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Allegro 5.1.6 released!
Peter Wang
Member #23
April 2000

http://sourceforge.net/projects/alleg/files/allegro-unstable/5.1.6/

Quote:

Changes from 5.1.5 to 5.1.6 (March 2013)
========================================

The main developers this time were: Trent Gamblin, Paul Suntsov, Peter Wang.

Core:

- Fix use of clobbered return value from setlocale() on X11.

- Register system interface even if no display driver available on Windows.

- Fix use of double math functions for float arguments (Nick Trout).

Shaders:

- Revamped shader API. The shader API is now part of the core library,
and the shader addon removed.

- Shaders are now a per-bitmap property, set with al_use_shader.
A bitmap without a set shader uses a default shader internally,
that allows Allegro drawing functions to work as in non-programmable
pipeline mode.

- Shader variable setters operate on the shader of the target bitmap.

- Rename ALLEGRO_USE_PROGRAMMABLE_PIPELINE to ALLEGRO_PROGRAMMABLE_PIPELINE.

- Rename al_link_shader to al_build_shader.

- Remove al_set_shader.

- Remove the al_set_shader_*_array functions. These functions cannot
be easily (or at all) implemented with the D3D backend.

- Add al_get_shader_platform and al_get_default_shader_source.

- Remove al_get_opengl_program_object, al_set_opengl_program_object,
al_get_direct3d_effect, al_set_direct3d_effect.

- Remove Cg shader backend.

- Add macros for shader variable names (Jon Rafkind).

Displays:

- Made al_get_display_mode return the closest thing to a pixel format
possible with the WGL driver (tobing).

- Move WGL context destruction out of the message pump thread and into
the user/main thread.

- Allow command-tab to work in fullscreen window mode on OS X.

- Remove "user_reload" parameter from al_acknowledge_drawing_resume.

- Don't crash in al_create_display if there is no display driver.

- Don't crash at shutdown if there is no display driver (Windows).

- Don't fail init if both D3D, GL drivers unavailable (Windows).

- Sync bitmaps before resizing display to prevent changes being lost
after the resize (D3D).

- Load the D3D9X module during display creation and unload it when the
D3D system shuts down.

- Run fullscreen toggle on main thread (OS X).

- Destroy the backbuffer bitmap when destroying the display (OS X).

- Switch to new NSTrackingArea API (OS X).

- Set ALLEGRO_NO_PRESERVE_TEXTURE on backbuffer (OpenGL).

Graphics:

- Let al_destroy_bitmap implicitly untarget the bitmap on the calling
thread.

- Fix a bug where bitmap locking may change the target bitmap but
not restore it back to NULL (OpenGL).

- Use memory bitmap drawing when either bitmap is locked (OpenGL).

- Fix a crash in D3D destroying sub-bitmaps.

- Add const qualifiers to glUniform*v() functions (Aaron Bolyard).

Input:

- Partially fix mouse buttons "sticking" on Mac, e.g. holding the
mouse and toggling fullscreen window.

- al_set_mouse_xy on Windows resulted in the mouse getting set to the wrong
position in windowed modes

- Scale the user supplied mouse cursor if it's too big (Windows).

- Add key constants for some Android keys, those that are used in Xperia
Play controls.

Audio addons:

- Fix PulseAudio driver trying to connect to a non-existent server forever.

- Avoid memory leaks with audio event source.

- Use smaller buffer size for OpenSL.

Image addon:

- Use Allegro built-in loaders in preference to OS X loaders for BMP/TGA/PCX.
The OS X TGA loader doesn't support alpha and this is also more consistent.

Font addons:

- Make al_init_font_addon return success value.

- Make al_init_ttf_addon return true for subsequent calls.

Native dialogs addon:

- Fix a crash on iOS due to threading/TLS issues geting the display
(Nick Trout).

Primitives addon:

- Speed up al_triangulate_polygon_with_holes.

- Speed up drawing of the rounds for polylines.

- Add custom vertex attributes to the primitives addon.

- Replace vertex shader binary generated by vsa.exe (removed from DirectX
SDKs for a while now) by that generated by fxc.exe.

- A minor revamp of the HLSL default shader system in the primitives addon.

- Fix a few incorrect usages of al_lock_vertex_buffer

- Disallow 3 component vectors for ALLEGRO_PRIM_TEX_COORD.

- Add a whole bunch of new ALLEGRO_PRIM_STORAGE values.

- Primitives addon was ignoring the filter settings of textures in the D3D
backend.

Android port:

- Generate KEY_CHAR on Android.

- Add key constants for Android.

- Set target bitmap to display backuffer after program is resumed.

- Use different functions for OpenGL ES 1 and OpenGL ES 2 on Android.

iOS port:

- Support stencil buffer on iOS.

- Remove unnecessary autorelease pools. There was a crash when using
Airplay that goes away without the pools.

- Make Airplay work the standard way most apps do unless the
Allegro user explicitly creates a display on the second screen.

- Don't autorotate displays other than device.

- Fix some threading and memory issues.

Raspberry Pi port:

- Allow for color size, depth and stencil sizes.

- Support al_show_mouse_cursor and al_hide_mouse_cursor.
Disabled as it sometimes ends up stuck on the screen until reboot.

Examples:

- New examples: ex_prim_shader, ex_shader_target.

Other:

- Various documentation updates.

- Minor fixes and code refactoring.

MD5SUMS
c93c2b7fe82e9badf67f417fa40fae3f  allegro-5.1.6.7z
e6196c5a7911b3c0f8fc3806ce6b5b5e  allegro-5.1.6.tar.gz
114cb467fe3fbf58b6d0018bf6ed1e27  allegro-5.1.6.zip

Yodhe23
Member #8,726
June 2007

Looking good, well done and thanks to all the contributors. I look forward to putting the improved library to the test very soon.

www.justanotherturn.com

simast
Member #12,668
March 2011

Thanks for another great release!

I noticed the Cg shader backend was removed. I sort of liked the idea of having unified and cross-platform shaders. Were there any implementation issues? Just wondering why this feature was dropped.

Mark Oates
Member #1,146
March 2001
avatar

Quote:

Revamped shader API. The shader API is now part of the core library, and the shader addon removed.

Woah, cool.

--
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Gnamra
Member #12,503
January 2011
avatar

You guys are awesome.

I haven't been able to compile Allegro on windows so far, so it would be immensely appreciated if someone could provide binaries for msvc-11.0.

Elias
Member #358
May 2000

simast said:

Just wondering why this feature was dropped.

Nobody was using it, the implementation was incomplete and nobody was around who wanted to maintain it.

--
"Either help out or stop whining" - Evert

Michał Cichoń
Member #11,736
March 2010

Gnamra
Member #12,503
January 2011
avatar

Build for Windows is ready.

Thank you! I really appreciate it.

Edgar Reynaldo
Major Reynaldo
May 2007
avatar

SiegeLord
Member #7,827
October 2006
avatar

I think these binaries were compiled without shader support (see this thread). Looking at the allegro5/platform/alplatf.h in the binaries I see these two lines:

#define ALLEGRO_CFG_GLSL_SHADERS
#define ALLEGRO_CFG_HLSL_SHADERS

Those two were renamed sometime between 5.1.5 and 5.1.6, so they should now be:

#define ALLEGRO_CFG_SHADER_GLSL
#define ALLEGRO_CFG_SHADER_HLSL

"For in much wisdom is much grief: and he that increases knowledge increases sorrow."-Ecclesiastes 1:18
[SiegeLord's Abode][Codes]:[DAllegro5]:[RustAllegro]

jmasterx
Member #11,410
October 2009

How can it not have shaders if shaders are now part of the core? Shouldn't they be implicit now?

Elias
Member #358
May 2000

They are in the core, but you can still disable them. You can even disable OpenGL support altogether under Windows.

--
"Either help out or stop whining" - Evert

Michał Cichoń
Member #11,736
March 2010

SiegeLord said:

Those two were renamed sometime between 5.1.5 and > > 5.1.6, so they should now be:

#define ALLEGRO_CFG_SHADER_GLSL
#define ALLEGRO_CFG_SHADER_HLSL

Ups. I will post an update on Firday, since I do not have access to my dev machine right now.

"God starts from scratch too"
Windows Allegro Build Repo: http://targonski.nazwa.pl/thedmd/allegro/

Mark Oates
Member #1,146
March 2001
avatar

Michał, how do you build the binaries? What type of machine are you on and what process do you usually go through?

--
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Michał Cichoń
Member #11,736
March 2010

I'm using Lua, Code::Blocks and directory filled with toolchains. That's short story.

I did wrote a build script two or three years ago to generate Code::Blocks projects with all configurations I found suitable for releases. There are many configurations one with static runtime, shared runtime but static standard library etc. I did that once by hand and that was horrible to maintain. One new preprocessor definition and you need to go trough more than 100 configurations. 8 per project, 12 project (core, addons, monolith), N toolchains (usually 7). So... the script.

I made it once. Now I'm tracking changes between releases and adding new files, new flags while maintaining backward compatibility. If I'm off from Allegro a little longer I miss some discrete changes like ALLEGRO_CFG_SHADER_GLSL rename.

Back to question. Process is rather simple:

  • take diff stat between two releases

  • reexamine configuration files

  • reflect changes to the scripts (adding few new files usually)

  • generate code project (this is what script does)

  • build (40m on i7, this is batch build)

  • pack (extract headers and binaries then zip them, this is script also)

  • upload to FTP

  • publish on Allegro Forum

You may ask why I'm not using CMake to do everything. At that time I know almost nothing about it and even today adding custom toolchain is black magic there. Only basics are covered by documentation.
Therefore I maintain my little Allegro specific build system, where I can control how toolchain is invoked and be responsible for bugs, so I can fix them.

I guess that's whole story.

"God starts from scratch too"
Windows Allegro Build Repo: http://targonski.nazwa.pl/thedmd/allegro/

Brendan.Murrell
Member #15,019
March 2013

Does this update fix the issue with some programs crashing whenever you attempt o draw a bitmap to the screen(al_draw_bitmap_region(...);) on Windows 7? (My laptop has this issue and it shouldn't considering i used the installer(?)) When i had used allegro for my prgramming class, on the school computers it works fine and for everyone else it works fine, but i can't get the program to draw to the screen without it throwing out errors and throwing a fit. It complains with multiple "incompatibilities" and i wish i could get some help from someone?

Peter Wang
Member #23
April 2000

"the" issue? You make it sound like a known issue that everyone would be aware of. Provide a test case.

Michał Cichoń
Member #11,736
March 2010

OK. I updated Windows packages. Allegro is now compiled with shader support as promised.
Please enjoy.

"God starts from scratch too"
Windows Allegro Build Repo: http://targonski.nazwa.pl/thedmd/allegro/

Jeff Bernard
Member #6,698
December 2005
avatar

"the" issue? You make it sound like a known issue that everyone would be aware of. Provide a test case.

It's almost 100% not an Allegro issue. Here's his thread on it. He referred to a bitmap by absolute path, but hasn't yet returned to the thread to see if using relative paths will fix his problem.

--
I thought I was wrong once, but I was mistaken.

Edgar Reynaldo
Major Reynaldo
May 2007
avatar

Thomas Fjellstrom
Member #476
June 2000
avatar

Sweet!!!~~~~~ Just built SVN too

Geeze I hope not. That hasn't been used in a while. I wasn't aware the SVN repo still existed to be honest.

--
Thomas Fjellstrom - [website] - [email] - [Allegro Wiki] - [Allegro TODO]
"If you can't think of a better solution, don't try to make a better solution." -- weapon_S
"The less evidence we have for what we believe is certain, the more violently we defend beliefs against those who don't agree" -- https://twitter.com/neiltyson/status/592870205409353730

Edgar Reynaldo
Major Reynaldo
May 2007
avatar

Endgegner
Member #15,006
March 2013
avatar

OK. I updated Windows packages. Allegro is now compiled with shader support as promised.
Please enjoy.

Oh, for sure. Thanks for compiling!

TortoiseSVN is so nice....

What about TortoiseGit then?

torhu
Member #2,727
September 2002
avatar

Doesn't GitHub provide an archive of the head revision?

SiegeLord
Member #7,827
October 2006
avatar

Allegro is hosted on sourceforge, not github. Sourceforge doesn't have this feature (it seems to have been disabled). That said, Elias has a mirror that's hosted on github where this trick will work: https://github.com/elias-pschernig/allegro5

"For in much wisdom is much grief: and he that increases knowledge increases sorrow."-Ecclesiastes 1:18
[SiegeLord's Abode][Codes]:[DAllegro5]:[RustAllegro]

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