Thu, 04 Oct 2018 20:21:23 -0400metal: Don't try to create a zero-byte vertex buffer. SDL-ryan-batching-renderer
Ryan C. Gordon <icculus@icculus.org> [Thu, 04 Oct 2018 20:21:23 -0400] rev 12293
metal: Don't try to create a zero-byte vertex buffer.

(Which will cause a crash in Metal, or an assert in the validation layer.)

Thu, 04 Oct 2018 16:29:17 -0700Allow SDL to use ReLinker if present.
Sam Lantinga <slouken@libsdl.org> [Thu, 04 Oct 2018 16:29:17 -0700] rev 12292
Allow SDL to use ReLinker if present.
This fixes issues for applications that have a large number of shared libraries
For more information, see https://github.com/KeepSafe/ReLinker for ReLinker's repository.

Thu, 04 Oct 2018 15:23:42 -0700Fixed updating bindings for controllers using the wildcard mappings
Sam Lantinga <slouken@libsdl.org> [Thu, 04 Oct 2018 15:23:42 -0700] rev 12291
Fixed updating bindings for controllers using the wildcard mappings

Thu, 04 Oct 2018 16:34:44 -0400render: Added SDL_RenderFlush(). SDL-ryan-batching-renderer
Ryan C. Gordon <icculus@icculus.org> [Thu, 04 Oct 2018 16:34:44 -0400] rev 12290
render: Added SDL_RenderFlush().

Thu, 04 Oct 2018 16:11:43 -0400render: Move PSP backend to new interface. SDL-ryan-batching-renderer
Ryan C. Gordon <icculus@icculus.org> [Thu, 04 Oct 2018 16:11:43 -0400] rev 12289
render: Move PSP backend to new interface.

I have no idea if this works (or if it ever worked, having now examined this
code), as I have no way to compile or test this.

If it's broken, send patches. :)

Wed, 03 Oct 2018 23:37:29 -0400render: moved software renderer to new interface. SDL-ryan-batching-renderer
Ryan C. Gordon <icculus@icculus.org> [Wed, 03 Oct 2018 23:37:29 -0400] rev 12288
render: moved software renderer to new interface.

Wed, 03 Oct 2018 19:05:20 -0400render: D3D11 now cycles through 8 vertex buffers. SDL-ryan-batching-renderer
Ryan C. Gordon <icculus@icculus.org> [Wed, 03 Oct 2018 19:05:20 -0400] rev 12287
render: D3D11 now cycles through 8 vertex buffers.

This means it doesn't have to block while the current frame finishes using the
vertex buffer; it just moves on to the next, probably-not-in-use buffer.

Wed, 03 Oct 2018 18:23:53 -0400render: D3D11 renderer patched to compile. SDL-ryan-batching-renderer
Ryan C. Gordon <icculus@icculus.org> [Wed, 03 Oct 2018 18:23:53 -0400] rev 12286
render: D3D11 renderer patched to compile.

Wed, 03 Oct 2018 15:48:26 -0700Update documentation to note that this hint works on Android too (thanks Trent!)
Sam Lantinga <slouken@libsdl.org> [Wed, 03 Oct 2018 15:48:26 -0700] rev 12285
Update documentation to note that this hint works on Android too (thanks Trent!)

Wed, 03 Oct 2018 16:54:24 -0400evdev: Don't initialize struct sigaction with "{ 0 }".
Ryan C. Gordon <icculus@icculus.org> [Wed, 03 Oct 2018 16:54:24 -0400] rev 12284
evdev: Don't initialize struct sigaction with "{ 0 }".

It causes warnings on some platforms, depending on the actual definition of
sigaction, and since this is static data, it'll be zero'd out anyhow.