan C. Gordon <icculus@icculus.org> [Tue, 18 Mar 2014 17:16:28 -0400] rev 8634
Fixed SDL_HapticNewEffect() failing on various DirectInput devices.
Tue, 18 Mar 2014 12:53:01 -0400 Fixed PS4 game controller config on Windows.
Ryan C. Gordon <icculus@icculus.org> [Tue, 18 Mar 2014 12:53:01 -0400] rev 8633
Fixed PS4 game controller config on Windows.
Tue, 18 Mar 2014 12:52:51 -0400 Whitespace fix.
Ryan C. Gordon <icculus@icculus.org> [Tue, 18 Mar 2014 12:52:51 -0400] rev 8632
Whitespace fix.
Tue, 18 Mar 2014 12:33:57 -0400 controllermap: Don't treat SDL_HAT_CENTERED as a valid input.
Ryan C. Gordon <icculus@icculus.org> [Tue, 18 Mar 2014 12:33:57 -0400] rev 8631
controllermap: Don't treat SDL_HAT_CENTERED as a valid input.
Tue, 18 Mar 2014 12:08:49 -0400 Fixed a build error in SDL_platform.h when using Code Blocks and MinGW
David Ludwig <dludwig@pobox.com> [Tue, 18 Mar 2014 12:08:49 -0400] rev 8630
Fixed a build error in SDL_platform.h when using Code Blocks and MinGW winapifamily.h, a header file specific to Microsoft's Windows 8 SDK, wasn't getting found, which was leading to a build error.
Mon, 17 Mar 2014 19:11:18 -0400 Fixed SDL_HapticOpenFromJoystick() with DirectInput devices.
Ryan C. Gordon <icculus@icculus.org> [Mon, 17 Mar 2014 19:11:18 -0400] rev 8629
Fixed SDL_HapticOpenFromJoystick() with DirectInput devices.
Sat, 15 Mar 2014 19:31:20 -0700 Added tag release-2.0.3 for changeset 704a0bfecf75
Sam Lantinga <slouken@libsdl.org> [Sat, 15 Mar 2014 19:31:20 -0700] rev 8628
Added tag release-2.0.3 for changeset 704a0bfecf75
Sat, 15 Mar 2014 19:30:52 -0700 Fixed iOS build release-2.0.3
Sam Lantinga <slouken@libsdl.org> [Sat, 15 Mar 2014 19:30:52 -0700] rev 8627
Fixed iOS build
Sat, 15 Mar 2014 16:48:32 -0700 Added tag release-2.0.3 for changeset f285b9487756
Sam Lantinga <slouken@libsdl.org> [Sat, 15 Mar 2014 16:48:32 -0700] rev 8626
Added tag release-2.0.3 for changeset f285b9487756
Sat, 15 Mar 2014 16:43:58 -0700 Added a patch note for 2.0.3
Sam Lantinga <slouken@libsdl.org> [Sat, 15 Mar 2014 16:43:58 -0700] rev 8625
Added a patch note for 2.0.3
Sat, 15 Mar 2014 16:32:45 -0700 Fixed bug 2450 - Crosscompiling for Win32 with MinGW fails due to WM_UNICHAR undeclared
Sam Lantinga <slouken@libsdl.org> [Sat, 15 Mar 2014 16:32:45 -0700] rev 8624
Fixed bug 2450 - Crosscompiling for Win32 with MinGW fails due to WM_UNICHAR undeclared
Sat, 15 Mar 2014 16:27:06 -0700 Only show the window if it's supposed to be shown.
Sam Lantinga <slouken@libsdl.org> [Sat, 15 Mar 2014 16:27:06 -0700] rev 8623
Only show the window if it's supposed to be shown.
Sat, 15 Mar 2014 15:35:15 -0400 Mac: Make sure window is still showing when we exit a fullscreen space.
Ryan C. Gordon <icculus@icculus.org> [Sat, 15 Mar 2014 15:35:15 -0400] rev 8622
Mac: Make sure window is still showing when we exit a fullscreen space.
Sat, 15 Mar 2014 14:54:23 -0400 Fixed broken rotation detection routines on WinRT
David Ludwig <dludwig@pobox.com> [Sat, 15 Mar 2014 14:54:23 -0400] rev 8621
Fixed broken rotation detection routines on WinRT Rotation detection and handling should now work across all, publicly-released, WinRT-based platforms (Windows 8.0, Windows 8.1, and Windows Phone 8.0).
Sat, 15 Mar 2014 13:27:18 -0400 Fixed a crash on Windows Phone 8 that occurred after rotating a device
David Ludwig <dludwig@pobox.com> [Sat, 15 Mar 2014 13:27:18 -0400] rev 8620
Fixed a crash on Windows Phone 8 that occurred after rotating a device This changeset prevents IDXGISwapChain::ResizeBuffers from being invoked on Windows Phone 8, a function that isn't available on the platform (but is available on other Windows platforms). The call would fail, which ultimately led to a crash. This changeset also attempts to make sure that the D3D11 swap chain is created at the correct size, when using Windows Phone 8. Still TODO: make sure rotation-querying works across relevant Windows platforms (that support Direct3D 11.x).
Sat, 15 Mar 2014 10:37:40 -0400 Fixed a build error when including WinRT's SDLmain file directly in an app
David Ludwig <dludwig@pobox.com> [Sat, 15 Mar 2014 10:37:40 -0400] rev 8619
Fixed a build error when including WinRT's SDLmain file directly in an app
Fri, 14 Mar 2014 18:06:09 -0700 Fixed Mac OS X window level when leaving fullscreen mode
Sam Lantinga <slouken@libsdl.org> [Fri, 14 Mar 2014 18:06:09 -0700] rev 8618
Fixed Mac OS X window level when leaving fullscreen mode
Fri, 14 Mar 2014 01:36:05 -0400 Added a missing file related to WinRT power management/reporting.
David Ludwig <dludwig@pobox.com> [Fri, 14 Mar 2014 01:36:05 -0400] rev 8617
Added a missing file related to WinRT power management/reporting.
Thu, 13 Mar 2014 21:21:26 -0700 Added missing copyright notices
Sam Lantinga <slouken@libsdl.org> [Thu, 13 Mar 2014 21:21:26 -0700] rev 8616
Added missing copyright notices
Thu, 13 Mar 2014 00:40:08 -0700 Fixed the copyright date on files contributed by David Ludwig
Sam Lantinga <slouken@libsdl.org> [Thu, 13 Mar 2014 00:40:08 -0700] rev 8615
Fixed the copyright date on files contributed by David Ludwig
Wed, 12 Mar 2014 23:44:23 -0700 Windows XP toolchain fix from Bruce Dawson:
Sam Lantinga <slouken@libsdl.org> [Wed, 12 Mar 2014 23:44:23 -0700] rev 8614
Windows XP toolchain fix from Bruce Dawson: Fix to allow using SDL when compiling with v110_xp or v120_xp -- compiling with VS2012/VS2013 with the XP targeting option. In order to ensure that we can target Windows XP we compile with the v120_xp toolset instead of v120. This means that we use an earlier SDK version and it means that winapifamily.h is not available. Compiling for this old SDK can be detected using the _USING_V110_SDK71_ define which is set through the %(PreprocessorDefinitions) option.
Wed, 12 Mar 2014 12:14:47 -0400 Fixed line endings (CRLF to LF) in WinRT source code
David Ludwig <dludwig@pobox.com> [Wed, 12 Mar 2014 12:14:47 -0400] rev 8613
Fixed line endings (CRLF to LF) in WinRT source code
Wed, 12 Mar 2014 12:12:20 -0400 Merged various WinRT build fixes
David Ludwig <dludwig@pobox.com> [Wed, 12 Mar 2014 12:12:20 -0400] rev 8612
Merged various WinRT build fixes
Wed, 12 Mar 2014 11:57:15 -0400 Fixed various build and runtime errors when using WinRT with VS2012.
David Ludwig <dludwig@pobox.com> [Wed, 12 Mar 2014 11:57:15 -0400] rev 8611
Fixed various build and runtime errors when using WinRT with VS2012.
Wed, 12 Mar 2014 07:55:32 -0700 Updated framework version to match dylib version.
Sam Lantinga <slouken@libsdl.org> [Wed, 12 Mar 2014 07:55:32 -0700] rev 8610
Updated framework version to match dylib version. Actually the dylib compatibility version is 3.0.0, but don't break compatibility with previous frameworks, which were compatibility version 1.0.0
Wed, 12 Mar 2014 07:26:07 -0700 Fixed compiling Windows RT code on Visual Studio 2013
Sam Lantinga <slouken@libsdl.org> [Wed, 12 Mar 2014 07:26:07 -0700] rev 8609
Fixed compiling Windows RT code on Visual Studio 2013
Tue, 11 Mar 2014 12:40:31 -0400 Fixed compiler errors in the D3D11 renderer when building for WinRT
David Ludwig <dludwig@pobox.com> [Tue, 11 Mar 2014 12:40:31 -0400] rev 8608
Fixed compiler errors in the D3D11 renderer when building for WinRT Still TODO: fix other build errors, especially linker errors, when building SDL/WinRT, then fix any runtime errors that pop up.
Mon, 10 Mar 2014 22:53:03 -0400 Made VS2012 build the D3D11 renderer
David Ludwig <dludwig@pobox.com> [Mon, 10 Mar 2014 22:53:03 -0400] rev 8607
Made VS2012 build the D3D11 renderer This change is currently limited to Win32/Windows-Desktop builds. Build fixes for WinRT + VS2012 are still pending.
Tue, 11 Mar 2014 10:33:51 -0400 Disable Wayland/Mir again for 2.0.3; it's a quick, brown-paper-bag release.
Ryan C. Gordon <icculus@icculus.org> [Tue, 11 Mar 2014 10:33:51 -0400] rev 8606
Disable Wayland/Mir again for 2.0.3; it's a quick, brown-paper-bag release. We'll enable it by default for 2.0.4. Hopefully. :) ( http://www.catb.org/jargon/html/B/brown-paper-bag-bug.html )
Tue, 11 Mar 2014 07:17:56 -0700 Fix bug/add test coverage for SDLTest_GenerateRunSeed helper; improve test harness adding output of repro steps for failures; improve negative test for SDL_GetError/SDL_SetError
Andreas Schiffler <aschiffler@ferzkopp.net> [Tue, 11 Mar 2014 07:17:56 -0700] rev 8605
Fix bug/add test coverage for SDLTest_GenerateRunSeed helper; improve test harness adding output of repro steps for failures; improve negative test for SDL_GetError/SDL_SetError
Mon, 10 Mar 2014 19:59:06 -0700 Fixed Mac OS X OpenGL context creation to match other backends, where we only care about the actual version we request if it's 3.0 or newer or a special profile context.
Sam Lantinga <slouken@libsdl.org> [Mon, 10 Mar 2014 19:59:06 -0700] rev 8604
Fixed Mac OS X OpenGL context creation to match other backends, where we only care about the actual version we request if it's 3.0 or newer or a special profile context. Eventually we'll probably move the version checking to higher level code and report the actual version of context that got created, but to avoid breakage we'll leave it like this for now.
Mon, 10 Mar 2014 19:11:52 -0700 Fixed binary compatibility with the new Windows RT support
Sam Lantinga <slouken@libsdl.org> [Mon, 10 Mar 2014 19:11:52 -0700] rev 8603
Fixed binary compatibility with the new Windows RT support
Mon, 10 Mar 2014 19:11:50 -0700 Temporarily disabled the D3D11 renderer so we can get a build.
Sam Lantinga <slouken@libsdl.org> [Mon, 10 Mar 2014 19:11:50 -0700] rev 8602
Temporarily disabled the D3D11 renderer so we can get a build.
Mon, 10 Mar 2014 18:45:07 -0700 Fixed regression causing the renderer to recreate its window since it's not getting an OpenGL 2.1 context anymore.
Sam Lantinga <slouken@libsdl.org> [Mon, 10 Mar 2014 18:45:07 -0700] rev 8601
Fixed regression causing the renderer to recreate its window since it's not getting an OpenGL 2.1 context anymore.
Mon, 10 Mar 2014 21:21:35 -0400 build fixes for most WinRT-related files
David Ludwig <dludwig@pobox.com> [Mon, 10 Mar 2014 21:21:35 -0400] rev 8600
build fixes for most WinRT-related files Still TODO: getting the D3D11 renderer back up and running in VC 2012.
Mon, 10 Mar 2014 17:19:19 -0700 Fixed D3D9 initialization on Windows 8, which doesn't have D3DX
Sam Lantinga <slouken@libsdl.org> [Mon, 10 Mar 2014 17:19:19 -0700] rev 8599
Fixed D3D9 initialization on Windows 8, which doesn't have D3DX
Mon, 10 Mar 2014 15:00:59 -0700 Implemented fullscreen <-> windowed transition on Windows 8
Sam Lantinga <slouken@libsdl.org> [Mon, 10 Mar 2014 15:00:59 -0700] rev 8598
Implemented fullscreen <-> windowed transition on Windows 8
Mon, 10 Mar 2014 14:35:37 -0700 Fixed line endings
Sam Lantinga <slouken@libsdl.org> [Mon, 10 Mar 2014 14:35:37 -0700] rev 8597
Fixed line endings
Mon, 10 Mar 2014 12:49:15 -0700 Fixed creating the rendering context on a specific device
Sam Lantinga <slouken@libsdl.org> [Mon, 10 Mar 2014 12:49:15 -0700] rev 8596
Fixed creating the rendering context on a specific device
Mon, 10 Mar 2014 05:44:34 -0700 Implemented YV12 and IYUV texture support for the D3D11 renderer
Sam Lantinga <slouken@libsdl.org> [Mon, 10 Mar 2014 05:44:34 -0700] rev 8595
Implemented YV12 and IYUV texture support for the D3D11 renderer
Mon, 10 Mar 2014 05:37:25 -0700 testoverlay2 depends on SDL2, SDL2main, and SDL2test
Sam Lantinga <slouken@libsdl.org> [Mon, 10 Mar 2014 05:37:25 -0700] rev 8594
testoverlay2 depends on SDL2, SDL2main, and SDL2test
Mon, 10 Mar 2014 03:59:47 -0700 Added testoverlay2 to the Visual Studio 2013 solution
Sam Lantinga <slouken@libsdl.org> [Mon, 10 Mar 2014 03:59:47 -0700] rev 8593
Added testoverlay2 to the Visual Studio 2013 solution
Mon, 10 Mar 2014 02:13:44 -0700 Minor style tweaks
Sam Lantinga <slouken@libsdl.org> [Mon, 10 Mar 2014 02:13:44 -0700] rev 8592
Minor style tweaks
Mon, 10 Mar 2014 01:51:03 -0700 Converted David Ludwig's D3D11 renderer to C and optimized it.
Sam Lantinga <slouken@libsdl.org> [Mon, 10 Mar 2014 01:51:03 -0700] rev 8591
Converted David Ludwig's D3D11 renderer to C and optimized it. 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.
Sun, 09 Mar 2014 22:48:38 -0700 Fixed renderer flags to include support for target textures after the renderer is created.
Sam Lantinga <slouken@libsdl.org> [Sun, 09 Mar 2014 22:48:38 -0700] rev 8590
Fixed renderer flags to include support for target textures after the renderer is created.
Mon, 10 Mar 2014 00:48:41 -0400 Removed unused variable.
Ryan C. Gordon <icculus@icculus.org> [Mon, 10 Mar 2014 00:48:41 -0400] rev 8589
Removed unused variable.
Mon, 10 Mar 2014 00:31:31 -0400 Updated WinCE readme to note WinRT work.
Ryan C. Gordon <icculus@icculus.org> [Mon, 10 Mar 2014 00:31:31 -0400] rev 8588
Updated WinCE readme to note WinRT work.
Mon, 10 Mar 2014 00:26:40 -0400 Turn off Mir support in the buildbot Raspberry Pi script.
Ryan C. Gordon <icculus@icculus.org> [Mon, 10 Mar 2014 00:26:40 -0400] rev 8587
Turn off Mir support in the buildbot Raspberry Pi script.
Mon, 10 Mar 2014 00:01:14 -0400 Drop the default requested OpenGL version to 1.2.
Ryan C. Gordon <icculus@icculus.org> [Mon, 10 Mar 2014 00:01:14 -0400] rev 8586
Drop the default requested OpenGL version to 1.2. Fixes default context creation on Mac OS X <= 10.6.
Sun, 09 Mar 2014 12:27:31 -0700 Fixed 64-bit warnings
Sam Lantinga <slouken@libsdl.org> [Sun, 09 Mar 2014 12:27:31 -0700] rev 8585
Fixed 64-bit warnings
Sun, 09 Mar 2014 12:08:07 -0700 Fixed compiling with mingw64
Sam Lantinga <slouken@libsdl.org> [Sun, 09 Mar 2014 12:08:07 -0700] rev 8584
Fixed compiling with mingw64
Sun, 09 Mar 2014 11:36:47 -0700 Integrated David Ludwig's support for Windows RT
Sam Lantinga <slouken@libsdl.org> [Sun, 09 Mar 2014 11:36:47 -0700] rev 8583
Integrated David Ludwig's support for Windows RT
Sun, 09 Mar 2014 11:06:11 -0700 Fixed line endings on WinRT source code
Sam Lantinga <slouken@libsdl.org> [Sun, 09 Mar 2014 11:06:11 -0700] rev 8582
Fixed line endings on WinRT source code
Tue, 04 Mar 2014 19:49:11 -0500 WinRT: emit SDL_APP_TERMINATING
David Ludwig <dludwig@pobox.com> [Tue, 04 Mar 2014 19:49:11 -0500] rev 8581
WinRT: emit SDL_APP_TERMINATING
Tue, 04 Mar 2014 19:30:36 -0500 WinRT: emit SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events
David Ludwig <dludwig@pobox.com> [Tue, 04 Mar 2014 19:30:36 -0500] rev 8580
WinRT: emit SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events
Sat, 01 Mar 2014 16:37:30 -0500 WinRT: cleaned up some hard-to-read SDL_DisplayMode management code
David Ludwig <dludwig@pobox.com> [Sat, 01 Mar 2014 16:37:30 -0500] rev 8579
WinRT: cleaned up some hard-to-read SDL_DisplayMode management code
Sat, 01 Mar 2014 16:08:16 -0500 WinRT: fixed a crash in SDL_Quit
David Ludwig <dludwig@pobox.com> [Sat, 01 Mar 2014 16:08:16 -0500] rev 8578
WinRT: fixed a crash in SDL_Quit SDL was expected that each SDL_DisplayMode had a driverdata field that was SDL_malloc'ed, and was calling SDL_free on them. This change moves WinRT's driverdata content into a SDL_malloc'ed field.
Sun, 26 Jan 2014 08:06:36 -0500 WinRT: simulate keyboard events on Windows Phone 8 back-button presses
David Ludwig <dludwig@pobox.com> [Sun, 26 Jan 2014 08:06:36 -0500] rev 8577
WinRT: simulate keyboard events on Windows Phone 8 back-button presses Pressing the hardware back button on a Windows Phone 8 device will now cause SDL to emit a pair of key-down and key-up events, with the SDL scancode, SDL_SCANCODE_AC_BACK. By default, if WinRT's native back-button-press events are not explicitly marked as 'handled', then Windows Phone will terminate the app. More details on Microsoft's reasoning behind this can be found on MSDN, at http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx To mark back-button-press events as 'handled', set SDL_HINT_WINRT_HANDLE_BACK_BUTTON to 1. Setting it to anything else will cause these events to not be marked as 'handled'. Due to limitations in Windows Phone's APIs, SDL will emit a virtual key-up event immediately after the back button's key-down event is registered. Unfortunately, Windows Phone 8 only allows one to register for back-button-press events, and not back-button-release events.
Wed, 01 Jan 2014 16:05:37 -0500 WinRT: added a means to display a privacy policy link via the Settings charm
David Ludwig <dludwig@pobox.com> [Wed, 01 Jan 2014 16:05:37 -0500] rev 8576
WinRT: added a means to display a privacy policy link via the Settings charm This change is only relevant for Windows 8, 8.1, and RT apps, and only for those that are network-enabled. Such apps must feature a link to a privacy policy, which must be displayed via the Windows Settings charm. This is needed to pass Windows Store app-certification. Using SDL_SetHint, along with SDL_HINT_WINRT_PRIVACY_POLICY_URL and optionally SDL_HINT_WINRT_PRIVACY_POLICY_LABEL, will cause SDL/WinRT to create a link inside the Windows Settings charm, as invoked from within an SDL-based app. Network-enabled Windows Phone apps do not need to set this hint, and should provide some sort of in-app means to display their privacy policy. Microsoft does not appear to provide an OS-integrated means for displaying such on Windows Phone.
Mon, 30 Dec 2013 11:59:04 -0500 WinRT: d3d11 blend mode bug fixes
David Ludwig <dludwig@pobox.com> [Mon, 30 Dec 2013 11:59:04 -0500] rev 8575
WinRT: d3d11 blend mode bug fixes The destination target's alpha wasn't getting set correctly in many cases. Among other problems, this prevented some alpha-blended textures from displaying correctly in Windows Phone 8's multitasking screen. The d3d11 renderer now uses the same blending settings found in the d3d9 renderer.
Thu, 26 Dec 2013 14:21:47 -0500 WinRT: minor error cleanup regarding OpenGL init
David Ludwig <dludwig@pobox.com> [Thu, 26 Dec 2013 14:21:47 -0500] rev 8574
WinRT: minor error cleanup regarding OpenGL init
Thu, 26 Dec 2013 14:13:20 -0500 WinRT: took out some dead comments from SDL_winrtopengles.cpp
David Ludwig <dludwig@pobox.com> [Thu, 26 Dec 2013 14:13:20 -0500] rev 8573
WinRT: took out some dead comments from SDL_winrtopengles.cpp
Thu, 26 Dec 2013 13:59:01 -0500 WinRT: fixed crash on ARM and x64 during OpenGL window init
David Ludwig <dludwig@pobox.com> [Thu, 26 Dec 2013 13:59:01 -0500] rev 8572
WinRT: fixed crash on ARM and x64 during OpenGL window init
Thu, 26 Dec 2013 11:04:35 -0500 WinRT: minor header file usage cleanup in the d3d11 renderer
David Ludwig <dludwig@pobox.com> [Thu, 26 Dec 2013 11:04:35 -0500] rev 8571
WinRT: minor header file usage cleanup in the d3d11 renderer
Thu, 26 Dec 2013 11:03:43 -0500 WinRT: simplified the d3d11 vertex shader a bit
David Ludwig <dludwig@pobox.com> [Thu, 26 Dec 2013 11:03:43 -0500] rev 8570
WinRT: simplified the d3d11 vertex shader a bit The projection and view matrices are now computed ahead of time, as they both get computed in the same spot, and typically not often. If this does, however, become a performance problem later on, this change can always be reverted.
Thu, 26 Dec 2013 10:18:33 -0500 WinRT: implemented SDL_RenderSetClipRect for the d3d11 renderer
David Ludwig <dludwig@pobox.com> [Thu, 26 Dec 2013 10:18:33 -0500] rev 8569
WinRT: implemented SDL_RenderSetClipRect for the d3d11 renderer
Wed, 25 Dec 2013 23:46:19 -0500 WinRT: corrected a minor error in an end-of-file comment
David Ludwig <dludwig@pobox.com> [Wed, 25 Dec 2013 23:46:19 -0500] rev 8568
WinRT: corrected a minor error in an end-of-file comment
Wed, 25 Dec 2013 23:45:07 -0500 WinRT: minor rotation/orientation code cleanup in the d3d11 renderer
David Ludwig <dludwig@pobox.com> [Wed, 25 Dec 2013 23:45:07 -0500] rev 8567
WinRT: minor rotation/orientation code cleanup in the d3d11 renderer
Wed, 25 Dec 2013 23:25:25 -0500 WinRT: removed a bit of dead d3d11 code
David Ludwig <dludwig@pobox.com> [Wed, 25 Dec 2013 23:25:25 -0500] rev 8566
WinRT: removed a bit of dead d3d11 code
Wed, 25 Dec 2013 22:27:58 -0500 WinRT: d3d11 compiled-shader code cleanup
David Ludwig <dludwig@pobox.com> [Wed, 25 Dec 2013 22:27:58 -0500] rev 8565
WinRT: d3d11 compiled-shader code cleanup I'm surprised this code even compiled, before this change. It did, but regardless, here's a cleanup.
Wed, 25 Dec 2013 22:05:18 -0500 WinRT: made sure d3d11 debug mode doesn't get enabled by default
David Ludwig <dludwig@pobox.com> [Wed, 25 Dec 2013 22:05:18 -0500] rev 8564
WinRT: made sure d3d11 debug mode doesn't get enabled by default D3D11 debug mode got inadvertently enabled, in all cases, via changeset c0e68f3. This change reverts that.
Wed, 25 Dec 2013 21:39:48 -0500 WinRT: compiled the d3d11 renderer's shaders into SDL itself
David Ludwig <dludwig@pobox.com> [Wed, 25 Dec 2013 21:39:48 -0500] rev 8563
WinRT: compiled the d3d11 renderer's shaders into SDL itself Previously, the shaders would get compiled separately, the output of which would need to be packaged into the app. This change should make SDL's dll be the only binary needed to include SDL in a WinRT app.
Wed, 25 Dec 2013 14:42:38 -0500 WinRT: prevented a potential race condition in the XInput backend
David Ludwig <dludwig@pobox.com> [Wed, 25 Dec 2013 14:42:38 -0500] rev 8562
WinRT: prevented a potential race condition in the XInput backend The race condition could've been triggered on device removal.
Wed, 25 Dec 2013 14:20:40 -0500 WinRT: added a TODO note regarding texture-[un]locking in the d3d11 renderer
David Ludwig <dludwig@pobox.com> [Wed, 25 Dec 2013 14:20:40 -0500] rev 8561
WinRT: added a TODO note regarding texture-[un]locking in the d3d11 renderer
Wed, 25 Dec 2013 14:17:49 -0500 WinRT: renamed d3d11-internal struct, SDL_VertexShaderConstants, to just VertexShaderConstants
David Ludwig <dludwig@pobox.com> [Wed, 25 Dec 2013 14:17:49 -0500] rev 8560
WinRT: renamed d3d11-internal struct, SDL_VertexShaderConstants, to just VertexShaderConstants This is primarily to keep naming consistent with other shader-bound structs.
Wed, 25 Dec 2013 13:13:15 -0500 WinRT: moved contents of the d3d11 renderer's header file into its implementation file
David Ludwig <dludwig@pobox.com> [Wed, 25 Dec 2013 13:13:15 -0500] rev 8559
WinRT: moved contents of the d3d11 renderer's header file into its implementation file
Wed, 25 Dec 2013 13:00:41 -0500 WinRT: simplified a potentially-common error message from D3D11_SetRenderTarget
David Ludwig <dludwig@pobox.com> [Wed, 25 Dec 2013 13:00:41 -0500] rev 8558
WinRT: simplified a potentially-common error message from D3D11_SetRenderTarget
Wed, 25 Dec 2013 12:58:37 -0500 WinRT: removed an unnecessary use of std::string in the d3d11 renderer
David Ludwig <dludwig@pobox.com> [Wed, 25 Dec 2013 12:58:37 -0500] rev 8557
WinRT: removed an unnecessary use of std::string in the d3d11 renderer
Wed, 25 Dec 2013 12:52:16 -0500 WinRT: utilized SDL_SetError's return value in the d3d11 renderer
David Ludwig <dludwig@pobox.com> [Wed, 25 Dec 2013 12:52:16 -0500] rev 8556
WinRT: utilized SDL_SetError's return value in the d3d11 renderer
Wed, 25 Dec 2013 12:48:47 -0500 WinRT: minor d3d11 code cleanups
David Ludwig <dludwig@pobox.com> [Wed, 25 Dec 2013 12:48:47 -0500] rev 8555
WinRT: minor d3d11 code cleanups
Wed, 25 Dec 2013 12:47:39 -0500 WinRT: made d3d11-spawned error messages trickle down
David Ludwig <dludwig@pobox.com> [Wed, 25 Dec 2013 12:47:39 -0500] rev 8554
WinRT: made d3d11-spawned error messages trickle down Some error messages had the potential to be overwritten/obscured.
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