Sun, 04 Nov 2018 14:31:56 -0400metal: SDL_RenderReadPixels on macOS synchronizes the render target's texture data if it's managed, before reading from it.
Alex Szpakowski <slime73@gmail.com> [Sun, 04 Nov 2018 14:31:56 -0400] rev 12394
metal: SDL_RenderReadPixels on macOS synchronizes the render target's texture data if it's managed, before reading from it.

Sun, 04 Nov 2018 12:31:02 -0400metal: fix the SDL_RENDERER_PRESENTVSYNC flag not being set on the renderer info on macOS, when vsync is used.
Alex Szpakowski <slime73@gmail.com> [Sun, 04 Nov 2018 12:31:02 -0400] rev 12393
metal: fix the SDL_RENDERER_PRESENTVSYNC flag not being set on the renderer info on macOS, when vsync is used.

Sun, 04 Nov 2018 12:24:05 -0400metal: fix the size of the buffer used for constant data.
Alex Szpakowski <slime73@gmail.com> [Sun, 04 Nov 2018 12:24:05 -0400] rev 12392
metal: fix the size of the buffer used for constant data.

Fri, 02 Nov 2018 21:34:17 -0400mir: Removed mir client support.
Ryan C. Gordon <icculus@icculus.org> [Fri, 02 Nov 2018 21:34:17 -0400] rev 12391
mir: Removed mir client support.

Fixes Bugzilla #4288.

Fri, 02 Nov 2018 18:07:11 -0700Fixed bug 4308 - Prebuilt SDL.dll files not compiled with ASLR support (DYNAMICBASE)
Sam Lantinga <slouken@libsdl.org> [Fri, 02 Nov 2018 18:07:11 -0700] rev 12390
Fixed bug 4308 - Prebuilt SDL.dll files not compiled with ASLR support (DYNAMICBASE)

Cameron Gutman

The current SDL 2.0.8 and the prerelease SDL 2.0.9 are compiled without the DYNAMICBASE flag to indicate that ASLR may relocate the DLL at load-time. https://docs.microsoft.com/en-us/cpp/build/reference/dynamicbase-use-address-space-layout-randomization?view=vs-2017

When I build SDL.dll myself using the VS2010 project, the DLL has the DYNAMICBASE flag set (as is the default). Similarly, MinGW-w64 also enables ASLR by default on all binaries for a couple years now (https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=836365)

Fri, 02 Nov 2018 17:25:00 -0700Fixed bug 4320 - Android remove reflection for HIDDeviceBLESteamController
Sam Lantinga <slouken@libsdl.org> [Fri, 02 Nov 2018 17:25:00 -0700] rev 12389
Fixed bug 4320 - Android remove reflection for HIDDeviceBLESteamController

Sylvain

Uneeded use of reflection to access connectGatt method in HIDDeviceBLESteamController.java

The method is API 23

https://developer.android.com/reference/android/bluetooth/BluetoothDevice.html#connectGatt(android.content.Context,%20boolean,%20android.bluetooth.BluetoothGattCallback,%20int)

Fri, 02 Nov 2018 17:22:15 -0700Fixed bug 4319 - Android remove reflection for PointerIcon
Sam Lantinga <slouken@libsdl.org> [Fri, 02 Nov 2018 17:22:15 -0700] rev 12388
Fixed bug 4319 - Android remove reflection for PointerIcon

Sylvain

Since SDL2 min requirement is Android SDK 26, and PointerIcon is 24. We don't need reflection to access it.

Fri, 02 Nov 2018 17:18:03 -0700Fixed bug 4315 - little Warning in Android_JNI_CaptureAudioBuffer
Sam Lantinga <slouken@libsdl.org> [Fri, 02 Nov 2018 17:18:03 -0700] rev 12387
Fixed bug 4315 - little Warning in Android_JNI_CaptureAudioBuffer

Sylvain

SDL_android.c
src/core/android/SDL_android.c:1302:5: warning: variable 'br' is used uninitialized whenever switch default is taken [-Wsometimes-uninitialized]
default:
^~~~~~~
src/core/android/SDL_android.c:1306:12: note: uninitialized use occurs here
return br;
^~
src/core/android/SDL_android.c:1270:12: note: initialize the variable 'br' to silence this warning
jint br;
^


Maybe we could add some basics warning flags, not to see all warnings, but so that new warnings are caught sooner.

I would go for -Wall -Wextra, and some -Wno-warning for the allowed warnings.

Fri, 12 Oct 2018 22:05:58 -0700Remove machine-specific IncludePath from SDL.vcxproj
Cameron Gutman <cameron.gutman@gmail.com> [Fri, 12 Oct 2018 22:05:58 -0700] rev 12386
Remove machine-specific IncludePath from SDL.vcxproj

These IncludePath values seem to not actually be needed since nobody
noticed they were wrong for the past couple months.

Thu, 01 Nov 2018 20:24:21 -0300metal: avoid an extra buffer allocation and GPU data copy in RunCommandQueue, it's not needed. Improves overall performance.
Alex Szpakowski <slime73@gmail.com> [Thu, 01 Nov 2018 20:24:21 -0300] rev 12385
metal: avoid an extra buffer allocation and GPU data copy in RunCommandQueue, it's not needed. Improves overall performance.