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https://github.com/TorqueGameEngines/Torque3D.git
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Updates SDL to 2.0.12
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parent
3108a08650
commit
a526029f2f
861 changed files with 25596 additions and 8904 deletions
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@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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@ -54,7 +54,7 @@ SDL_PROC(void, glPixelStorei, (GLenum, GLint))
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SDL_PROC(void, glReadPixels, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid*))
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SDL_PROC(void, glScissor, (GLint, GLint, GLsizei, GLsizei))
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SDL_PROC(void, glShaderBinary, (GLsizei, const GLuint *, GLenum, const void *, GLsizei))
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#if __NACL__ || __ANDROID__
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#if __NACL__
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SDL_PROC(void, glShaderSource, (GLuint, GLsizei, const GLchar **, const GLint *))
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#else
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SDL_PROC(void, glShaderSource, (GLuint, GLsizei, const GLchar* const*, const GLint *))
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@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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@ -208,7 +208,7 @@ GL_ClearErrors(SDL_Renderer *renderer)
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return;
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}
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while (data->glGetError() != GL_NO_ERROR) {
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continue;
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/* continue; */
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}
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}
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@ -1277,9 +1277,9 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
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data->drawstate.clear_color = color;
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}
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if (data->drawstate.cliprect_enabled) {
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if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) {
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data->glDisable(GL_SCISSOR_TEST);
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data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
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data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled;
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}
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data->glClear(GL_COLOR_BUFFER_BIT);
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@ -1743,6 +1743,36 @@ GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch);
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}
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static void
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GLES2_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
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{
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GLES2_RenderData *renderdata = (GLES2_RenderData *) renderer->driverdata;
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GLES2_TextureData *data = (GLES2_TextureData *) texture->driverdata;
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GLenum glScaleMode = (scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
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if (data->yuv) {
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renderdata->glActiveTexture(GL_TEXTURE2);
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renderdata->glBindTexture(data->texture_type, data->texture_v);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
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renderdata->glActiveTexture(GL_TEXTURE1);
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renderdata->glBindTexture(data->texture_type, data->texture_u);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
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} else if (data->nv12) {
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renderdata->glActiveTexture(GL_TEXTURE1);
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renderdata->glBindTexture(data->texture_type, data->texture_u);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
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}
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renderdata->glActiveTexture(GL_TEXTURE0);
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renderdata->glBindTexture(data->texture_type, data->texture);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
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}
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static int
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GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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@ -1812,7 +1842,7 @@ GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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int status;
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temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
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buflen = (size_t) (rect->h * temp_pitch);
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buflen = rect->h * temp_pitch;
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if (buflen == 0) {
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return 0; /* nothing to do. */
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}
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@ -2064,6 +2094,7 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
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renderer->UpdateTextureYUV = GLES2_UpdateTextureYUV;
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renderer->LockTexture = GLES2_LockTexture;
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renderer->UnlockTexture = GLES2_UnlockTexture;
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renderer->SetTextureScaleMode = GLES2_SetTextureScaleMode;
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renderer->SetRenderTarget = GLES2_SetRenderTarget;
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renderer->QueueSetViewport = GLES2_QueueSetViewport;
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renderer->QueueSetDrawColor = GLES2_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
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@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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