Mon, 04 Feb 2019 23:24:10 -0500opengles1: keep cached texturing state correct.
Ryan C. Gordon <icculus@icculus.org> [Mon, 04 Feb 2019 23:24:10 -0500] rev 12593
opengles1: keep cached texturing state correct.

Mon, 04 Feb 2019 18:55:39 -0500render: Fix OpenGL draw state cache for various points of texture binding.
Ryan C. Gordon <icculus@icculus.org> [Mon, 04 Feb 2019 18:55:39 -0500] rev 12592
render: Fix OpenGL draw state cache for various points of texture binding.

Mon, 04 Feb 2019 09:11:07 +0100Fixed bug 4484 - use SIMD aligned memory for SDL_Surface
Sylvain Becker <sylvain.becker@gmail.com> [Mon, 04 Feb 2019 09:11:07 +0100] rev 12591
Fixed bug 4484 - use SIMD aligned memory for SDL_Surface

Surfaces are allocated using SDL_SIMDAlloc()
They are marked with SDL_SIMD_ALIGNED flag to appropriatly free them with SDL_SIMDFree()
(Flag is cleared when pixels is free'd in RLE, in case user would hijack the pixels ptr)

When providing its own memory pointer (SDL_CreateRGBSurfaceFrom()) and clearing
SDL_PREALLOC to delegate to SDL the memory free, it's the responsability of the user
to add SDL_SIMD_ALIGNED or not, whether the pointer has been allocated with SDL_malloc() or
SDL_SIMDAlloc().

Mon, 04 Feb 2019 08:43:37 +0100Fix include path compilation
Sylvain Becker <sylvain.becker@gmail.com> [Mon, 04 Feb 2019 08:43:37 +0100] rev 12590
Fix include path compilation

Mon, 04 Feb 2019 08:34:24 +0100Rename surface aligned memory flag to SDL_SIMD_ALIGNED
Sylvain Becker <sylvain.becker@gmail.com> [Mon, 04 Feb 2019 08:34:24 +0100] rev 12589
Rename surface aligned memory flag to SDL_SIMD_ALIGNED

Thu, 31 Jan 2019 19:52:47 -0400iOS/tvOS: fix support for SDL_GameControllerGetButton(controller, GUIDE) with MFi controllers (thanks Caleb!)
Alex Szpakowski <slime73@gmail.com> [Thu, 31 Jan 2019 19:52:47 -0400] rev 12588
iOS/tvOS: fix support for SDL_GameControllerGetButton(controller, GUIDE) with MFi controllers (thanks Caleb!)
Fixes bug #4463.

Thu, 31 Jan 2019 11:45:31 +0100Add SDL_MEMALIGNED flag for SDL_Surface using aligned memory.
Sylvain Becker <sylvain.becker@gmail.com> [Thu, 31 Jan 2019 11:45:31 +0100] rev 12587
Add SDL_MEMALIGNED flag for SDL_Surface using aligned memory.

If an SDL_Surface has an aligned memory pointers, it should be freed
using SDL_SIMDFree() (will be used by SDL_ttf).

Wed, 30 Jan 2019 22:50:20 +0100Add fast paths in BlitNtoNKey
Sylvain Becker <sylvain.becker@gmail.com> [Wed, 30 Jan 2019 22:50:20 +0100] rev 12586
Add fast paths in BlitNtoNKey

All following conversions are faster (with colorkey, but no blending).
(ratio isn't very accurate)

ABGR8888 -> BGR888 : faster x9 (2699035 -> 297425)

ARGB8888 -> RGB888 : faster x8 (2659266 -> 296137)

BGR24 -> BGR24 : faster x5 (2232482 -> 445897)
BGR24 -> RGB24 : faster x4 (2150023 -> 448576)

BGR888 -> ABGR8888 : faster x8 (2649957 -> 307595)

BGRA8888 -> BGRX8888 : faster x9 (2696041 -> 297596)

BGRX8888 -> BGRA8888 : faster x8 (2662011 -> 299463)
BGRX8888 -> BGRX8888 : faster x9 (2733346 -> 295045)

RGB24 -> BGR24 : faster x4 (2154551 -> 485262)
RGB24 -> RGB24 : faster x4 (2149878 -> 484870)

RGB888 -> ARGB8888 : faster x8 (2762877 -> 324946)

RGBA8888 -> RGBX8888 : faster x8 (2657855 -> 297753)

RGBX8888 -> RGBA8888 : faster x8 (2661360 -> 296655)
RGBX8888 -> RGBX8888 : faster x8 (2649287 -> 308268)

Wed, 30 Jan 2019 17:16:08 +0100Fix blit with blending (Blit_A) to RGB332 which has no palette
Sylvain Becker <sylvain.becker@gmail.com> [Wed, 30 Jan 2019 17:16:08 +0100] rev 12585
Fix blit with blending (Blit_A) to RGB332 which has no palette

Wed, 30 Jan 2019 16:36:47 +0100Fixed failing SDL_ConvertSurface() when blit has failed.
Sylvain Becker <sylvain.becker@gmail.com> [Wed, 30 Jan 2019 16:36:47 +0100] rev 12584
Fixed failing SDL_ConvertSurface() when blit has failed.

Some blit combination are not supported (eg ARGB8888 -> SDL_PIXELFORMAT_INDEX1MSB)
So prevent SDL_ConvertSurface from creating a broken surface, which cannot be blitted