Thu, 17 Oct 2019 16:59:05 -0700Added support for third party Nintendo Switch controllers that don't support the full protocol
Sam Lantinga <slouken@libsdl.org> [Thu, 17 Oct 2019 16:59:05 -0700] rev 13135
Added support for third party Nintendo Switch controllers that don't support the full protocol

Thu, 17 Oct 2019 16:14:17 -0700Merged latest data from Steam
Sam Lantinga <slouken@libsdl.org> [Thu, 17 Oct 2019 16:14:17 -0700] rev 13134
Merged latest data from Steam

Thu, 17 Oct 2019 18:48:58 -0300metal: Fix compilation when using older Apple SDKs (bug #4828).
Alex Szpakowski <slime73@gmail.com> [Thu, 17 Oct 2019 18:48:58 -0300] rev 13133
metal: Fix compilation when using older Apple SDKs (bug #4828).

Wed, 16 Oct 2019 13:54:35 -0400emscripten: Patched to compile (thanks, Caleb!).
Ryan C. Gordon <icculus@icculus.org> [Wed, 16 Oct 2019 13:54:35 -0400] rev 13132
emscripten: Patched to compile (thanks, Caleb!).

Fixes Bugzilla #4827.

Wed, 16 Oct 2019 08:45:54 -0700Fixed bug 4785 - SDL_CreateRGBSurface creates 1-bit surfaces with zero pitch
Sam Lantinga <slouken@libsdl.org> [Wed, 16 Oct 2019 08:45:54 -0700] rev 13131
Fixed bug 4785 - SDL_CreateRGBSurface creates 1-bit surfaces with zero pitch

Sylvain

Seems to be a regression in this commit: https://hg.libsdl.org/SDL/rev/cf166abbde4a
SDL_CalculatePitch() was using format->BytesPerPixel, now it uses SDL_BYTESPERPIXEL().

The underlying issue is that "surface->format->BytesPerPixel" is *not* always the same as SDL_BYTESPERPIXEL(format);
BytesPerPixel defined as format->BytesPerPixel = (bpp + 7) / 8;
vs
#define SDL_BYTESPERPIXEL(format) ... (format & 0xff)

Because of SDL_pixels.h format definitions, one is giving a BytesPP 1, the other 0.

Tue, 15 Oct 2019 22:36:08 -0400x11: On macOS, look for X11 install in /opt/X11 instead of /usr/X11R6.
Ryan C. Gordon <icculus@icculus.org> [Tue, 15 Oct 2019 22:36:08 -0400] rev 13130
x11: On macOS, look for X11 install in /opt/X11 instead of /usr/X11R6.

This is where Apple installs XQuartz now (and apparently, the compatibility
symlink at /usr/X11R6 can be missing).

Fixes Bugzilla #4706.

Tue, 15 Oct 2019 14:55:09 -0400video: Make sure SDL_FillRects()'s fill_function isn't used unitialized.
Ryan C. Gordon <icculus@icculus.org> [Tue, 15 Oct 2019 14:55:09 -0400] rev 13129
video: Make sure SDL_FillRects()'s fill_function isn't used unitialized.

Tue, 15 Oct 2019 14:17:32 -0400include: Removed a FIXME comment.
Ryan C. Gordon <icculus@icculus.org> [Tue, 15 Oct 2019 14:17:32 -0400] rev 13128
include: Removed a FIXME comment.

Using (1 << 14) instead of 0x4000 might be clearer for the maintainer, but
it makes it harder to look up these flags when debugging an app. The value
has to be written once by one person, the has to be read by tons of people
over and over.

Tue, 15 Oct 2019 14:04:43 -0400video: Removed unused variables.
Ryan C. Gordon <icculus@icculus.org> [Tue, 15 Oct 2019 14:04:43 -0400] rev 13127
video: Removed unused variables.

Tue, 15 Oct 2019 14:03:01 -0400video: speed up SDL_FillRect[s] slightly (thanks, Jakub!).
Ryan C. Gordon <icculus@icculus.org> [Tue, 15 Oct 2019 14:03:01 -0400] rev 13126
video: speed up SDL_FillRect[s] slightly (thanks, Jakub!).

"This patch does the following:

* Instead of SDL_FillRects calling SDL_FillRect in a loop the opposite
happens -- SDL_FillRect (a specific case) calls SDL_FillRects (a general case)
with a count of 1

* The switch/case block is moved out of the loop -- it modifies the color
once and stores the fill routine in a pointer which is then used throughout
the loop"

Fixes Bugzilla #4674.