Bump SDL to 2.28.5 and add FFmpeg for AV1 parsing

This commit is contained in:
Cameron Gutman
2023-11-04 01:08:23 -05:00
parent 9366c763d6
commit ce25a66dc5
232 changed files with 39783 additions and 3046 deletions
+53 -19
View File
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -261,6 +261,17 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface *
*/
extern DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window * window);
/**
* Get the window associated with a renderer.
*
* \param renderer the renderer to query
* \returns the window on success or NULL on failure; call SDL_GetError() for
* more information.
*
* \since This function is available since SDL 2.0.22.
*/
extern DECLSPEC SDL_Window * SDLCALL SDL_RenderGetWindow(SDL_Renderer *renderer);
/**
* Get information about a rendering context.
*
@@ -356,11 +367,15 @@ extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer
* \param texture the texture to query
* \param format a pointer filled in with the raw format of the texture; the
* actual format may differ, but pixel transfers will use this
* format (one of the SDL_PixelFormatEnum values)
* format (one of the SDL_PixelFormatEnum values). This argument
* can be NULL if you don't need this information.
* \param access a pointer filled in with the actual access to the texture
* (one of the SDL_TextureAccess values)
* \param w a pointer filled in with the width of the texture in pixels
* \param h a pointer filled in with the height of the texture in pixels
* (one of the SDL_TextureAccess values). This argument can be
* NULL if you don't need this information.
* \param w a pointer filled in with the width of the texture in pixels. This
* argument can be NULL if you don't need this information.
* \param h a pointer filled in with the height of the texture in pixels. This
* argument can be NULL if you don't need this information.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
@@ -810,9 +825,13 @@ extern DECLSPEC int SDLCALL SDL_RenderSetLogicalSize(SDL_Renderer * renderer, in
/**
* Get device independent resolution for rendering.
*
* This may return 0 for `w` and `h` if the SDL_Renderer has never had its
* logical size set by SDL_RenderSetLogicalSize() and never had a render
* target set.
* When using the main rendering target (eg no target texture is set): this
* may return 0 for `w` and `h` if the SDL_Renderer has never had its logical
* size set by SDL_RenderSetLogicalSize(). Otherwise it returns the logical
* width and height.
*
* When using a target texture: Never return 0 for `w` and `h` at first. Then
* it returns the logical width and height that are set.
*
* \param renderer a rendering context
* \param w an int to be filled with the width
@@ -985,7 +1004,7 @@ extern DECLSPEC void SDLCALL SDL_RenderGetScale(SDL_Renderer * renderer,
* and logical renderer size set
*
* \param renderer the renderer from which the logical coordinates should be
* calcualted
* calculated
* \param windowX the real X coordinate in the window
* \param windowY the real Y coordinate in the window
* \param logicalX the pointer filled with the logical x coordinate
@@ -1002,19 +1021,23 @@ extern DECLSPEC void SDLCALL SDL_RenderWindowToLogical(SDL_Renderer * renderer,
int windowX, int windowY,
float *logicalX, float *logicalY);
/**
* Get real coordinates of point in window when given logical coordinates of point in renderer.
* Logical coordinates will differ from real coordinates when render is scaled and logical renderer size set
*
* \param renderer the renderer from which the window coordinates should be calculated
/**
* Get real coordinates of point in window when given logical coordinates of
* point in renderer.
*
* Logical coordinates will differ from real coordinates when render is scaled
* and logical renderer size set
*
* \param renderer the renderer from which the window coordinates should be
* calculated
* \param logicalX the logical x coordinate
* \param logicalY the logical y coordinate
* \param windowX the pointer filled with the real X coordinate in the window
* \param windowY the pointer filled with the real Y coordinate in the window
*
*
* \since This function is available since SDL 2.0.18.
*
*
* \sa SDL_RenderGetScale
* \sa SDL_RenderSetScale
* \sa SDL_RenderGetLogicalSize
@@ -1603,6 +1626,7 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer,
* vertex array Color and alpha modulation is done per vertex
* (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
*
* \param renderer The rendering context.
* \param texture (optional) The SDL texture to use.
* \param vertices Vertices.
* \param num_vertices Number of vertices.
@@ -1627,6 +1651,7 @@ extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
* vertex arrays Color and alpha modulation is done per vertex
* (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
*
* \param renderer The rendering context.
* \param texture (optional) The SDL texture to use.
* \param xy Vertex positions
* \param xy_stride Byte size to move from one element to the next element
@@ -1658,7 +1683,8 @@ extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
* Read pixels from the current rendering target to an array of pixels.
*
* **WARNING**: This is a very slow operation, and should not be used
* frequently.
* frequently. If you're using this on the main rendering target, it should be
* called after rendering and before SDL_RenderPresent().
*
* `pitch` specifies the number of bytes between rows in the destination
* `pixels` data. This allows you to write to a subrectangle or have padded
@@ -1705,6 +1731,11 @@ extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer,
*
* \param renderer the rendering context
*
* \threadsafety You may only call this function on the main thread. If this
* happens to work on a background thread on any given platform
* or backend, it's purely by luck and you should not rely on it
* to work next time.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_RenderClear
@@ -1739,6 +1770,9 @@ extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture);
/**
* Destroy the rendering context for a window and free associated textures.
*
* If `renderer` is NULL, this function will return immediately after setting
* the SDL error message to "Invalid renderer". See SDL_GetError().
*
* \param renderer the rendering context
*
* \since This function is available since SDL 2.0.0.
@@ -1856,7 +1890,7 @@ extern DECLSPEC void *SDLCALL SDL_RenderGetMetalLayer(SDL_Renderer * renderer);
* Note that as of SDL 2.0.18, this will return NULL if Metal refuses to give
* SDL a drawable to render to, which might happen if the window is
* hidden/minimized/offscreen. This doesn't apply to command encoders for
* render targets, just the window's backbacker. Check your return values!
* render targets, just the window's backbuffer. Check your return values!
*
* \param renderer The renderer to query
* \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the