- 29 Dec, 2011 5 commits
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Sam Lantinga authored
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Sam Lantinga authored
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
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Sam Lantinga authored
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)
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Sam Lantinga authored
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.
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Sam Lantinga authored
Gueniffey 2011-11-23 04:06:31 PST The attached patch adds native support for SDL_PIXELFORMAT_ARGB8888, SDL_PIXELFORMAT_RGB888, SDL_PIXELFORMAT_BGR888
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- 09 Dec, 2011 1 commit
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Ryan C. Gordon authored
Thanks to Dimiter 'malkia' Stanev for the fix!
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- 08 Dec, 2011 1 commit
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Sam Lantinga authored
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- 07 Dec, 2011 1 commit
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Ryan C. Gordon authored
Fixes build.
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- 05 Dec, 2011 6 commits
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Ryan C. Gordon authored
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Ryan C. Gordon authored
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Ryan C. Gordon authored
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Ryan C. Gordon authored
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Andreas Schiffler authored
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Andreas Schiffler authored
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- 29 Nov, 2011 5 commits
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Sam Lantinga authored
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Sam Lantinga authored
Better fix, iterate backwards over the array so we don't care whether the close code shuffles things down.
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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- 28 Nov, 2011 1 commit
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Ryan C. Gordon authored
Thanks to Vittorio Giovara for the patch!
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- 23 Nov, 2011 1 commit
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Sam Lantinga authored
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- 21 Nov, 2011 1 commit
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Sam Lantinga authored
First pass at a simple drag and drop API, allowing you to accept files dropped into your application.
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- 20 Nov, 2011 3 commits
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Ryan C. Gordon authored
This way subclasses can use it without a lot of casting. Thanks to Vittorio Giovara for the patch!
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Ryan C. Gordon authored
Thanks to Vittorio Giovara for the patch!
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Ryan C. Gordon authored
Thanks to Vittorio Giovara for the patch!
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- 17 Nov, 2011 2 commits
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Sam Lantinga authored
This isn't strictly needed by SDL, but it's a good example for other projects.
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Sam Lantinga authored
Fixed where we set the content scale - it's used by the renderbufferStorage:GL_RENDERBUFFER_OES call.
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- 16 Nov, 2011 1 commit
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Ryan C. Gordon authored
Thanks to Marcus von Appen for the patch!
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- 15 Nov, 2011 1 commit
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Sam Lantinga authored
In landscape mode the frame stays the same, and the transform property is modified with the appropriate rotation. The touch coordinates are rotated by the transform, so if I want to normalize them by the frame rect, I have to transform the frame rect first.
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- 10 Nov, 2011 5 commits
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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- 09 Nov, 2011 3 commits
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Sam Lantinga authored
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Ryan C. Gordon authored
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Ryan C. Gordon authored
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- 08 Nov, 2011 3 commits
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Sam Lantinga authored
To answer the FIXME, no, we shouldn't force this. The fullscreen flag implies borderless behavior even though the flag isn't set on the window (in case fullscreen is toggled)
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Sam Lantinga authored
The iOS driver sets the fullscreen and shown flags on the window during creation, so we need the mode code to be aware of that, since none of the other fullscreen/shown code paths get run. FIXME: Maybe we need a better way of detecting that?
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