Fri, 08 Dec 2017 14:03:36 -0500metal: Don't check if Metal is available if targeting modern macOS versions.
Ryan C. Gordon <icculus@icculus.org> [Fri, 08 Dec 2017 14:03:36 -0500] rev 11742
metal: Don't check if Metal is available if targeting modern macOS versions.

Fri, 08 Dec 2017 12:02:23 -0800Minor cleanup
Sam Lantinga <slouken@libsdl.org> [Fri, 08 Dec 2017 12:02:23 -0800] rev 11741
Minor cleanup

Fri, 08 Dec 2017 11:35:19 -0800Fixed minor memory leak in the Metal renderer
Sam Lantinga <slouken@libsdl.org> [Fri, 08 Dec 2017 11:35:19 -0800] rev 11740
Fixed minor memory leak in the Metal renderer

Fri, 08 Dec 2017 11:34:32 -0800Added check for failure of D3D_ActivateRenderer()
Sam Lantinga <slouken@libsdl.org> [Fri, 08 Dec 2017 11:34:32 -0800] rev 11739
Added check for failure of D3D_ActivateRenderer()

Fri, 08 Dec 2017 11:33:27 -0800Fixed compiler warning
Sam Lantinga <slouken@libsdl.org> [Fri, 08 Dec 2017 11:33:27 -0800] rev 11738
Fixed compiler warning

Fri, 08 Dec 2017 11:09:05 -0800Fixed bug 1878 - Scaled texture draws with filtering produce wrapping artifacts.
Sam Lantinga <slouken@libsdl.org> [Fri, 08 Dec 2017 11:09:05 -0800] rev 11737
Fixed bug 1878 - Scaled texture draws with filtering produce wrapping artifacts.

Yuri K. Schlesner

When using texture filtering, there are filtering artifacts visible on the edges of scaled textures, where the texture filtering pulls in texels from the other side of the texture. Using clamping texture modes wouldn't completely fix this since source rectangles don't need to cover the whole texture. (See screenshot attached in next post.)

The opengl driver uses clamping on textures and so avoid this at least in the cases where the source rect is the whole texture. The direct3d driver does not and so has problems in every case. I'm not sure if it can actually completely be fixed, but at least enabling clamping for direct3d would be one step in the right direction.

Fri, 08 Dec 2017 00:49:35 -0500configure: List Metal in video drivers.
Ryan C. Gordon <icculus@icculus.org> [Fri, 08 Dec 2017 00:49:35 -0500] rev 11736
configure: List Metal in video drivers.

Fri, 08 Dec 2017 08:58:02 -0800Defer getting the next drawable until we actually start rendering
Sam Lantinga <slouken@libsdl.org> [Fri, 08 Dec 2017 08:58:02 -0800] rev 11735
Defer getting the next drawable until we actually start rendering
This works better for games where there may be a bunch of simulation logic that needs to be run before the next rendering pass, and prevents blocking if the next drawable is busy.

Thu, 07 Dec 2017 18:08:51 -0800Fixed runtime errors on iOS
Sam Lantinga <slouken@libsdl.org> [Thu, 07 Dec 2017 18:08:51 -0800] rev 11734
Fixed runtime errors on iOS

Thu, 07 Dec 2017 17:47:01 -0800Fixed building for simulators or older iOS SDKs
Sam Lantinga <slouken@libsdl.org> [Thu, 07 Dec 2017 17:47:01 -0800] rev 11733
Fixed building for simulators or older iOS SDKs