Tue, 25 Sep 2018 08:23:57 -0700Fixed building with newer Android NDK default tip
Sam Lantinga <slouken@libsdl.org> [Tue, 25 Sep 2018 08:23:57 -0700] rev 12220
Fixed building with newer Android NDK

Tue, 25 Sep 2018 10:41:25 -0400render: First shot at converting opengles renderer to new interfaces. SDL-ryan-batching-renderer
Ryan C. Gordon <icculus@icculus.org> [Tue, 25 Sep 2018 10:41:25 -0400] rev 12219
render: First shot at converting opengles renderer to new interfaces.

Mon, 24 Sep 2018 12:30:47 -0400render: get rid of the predeclared functions in the GL and Metal renderers. SDL-ryan-batching-renderer
Ryan C. Gordon <icculus@icculus.org> [Mon, 24 Sep 2018 12:30:47 -0400] rev 12218
render: get rid of the predeclared functions in the GL and Metal renderers.

(others to come as I continue to update render backends!)

Mon, 24 Sep 2018 02:08:34 -0400render: Make opengl backend take advantage of new high-level features. SDL-ryan-batching-renderer
Ryan C. Gordon <icculus@icculus.org> [Mon, 24 Sep 2018 02:08:34 -0400] rev 12217
render: Make opengl backend take advantage of new high-level features.

Mon, 24 Sep 2018 02:07:35 -0400render: Add command queue debug logging. SDL-ryan-batching-renderer
Ryan C. Gordon <icculus@icculus.org> [Mon, 24 Sep 2018 02:07:35 -0400] rev 12216
render: Add command queue debug logging.

Sun, 23 Sep 2018 23:22:56 -0400render: Update Metal and GL backends to use new high-level features, etc. SDL-ryan-batching-renderer
Ryan C. Gordon <icculus@icculus.org> [Sun, 23 Sep 2018 23:22:56 -0400] rev 12215
render: Update Metal and GL backends to use new high-level features, etc.

Now nothing is uploaded as dynamic data with Metal's setVertexBytes, etc; it's
all in the one big vertex buffer, now.

Sun, 23 Sep 2018 23:20:40 -0400render: A bunch of high-level improvements. SDL-ryan-batching-renderer
Ryan C. Gordon <icculus@icculus.org> [Sun, 23 Sep 2018 23:20:40 -0400] rev 12214
render: A bunch of high-level improvements.

- high-level filters out duplicate render commands from the queue so
backends don't have to.
- Setting draw color is now a render command, so backends can put color
information into the vertex buffer to upload with everything else instead
of setting it with slower dynamic data later.
- backends can request that they always batch, even for legacy programs,
since the lowlevel API can deal with it (Metal, and eventually Vulkan
and such...)
- high-level makes sure the queue has at least one setdrawcolor and
setviewport command before any draw calls, so the backends don't ever have
to manage cases where this hasn't been explicitly set yet.
- backends allocating vertex buffer space can specify alignment, and the
high-level will keep track of gaps in the buffer between the last used
positions and the aligned data that can be used for later allocations
(Metal and such need to specify some constant data on 256 byte boundaries,
but we don't want to waste all that space we had to skip to meet alignment
requirements).

Thu, 20 Sep 2018 16:40:04 -0400render: First shot at moving metal backend over to new batching system. SDL-ryan-batching-renderer
Ryan C. Gordon <icculus@icculus.org> [Thu, 20 Sep 2018 16:40:04 -0400] rev 12213
render: First shot at moving metal backend over to new batching system.

Thu, 20 Sep 2018 16:36:54 -0400render: first shot at reworking opengl backend for new batching system. SDL-ryan-batching-renderer
Ryan C. Gordon <icculus@icculus.org> [Thu, 20 Sep 2018 16:36:54 -0400] rev 12212
render: first shot at reworking opengl backend for new batching system.

Thu, 20 Sep 2018 15:46:02 -0400render: Move to a batching system for rendering (work in progress). SDL-ryan-batching-renderer
Ryan C. Gordon <icculus@icculus.org> [Thu, 20 Sep 2018 15:46:02 -0400] rev 12211
render: Move to a batching system for rendering (work in progress).