cosmonaut
2e7d5bb429
Add the SDL_GPU API
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Project Lead: Evan Hemsley <evan@moonside.games >
Co-designer, Metal Port, Console Ports:
Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com >
Production, QA, Debug:
Co-authored-by: Ethan Lee <flibitijibibo@gmail.com >
SDL_Render Driver, Bugfixes:
Co-authored-by: Andrei Alexeyev <akari@taisei-project.org >
Additional D3D12 Programming, Bugfixes:
Co-authored-by: Bart van der Werf <bluelive@gmail.com >
Bugfixes and Feedback:
Co-authored-by: Zakary Strange <zakarystrange@gmail.com >
Co-authored-by: meyraud705 <meyraud705@gmail.com >
Co-authored-by: Joshua T. Fisher <playmer@gmail.com >
Co-authored-by: Topi Ritala <ritalat@fastmail.com >
Co-authored-by: David Gow <david@ingeniumdigital.com >
Original API Proposal:
Co-authored-by: Ryan C. Gordon <icculus@icculus.org >
2024-08-29 15:57:29 -07:00
Sam Lantinga
6501e90018
Use C++ style comments consistently in SDL source code
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Implemented using this script:
find . -type f -exec sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' {} \;
git checkout \
core/linux/SDL_evdev_kbd_default_keymap.h \
events/imKStoUCS.* \
hidapi \
joystick/controller_type.c \
joystick/controller_type.h \
joystick/hidapi/steam/controller_constants.h \
joystick/hidapi/steam/controller_structs.h \
joystick/SDL_gamepad_db.h \
libm \
render/*/*Shader*.h \
render/vitagxm/SDL_render_vita_gxm_shaders.h \
render/metal/SDL_shaders_metal_*.h \
stdlib/SDL_malloc.c \
stdlib/SDL_qsort.c \
stdlib/SDL_strtokr.c \
test/ \
video/directx/SDL_d3d12_xbox_cmacros.h \
video/directx/d3d12.h \
video/directx/d3d12sdklayers.h \
video/khronos \
video/x11/edid-parse.c \
video/x11/xsettings-client.* \
video/yuv2rgb
sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' hidapi/SDL_hidapi.c
2024-08-22 13:30:02 -07:00
Ethan Lee
55e9a8ca45
d3d12: Import DirectX-Headers, use local d3d12.h in SDL_render.
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This avoids lots of build issues with the various D3D12 headers out there (MinGW, old Windows SDKs, etc) and also opens the door for WSL2 libd3d12.so support.
Note that the build system has not been changed; technically _all_ platforms now have d3d12.h but we should only enable the backend when it's actually expected to work.
2024-07-31 18:41:17 -07:00