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https://github.com/moonlight-stream/moonlight-ios.git
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Bump SDL to 2.28.5 and add FFmpeg for AV1 parsing
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@@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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@@ -261,6 +261,17 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface *
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*/
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extern DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window * window);
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/**
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* Get the window associated with a renderer.
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*
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* \param renderer the renderer to query
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* \returns the window on success or NULL on failure; call SDL_GetError() for
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* more information.
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*
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* \since This function is available since SDL 2.0.22.
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*/
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extern DECLSPEC SDL_Window * SDLCALL SDL_RenderGetWindow(SDL_Renderer *renderer);
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/**
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* Get information about a rendering context.
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*
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@@ -356,11 +367,15 @@ extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer
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* \param texture the texture to query
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* \param format a pointer filled in with the raw format of the texture; the
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* actual format may differ, but pixel transfers will use this
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* format (one of the SDL_PixelFormatEnum values)
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* format (one of the SDL_PixelFormatEnum values). This argument
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* can be NULL if you don't need this information.
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* \param access a pointer filled in with the actual access to the texture
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* (one of the SDL_TextureAccess values)
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* \param w a pointer filled in with the width of the texture in pixels
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* \param h a pointer filled in with the height of the texture in pixels
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* (one of the SDL_TextureAccess values). This argument can be
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* NULL if you don't need this information.
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* \param w a pointer filled in with the width of the texture in pixels. This
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* argument can be NULL if you don't need this information.
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* \param h a pointer filled in with the height of the texture in pixels. This
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* argument can be NULL if you don't need this information.
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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@@ -810,9 +825,13 @@ extern DECLSPEC int SDLCALL SDL_RenderSetLogicalSize(SDL_Renderer * renderer, in
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/**
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* Get device independent resolution for rendering.
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*
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* This may return 0 for `w` and `h` if the SDL_Renderer has never had its
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* logical size set by SDL_RenderSetLogicalSize() and never had a render
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* target set.
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* When using the main rendering target (eg no target texture is set): this
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* may return 0 for `w` and `h` if the SDL_Renderer has never had its logical
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* size set by SDL_RenderSetLogicalSize(). Otherwise it returns the logical
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* width and height.
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*
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* When using a target texture: Never return 0 for `w` and `h` at first. Then
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* it returns the logical width and height that are set.
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*
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* \param renderer a rendering context
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* \param w an int to be filled with the width
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@@ -985,7 +1004,7 @@ extern DECLSPEC void SDLCALL SDL_RenderGetScale(SDL_Renderer * renderer,
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* and logical renderer size set
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*
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* \param renderer the renderer from which the logical coordinates should be
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* calcualted
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* calculated
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* \param windowX the real X coordinate in the window
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* \param windowY the real Y coordinate in the window
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* \param logicalX the pointer filled with the logical x coordinate
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@@ -1002,19 +1021,23 @@ extern DECLSPEC void SDLCALL SDL_RenderWindowToLogical(SDL_Renderer * renderer,
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int windowX, int windowY,
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float *logicalX, float *logicalY);
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/**
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* Get real coordinates of point in window when given logical coordinates of point in renderer.
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* Logical coordinates will differ from real coordinates when render is scaled and logical renderer size set
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*
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* \param renderer the renderer from which the window coordinates should be calculated
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/**
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* Get real coordinates of point in window when given logical coordinates of
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* point in renderer.
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*
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* Logical coordinates will differ from real coordinates when render is scaled
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* and logical renderer size set
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*
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* \param renderer the renderer from which the window coordinates should be
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* calculated
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* \param logicalX the logical x coordinate
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* \param logicalY the logical y coordinate
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* \param windowX the pointer filled with the real X coordinate in the window
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* \param windowY the pointer filled with the real Y coordinate in the window
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*
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*
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* \since This function is available since SDL 2.0.18.
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*
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*
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* \sa SDL_RenderGetScale
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* \sa SDL_RenderSetScale
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* \sa SDL_RenderGetLogicalSize
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@@ -1603,6 +1626,7 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer,
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* vertex array Color and alpha modulation is done per vertex
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* (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
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*
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* \param renderer The rendering context.
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* \param texture (optional) The SDL texture to use.
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* \param vertices Vertices.
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* \param num_vertices Number of vertices.
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@@ -1627,6 +1651,7 @@ extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
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* vertex arrays Color and alpha modulation is done per vertex
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* (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
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*
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* \param renderer The rendering context.
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* \param texture (optional) The SDL texture to use.
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* \param xy Vertex positions
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* \param xy_stride Byte size to move from one element to the next element
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@@ -1658,7 +1683,8 @@ extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
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* Read pixels from the current rendering target to an array of pixels.
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*
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* **WARNING**: This is a very slow operation, and should not be used
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* frequently.
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* frequently. If you're using this on the main rendering target, it should be
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* called after rendering and before SDL_RenderPresent().
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*
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* `pitch` specifies the number of bytes between rows in the destination
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* `pixels` data. This allows you to write to a subrectangle or have padded
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@@ -1705,6 +1731,11 @@ extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer,
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*
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* \param renderer the rendering context
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*
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* \threadsafety You may only call this function on the main thread. If this
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* happens to work on a background thread on any given platform
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* or backend, it's purely by luck and you should not rely on it
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* to work next time.
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*
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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_RenderClear
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@@ -1739,6 +1770,9 @@ extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture);
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/**
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* Destroy the rendering context for a window and free associated textures.
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*
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* If `renderer` is NULL, this function will return immediately after setting
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* the SDL error message to "Invalid renderer". See SDL_GetError().
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*
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* \param renderer the rendering context
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*
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* \since This function is available since SDL 2.0.0.
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@@ -1856,7 +1890,7 @@ extern DECLSPEC void *SDLCALL SDL_RenderGetMetalLayer(SDL_Renderer * renderer);
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* Note that as of SDL 2.0.18, this will return NULL if Metal refuses to give
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* SDL a drawable to render to, which might happen if the window is
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* hidden/minimized/offscreen. This doesn't apply to command encoders for
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* render targets, just the window's backbacker. Check your return values!
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* render targets, just the window's backbuffer. Check your return values!
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*
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* \param renderer The renderer to query
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* \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the
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