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 [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 [Thu, 20 Sep 2018 15:46:02 -0400] rev 12211
render: Move to a batching system for rendering (work in progress).

Thu, 20 Sep 2018 15:41:57 -0400testsprite2: report average FPS in blocks of five seconds. SDL-ryan-batching-renderer
Ryan C. Gordon [Thu, 20 Sep 2018 15:41:57 -0400] rev 12210
testsprite2: report average FPS in blocks of five seconds.

This makes the reporting more accurate, vs startup inefficiencies and other
scheduling burps.

Sun, 09 Sep 2018 15:09:38 -0400gles2: Make render command queue dynamic. SDL-ryan-batching-renderer
Ryan C. Gordon [Sun, 09 Sep 2018 15:09:38 -0400] rev 12209
gles2: Make render command queue dynamic.

It now uses a growable linked list that keeps a pool of allocated items for
reuse, and reallocs the vertex array as necessary. Testsprite2 can scale to
20,000 (or more!) draws now without drama.

Sat, 08 Sep 2018 18:26:11 -0400gles2: Major renderer optimization. Work in progress! SDL-ryan-batching-renderer
Ryan C. Gordon [Sat, 08 Sep 2018 18:26:11 -0400] rev 12208
gles2: Major renderer optimization. Work in progress!

This moves all the rendering to a command list that is flushed to the GL as
necessary, making most common activities upload a single vertex buffer per
frame and dramatically reducing state changes. In pathological cases,
like Emscripten running on iOS's Safari, performance can go from a dozen
draw calls killing your performance to 1000 draw calls running smoothly.

This is work in progress, and not ready to ship. Among other things, it has
a hardcoded array that isn't checked for overflow. But the basic idea is
sound!

Tue, 25 Sep 2018 10:45:37 -0400Created SDL-ryan-batching-renderer branch for the WIP renderer rewrite. SDL-ryan-batching-renderer
Ryan C. Gordon [Tue, 25 Sep 2018 10:45:37 -0400] rev 12207
Created SDL-ryan-batching-renderer branch for the WIP renderer rewrite.

Tue, 25 Sep 2018 09:20:56 +0300safer this way, just in case..
Ozkan Sezer [Tue, 25 Sep 2018 09:20:56 +0300] rev 12206
safer this way, just in case..

Mon, 24 Sep 2018 20:31:24 -0700Fixed rare null pointer dereference
Sam Lantinga [Mon, 24 Sep 2018 20:31:24 -0700] rev 12205
Fixed rare null pointer dereference

Mon, 24 Sep 2018 16:41:55 -0700Fixed bug 4264 - SDL_CreateTextureFromSurface generates error message but returns ok
Sam Lantinga [Mon, 24 Sep 2018 16:41:55 -0700] rev 12204
Fixed bug 4264 - SDL_CreateTextureFromSurface generates error message but returns ok

Anthony @ POW Games

SDL_CreateTextureFromSurface makes an internal call to SDL_GetColorKey which can return an error and spams the error log with "Surface doesn't have a colorkey" even though the original function didn't return an error.

Mon, 24 Sep 2018 16:33:14 -0700Fixed bug 4267 - linkage failure with --enable-hidapi because of missing libudev symbols
Sam Lantinga [Mon, 24 Sep 2018 16:33:14 -0700] rev 12203
Fixed bug 4267 - linkage failure with --enable-hidapi because of missing libudev symbols

Ozkan Sezer

hidapi dynamic udev initial patch