Sam Lantinga <slouken@libsdl.org> [Sun, 12 Aug 2007 00:01:41 +0000] rev 2228
Fixed compile warnings with Visual C++
Sam Lantinga <slouken@libsdl.org> [Sat, 11 Aug 2007 23:26:03 +0000] rev 2227
Exported the software renderer texture functions to make easier to create
a renderer based on a framebuffer.
Fixed an initialization bug with the dummy video display mode.
Sam Lantinga <slouken@libsdl.org> [Sat, 11 Aug 2007 21:51:19 +0000] rev 2226
Date: Sat, 11 Aug 2007 02:03:16 +0200 (CEST)
From: couriersud arcor.de
To: slouken@libsdl.org
Subject: Directfb driver for SDL1.3
Hi,
the attachment contains a patch for a SDL1.3 directfb driver. It supports:
- Renderer "directfb":
Hardware acceleration as supported by the underlying directfb driver. With a
radeon X850, testsprite2 runs at 50% to 70% of OpenGL (X11, dri) performance.
Also supports hardware accelerated yuv overlays. This must be enabled by sett
ing:
export SDL_DIRECTFB_YUV_DIRECT=1
- Renderer "opengl"
Supports software opengl using mesa opengl (make linux-directfb).
Some more information may be found in README.DirectFB
There will certainly still be some bugs, and there is some debug code around.
When I find some time, I will compile against directfb-0.9.25 as distributed
with ubuntu 7.04.
The diff also contains a fix for SDL_LockYUVOverlay fixing a bug in *pixels
and pitches initialization.
Kind regards,
couriersud
Sam Lantinga <slouken@libsdl.org> [Sat, 11 Aug 2007 21:44:49 +0000] rev 2225
Updated the credits for SDL 1.3
Sam Lantinga <slouken@libsdl.org> [Sat, 11 Aug 2007 21:42:36 +0000] rev 2224
Whoops, it's not quite that easy - fixed bug in SDL_ClearDirtyRects()
Sam Lantinga <slouken@libsdl.org> [Sat, 11 Aug 2007 21:34:08 +0000] rev 2223
Optimized dirty rect code
Sam Lantinga <slouken@libsdl.org> [Sat, 11 Aug 2007 20:54:31 +0000] rev 2222
Emphasized the separation between SDL_Surface and SDL_Texture
- SDL_Surface is a system memory representation of pixel data
- SDL_Texture is a video memory representation of pixel data
The concept of SDL_Surface with SDL_HWSURFACE is no longer used.
Separated SDL_Texture types by usage rather than memory type
- SDL_TEXTUREACCESS_STATIC is for rarely changed pixel data,
can be placed in video memory.
- SDL_TEXTUREACCESS_STREAMING is for frequently changing pixel
data, usually placed in system memory or AGP memory.
Optimized the SDL_compat usage of the OpenGL renderer by only
using one copy of the framebuffer instead of two.
Sam Lantinga <slouken@libsdl.org> [Sat, 11 Aug 2007 20:46:24 +0000] rev 2221
indent
Sam Lantinga <slouken@libsdl.org> [Sat, 11 Aug 2007 18:51:12 +0000] rev 2220
Don't run indent on the Xcode templates
Sam Lantinga <slouken@libsdl.org> [Fri, 10 Aug 2007 16:03:35 +0000] rev 2219
Figured out how to optimize the SDL_compat path and simplify writing framebuffer drivers