Tue, 28 Aug 2018 12:57:51 -0700GLES2: Get sin/cos out of vertex shader
Andreas Müller <schnitzeltony@gmail.com> [Tue, 28 Aug 2018 12:57:51 -0700] rev 12156
GLES2: Get sin/cos out of vertex shader
The only place angle is activated and causes effect is RenderCopyEx. All other
methods which use vertex shader, leave angle disabled and cause useless sin/cos
calculation in shader.

To get around shader's interface is changed to a vector that contains results
of sin and cos. To behave properly when disabled, cos value is set with offset
-1.0 making 0.0 default when deactivated.

As nice side effect it simplifies GLES2_UpdateVertexBuffer: All attributes are
vectors now.

Additional background:

* On RaspberryPi it gives a performace win for operations. Tested with
[1] numbers go down for 5-10% (not easy to estimate due to huge variation).
* SDL_RenderCopyEx was tested with [2]
* It works around left rotated display caused by low accuracy sin implemetation
in RaspberryPi/VC4 [3]

[1] https://github.com/schnitzeltony/sdl2box
[2] https://github.com/schnitzeltony/sdl2rendercopyex
[3] https://github.com/anholt/mesa/issues/110

Signed-off-by: Andreas Müller <schnitzeltony@gmail.com>

Mon, 27 Aug 2018 11:51:05 -0700Fixed the DirectFB renderer not being enabled in autoconf builds
Sam Lantinga <slouken@libsdl.org> [Mon, 27 Aug 2018 11:51:05 -0700] rev 12155
Fixed the DirectFB renderer not being enabled in autoconf builds

Sun, 26 Aug 2018 20:37:23 -0700Update the cursor clipping each frame, in case it was stolen by another application.
Sam Lantinga <slouken@libsdl.org> [Sun, 26 Aug 2018 20:37:23 -0700] rev 12154
Update the cursor clipping each frame, in case it was stolen by another application.

Sun, 26 Aug 2018 10:34:23 -0700Only reset the clip rect if it's currently the rect we previously clipped.
Sam Lantinga <slouken@libsdl.org> [Sun, 26 Aug 2018 10:34:23 -0700] rev 12153
Only reset the clip rect if it's currently the rect we previously clipped.
This prevents us from clearing the clip rect globally when another application has set it.

There's also an experimental change to regularly update the clip rect for a window defensively, in case someone else has reset it. It works well, but I don't know if it's cheap enough to call as frequently as it would be called now, and might have other undesirable side effects.

Also fixed whitespace and SDL coding style

Fri, 24 Aug 2018 10:41:57 -0700Implement SDL_HapticStopEffect on Android (thanks Rachel!)
Sam Lantinga <slouken@libsdl.org> [Fri, 24 Aug 2018 10:41:57 -0700] rev 12152
Implement SDL_HapticStopEffect on Android (thanks Rachel!)

Fri, 24 Aug 2018 09:49:48 -0400vulkan: SDL_Vulkan_GetInstanceExtensions should accept a NULL window.
Jeremy Ong <jeremycong@gmail.com> [Fri, 24 Aug 2018 09:49:48 -0400] rev 12151
vulkan: SDL_Vulkan_GetInstanceExtensions should accept a NULL window.

Fixes Bugzilla #4235.

Thu, 23 Aug 2018 14:05:25 -0700Implemented SDL_GetDisplayOrientation() on Android (thanks Rachel!)
Sam Lantinga <slouken@libsdl.org> [Thu, 23 Aug 2018 14:05:25 -0700] rev 12150
Implemented SDL_GetDisplayOrientation() on Android (thanks Rachel!)

Thu, 23 Aug 2018 14:32:30 -0400cmake: add sensor subsystem to the build.
Ryan C. Gordon <icculus@icculus.org> [Thu, 23 Aug 2018 14:32:30 -0400] rev 12149
cmake: add sensor subsystem to the build.

Thu, 23 Aug 2018 10:51:54 -0700Added documentation for additional Android sensors
Sam Lantinga <slouken@libsdl.org> [Thu, 23 Aug 2018 10:51:54 -0700] rev 12148
Added documentation for additional Android sensors

Thu, 23 Aug 2018 02:48:47 -0700Added display event files to the Visual Studio projects
Sam Lantinga <slouken@libsdl.org> [Thu, 23 Aug 2018 02:48:47 -0700] rev 12147
Added display event files to the Visual Studio projects