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.

Wed, 03 Oct 2018 00:52:37 -0400render: first (untested!) shot at converting D3D11 renderer to new interfaces. SDL-ryan-batching-renderer
Ryan C. Gordon <icculus@icculus.org> [Wed, 03 Oct 2018 00:52:37 -0400] rev 12283
render: first (untested!) shot at converting D3D11 renderer to new interfaces.

Probably doesn't even compile yet.

Mon, 01 Oct 2018 22:53:45 -0400render: Make the GL backends cache and defer more state changes. SDL-ryan-batching-renderer
Ryan C. Gordon <icculus@icculus.org> [Mon, 01 Oct 2018 22:53:45 -0400] rev 12282
render: Make the GL backends cache and defer more state changes.

Mon, 01 Oct 2018 13:41:15 -0400render: D3D9 doesn't need to check for stream offset support anymore. SDL-ryan-batching-renderer
Ryan C. Gordon <icculus@icculus.org> [Mon, 01 Oct 2018 13:41:15 -0400] rev 12281
render: D3D9 doesn't need to check for stream offset support anymore.

We don't use offsets at all now. Too slow.

Mon, 01 Oct 2018 11:32:08 -0400render: Set the D3D9 stream source once and choose offsets during draw calls. SDL-ryan-batching-renderer
Ryan C. Gordon <icculus@icculus.org> [Mon, 01 Oct 2018 11:32:08 -0400] rev 12280
render: Set the D3D9 stream source once and choose offsets during draw calls.

This is _much_ faster than setting the offsets with SetStreamSource!

Mon, 01 Oct 2018 03:02:54 -0400render: Patched to compile. SDL-ryan-batching-renderer
Ryan C. Gordon <icculus@icculus.org> [Mon, 01 Oct 2018 03:02:54 -0400] rev 12279
render: Patched to compile.

Mon, 01 Oct 2018 01:23:02 -0400render: first shot at moving Direct3D 9 backend to new interface. Untested! SDL-ryan-batching-renderer
Ryan C. Gordon <icculus@icculus.org> [Mon, 01 Oct 2018 01:23:02 -0400] rev 12278
render: first shot at moving Direct3D 9 backend to new interface. Untested!