David Ludwig
0562e53fdf
WinRT: minor header file usage cleanup in the d3d11 renderer
2013-12-26 11:04:35 -05:00
David Ludwig
94233675c7
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.
2013-12-26 11:03:43 -05:00
David Ludwig
7ef05d266f
WinRT: implemented SDL_RenderSetClipRect for the d3d11 renderer
2013-12-26 10:18:33 -05:00
David Ludwig
700f82de2b
WinRT: corrected a minor error in an end-of-file comment
2013-12-25 23:46:19 -05:00
David Ludwig
8b2694f986
WinRT: minor rotation/orientation code cleanup in the d3d11 renderer
2013-12-25 23:45:07 -05:00
David Ludwig
b93ab1e6a3
WinRT: removed a bit of dead d3d11 code
2013-12-25 23:25:25 -05:00
David Ludwig
f0e406e994
WinRT: d3d11 compiled-shader code cleanup
...
I'm surprised this code even compiled, before this change. It did, but regardless, here's a cleanup.
2013-12-25 22:27:58 -05:00
David Ludwig
4d16628f1c
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.
2013-12-25 22:05:18 -05:00
David Ludwig
ce8057221a
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.
2013-12-25 21:39:48 -05:00
David Ludwig
ca867fc92d
WinRT: prevented a potential race condition in the XInput backend
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The race condition could've been triggered on device removal.
2013-12-25 14:42:38 -05:00
David Ludwig
8db33416a2
WinRT: added a TODO note regarding texture-[un]locking in the d3d11 renderer
2013-12-25 14:20:40 -05:00
David Ludwig
187f52e80f
WinRT: renamed d3d11-internal struct, SDL_VertexShaderConstants, to just VertexShaderConstants
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This is primarily to keep naming consistent with other shader-bound structs.
2013-12-25 14:17:49 -05:00
David Ludwig
2225493102
WinRT: moved contents of the d3d11 renderer's header file into its implementation file
2013-12-25 13:13:15 -05:00
David Ludwig
d4ae392953
WinRT: simplified a potentially-common error message from D3D11_SetRenderTarget
2013-12-25 13:00:41 -05:00
David Ludwig
b0df915737
WinRT: removed an unnecessary use of std::string in the d3d11 renderer
2013-12-25 12:58:37 -05:00
David Ludwig
10f2de1e69
WinRT: utilized SDL_SetError's return value in the d3d11 renderer
2013-12-25 12:52:16 -05:00
David Ludwig
43e27aa82e
WinRT: minor d3d11 code cleanups
2013-12-25 12:48:47 -05:00
David Ludwig
8c8feb83e0
WinRT: made d3d11-spawned error messages trickle down
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Some error messages had the potential to be overwritten/obscured.
2013-12-25 12:47:39 -05:00
David Ludwig
5fba7db23c
WinRT: made d3d11-spawned error messages include the function name of failed calls
2013-12-25 12:43:26 -05:00
David Ludwig
3f1e3c303e
WinRT: moved ill-performing XInput device-detection calls to a separate thread
2013-12-24 21:28:31 -05:00
David Ludwig
27e79b93ec
WinRT: bug fix: game-controller/joystick button-down events weren't getting sent
2013-12-24 21:08:11 -05:00
David Ludwig
5e6aba0670
WinRT: better rendering performance via D3D11_USAGE_DYNAMIC
2013-12-22 21:13:35 -05:00
David Ludwig
446a270487
WinRT: fixed bug: SDL_RenderReadPixels didn't work with certain orientations of the physical display
2013-12-10 22:34:08 -05:00
David Ludwig
b6f80d855e
WinRT: enable the OpenGL ES 2 SDL_Renderer backend, if and when OpenGL ES 2 support is compiled in
2013-11-29 00:19:46 -05:00
David Ludwig
ecfbb3f5dc
WinRT: got the SDL-official OpenGL ES 2 changes working, in an experimental state
2013-11-28 22:59:21 -05:00
David Ludwig
7b5887b271
WinRT: implemented SDL_DetachThread() for WinRT
2013-11-28 22:24:13 -05:00
David Ludwig
46740a5a1c
WinRT: merged with latest SDL 2.x/HG code
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SDL 2.x recently accepted patches to enable OpenGL ES 2 support via Google's ANGLE library. The thought is to try to eventually merge SDL/WinRT's OpenGL code with SDL-official's.
2013-11-28 22:09:21 -05:00
David Ludwig
da0c0a4a33
WinRT: fixed bug: touch input coordinates weren't normalized [0..1]
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Thanks to Pierre-Yves for pointing this out and providing a fix!
2013-11-28 21:15:05 -05:00
Sam Lantinga
9fa4da1353
Fixed windows build with conflict resolve
2013-11-28 02:31:32 -08:00
Sam Lantinga
dee481350c
Added alternative XBox 360 controller GUID on Linux
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Leszek Godlewski
As described in the other thread
(http://lists.libsdl.org/pipermail/sdl-libsdl.org/2013-November/091997.html ),
I've run into a case of SDL2 not recognizing a wireless Xbox 360
controller receiver properly on Debian Linux amd64 testing.
Apparently, the generated GUID is slightly different.
Device in question:
Bus 001 Device 015: ID 045e:0291 Microsoft Corp. Xbox 360 Wireless
Receiver for Windows
2013-11-27 10:29:43 -08:00
Sam Lantinga
d2511d9ef9
Fixed bug 2260 - SDL_SetCursorGrab() is buggy on Windows
...
BurnSpamAddress
Steps to reproduce:
1. Grab the cursor with SDL_SetCursorGrab()
2. Alt-tab away from the window
3. Click on the titlebar of the window
This will cause the window to disappear underneath the taskbar!
This appears to be a general issue with ClipCursor() on windows, i.e. I am getting the same behavior if I call ClipCursor() directly.
It is caused by a feedback loop between the ClipCursor function and the modal resize/move event loop that handles mouse-based sizing on Windows.
2013-11-27 10:29:38 -08:00
Sam Lantinga
fa4e4a643a
Fixed large relative mouse motion when iconifying the SDL window.
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Windows will move the window to -32000,-32000 when it is iconified, so we don't want to send mouse motion for iconic windows.
2013-11-27 10:29:32 -08:00
Sam Lantinga
2bb344d6dc
Don't crash when no WM is present.
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CR: Sam Lantinga.
2013-11-27 10:29:27 -08:00
Sam Lantinga
8574c0815c
Fixed bug 2274 - SDL_ceil is incorrectly implemented when HAVE_LIBC is not defined
...
Ghassan Al-Mashareqa
The SDL_ceil function is implemented incorrectly when HAVE_CEIL is not defined (HAVE_LIBC not defined).
The following code:
double val = SDL_ceil(2.3);
printf("%g", val);
prints "2.0", as STD_ceil is defined as:
double
SDL_ceil(double x)
{
#ifdef HAVE_CEIL
return ceil(x);
#else
return (double)(int)((x)+0.5);
#endif /* HAVE_CEIL */
}
This functions is used in the SDL_BuildAudioResampleCVT function of the audio subsystem (SDL_audiocvt.c), and causes a bug in that function.
2013-11-27 00:29:46 -08:00
Gabriel Jacobo
1ad0d24828
[Android] Fixes #2228 , reworked touch code
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Lets Android take care of which is the primary pointer (the one acting as the
mouse in SDL), reorganized the Java side code as well to make it easier to
understand.
2013-11-25 12:28:09 -03:00
Philipp Wiesemann
c933166401
Fixed bug 2258 - Crash when using Android clipboard
...
chw
The Android clipboard manager methods must be called from the UI thread,
otherwise crashes of the dalvikvm happen.
2013-11-23 23:38:16 +01:00
Philipp Wiesemann
01acbd389b
Fixed spaces in license comment.
2013-11-23 18:34:27 +01:00
Philipp Wiesemann
2aa4974bf9
Removed include of no more needed header.
2013-11-23 18:29:36 +01:00
Gabriel Jacobo
7a18a6747b
[Android] Fixes #2264 , handle joystick open/closed state properly
2013-11-23 09:47:25 -03:00
Sam Lantinga
a3bb007ee5
Fixed double-free of the window shape path
2013-11-23 02:02:29 -08:00
Gabriel Jacobo
4abeed93c7
Fixes compilation on Mingw.
2013-11-22 14:19:52 -03:00
Gabriel Jacobo
61959aa67b
OpenGL ES support for Windows
2013-11-22 13:24:53 -03:00
Ryan C. Gordon
a218717111
Query version for X11 XInput2 multitouch separately from base XInput2.
2013-11-20 21:17:26 -05:00
Gabriel Jacobo
9095952ac4
Clean up X11 OpenGL ES backend
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If you really need to switch between OpenGL and GLES context types, just issue
a SDL_GL_UnloadLibrary manually.
2013-11-20 12:51:18 -03:00
Gabriel Jacobo
131a072503
Find the best EGL config available between those returned by eglChooseConfig
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This existed in the old Android Java code, it got lost in the migration to the
commong EGL code.
2013-11-19 11:04:05 -03:00
Gabriel Jacobo
fdfea4ad1f
[Android] Try to improve handling of DPAD|GAMEPAD + KEYBOARD devices
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It seems some devices report themselves as DPAD or GAMEPAD and KEYBOARD as well,
and we need to route different keycodes to different parts of SDL.
2013-11-19 10:00:05 -03:00
Sam Lantinga
48954ba194
Accidentally committed debug code
2013-11-18 20:22:36 -08:00
Sam Lantinga
d75498f6be
Textures need to be freed before renderers
2013-11-18 20:21:45 -08:00
Philipp Wiesemann
48cffe33f9
Added missing resource release in test source.
2013-11-18 23:45:46 +01:00
Philipp Wiesemann
3cba79970c
Fixed unreachable return statement warning in gamecontroller source.
2013-11-18 23:43:15 +01:00