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.
     1 
     2 This is a list of major changes in SDL's version history.
     3 
     4 ---------------------------------------------------------------------------
     5 2.0.2:
     6 ---------------------------------------------------------------------------
     7 
     8 Android:
     9 * Joystick support (minimum SDK version required to build SDL is now 12, 
    10   the required runtime version remains at 10, but on such devices joystick 
    11   support won't be available).
    12 
    13 
    14 ---------------------------------------------------------------------------
    15 2.0.1:
    16 ---------------------------------------------------------------------------
    17 
    18 General:
    19 * Added an API to get common filesystem paths in SDL_filesystem.h:
    20     SDL_GetBasePath(), SDL_GetPrefPath()
    21 * Added an API to do optimized YV12 and IYUV texture updates:
    22     SDL_UpdateYUVTexture()
    23 * Added an API to get the amount of RAM on the system:
    24     SDL_GetSystemRAM()
    25 * Added a macro to perform timestamp comparisons with SDL_GetTicks():
    26     SDL_TICKS_PASSED()
    27 * Dramatically improved OpenGL ES 2.0 rendering performance
    28 * Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
    29 
    30 Windows:
    31 * Created a static library configuration for the Visual Studio 2010 project
    32 * Added a hint to create the Direct3D device with support for multi-threading:
    33     SDL_HINT_RENDER_DIRECT3D_THREADSAFE
    34 * Added a function to get the D3D9 adapter index for a display:
    35     SDL_Direct3D9GetAdapterIndex()
    36 * Added a function to get the D3D9 device for a D3D9 renderer:
    37     SDL_RenderGetD3D9Device()
    38 * Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
    39 * Fixed crash when using two XInput controllers at the same time
    40 * Fixed detecting a mixture of XInput and DirectInput controllers
    41 * Fixed clearing a D3D render target larger than the window
    42 * Improved support for format specifiers in SDL_snprintf()
    43 
    44 Mac OS X:
    45 * Added support for retina displays:
    46   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.
    47 * Fixed mouse warping in fullscreen mode
    48 * Right mouse click is emulated by holding the Ctrl key while left clicking
    49 
    50 Linux:
    51 * Fixed float audio support with the PulseAudio driver
    52 * Fixed missing line endpoints in the OpenGL renderer on some drivers
    53 * X11 symbols are no longer defined to avoid collisions when linking statically
    54 
    55 iOS:
    56 * Fixed status bar visibility on iOS 7
    57 * Flipped the accelerometer Y axis to match expected values
    58 
    59 Android:
    60 IMPORTANT: You MUST get the updated SDLActivity.java to match C code
    61 * Moved EGL initialization to native code 
    62 * Fixed the accelerometer axis rotation relative to the device rotation
    63 * Fixed race conditions when handling the EGL context on pause/resume
    64 * Touch devices are available for enumeration immediately after init
    65 
    66 Raspberry Pi:
    67 * Added support for the Raspberry Pi, see README-raspberrypi.txt for details