WhatsNew.txt
author David Ludwig <dludwig@pobox.com>
Wed, 25 Dec 2013 21:39:48 -0500
changeset 8563 c0e68f3b6bbb
parent 7907 24b4e98c6010
child 8044 e84427ef8244
permissions -rw-r--r--
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.
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This is a list of major changes in SDL's version history.
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---------------------------------------------------------------------------
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2.0.2:
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---------------------------------------------------------------------------
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Android:
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* Joystick support (minimum SDK version required to build SDL is now 12, 
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  the required runtime version remains at 10, but on such devices joystick 
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  support won't be available).
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---------------------------------------------------------------------------
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2.0.1:
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---------------------------------------------------------------------------
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General:
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* Added an API to get common filesystem paths in SDL_filesystem.h:
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    SDL_GetBasePath(), SDL_GetPrefPath()
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* Added an API to do optimized YV12 and IYUV texture updates:
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    SDL_UpdateYUVTexture()
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* Added an API to get the amount of RAM on the system:
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    SDL_GetSystemRAM()
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* Added a macro to perform timestamp comparisons with SDL_GetTicks():
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    SDL_TICKS_PASSED()
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* Dramatically improved OpenGL ES 2.0 rendering performance
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* Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
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Windows:
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* Created a static library configuration for the Visual Studio 2010 project
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* Added a hint to create the Direct3D device with support for multi-threading:
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    SDL_HINT_RENDER_DIRECT3D_THREADSAFE
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* Added a function to get the D3D9 adapter index for a display:
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    SDL_Direct3D9GetAdapterIndex()
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* Added a function to get the D3D9 device for a D3D9 renderer:
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    SDL_RenderGetD3D9Device()
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* Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
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* Fixed crash when using two XInput controllers at the same time
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* Fixed detecting a mixture of XInput and DirectInput controllers
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* Fixed clearing a D3D render target larger than the window
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* Improved support for format specifiers in SDL_snprintf()
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Mac OS X:
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* Added support for retina displays:
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  Create your window with the SDL_WINDOW_ALLOW_HIGHDPI flag, and then use SDL_GL_GetDrawableSize() to find the actual drawable size. You are responsible for scaling mouse and drawing coordinates appropriately.
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* Fixed mouse warping in fullscreen mode
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* Right mouse click is emulated by holding the Ctrl key while left clicking
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Linux:
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* Fixed float audio support with the PulseAudio driver
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* Fixed missing line endpoints in the OpenGL renderer on some drivers
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* X11 symbols are no longer defined to avoid collisions when linking statically
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iOS:
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* Fixed status bar visibility on iOS 7
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* Flipped the accelerometer Y axis to match expected values
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Android:
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IMPORTANT: You MUST get the updated SDLActivity.java to match C code
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* Moved EGL initialization to native code 
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* Fixed the accelerometer axis rotation relative to the device rotation
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* Fixed race conditions when handling the EGL context on pause/resume
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* Touch devices are available for enumeration immediately after init
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Raspberry Pi:
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* Added support for the Raspberry Pi, see README-raspberrypi.txt for details