When SDL_GameControllerNameForIndex returns null, the app crashes. This was addressed earlier in PR#4859 though the fix submitted on PR #4859 was only fixing the crashing and not addressing the root cause.
* use FLAG_* macros where possible
* rename `FLAG_CHECK()` to `FLAG_IS_SET()`
* remove unnecessary equality checks
* fix issues
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Co-authored-by: Ray <raysan5@gmail.com>
* consistency tweak
* unified color and depth buffer
* tweaks
* review the storage of clear values + complete get/set depth value
* copy/blit fast path
* better simd read/write
* framebuffer alignment
* fix 'typo'
my french slipped out
* simplified framebuffer management
* convert texture to rgba32
* remove float copy/blit
* adding SIMD framebuffer read/write
This adds SIMD framebuffer read/write, and also texel fetch.
This supports SSE2/SSE41 and SISD fallback (also includes ARM NEON support, conceptually identical but still needs testing).
* consistency
* tweaks
* review of `sw_texture_sample_linear`
* better quad sorting
unrelated to the PR, but at least it's done
* ignore some pipeline state in certains context
* convention tweaks
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Co-authored-by: Ray <raysan5@gmail.com>
SDL3 uses ID when dealing with monitors, unlike SDL2 which uses Index
for the same thing. This problem was already fixed in multiple places
by use of preprocessor branches, so I did the very same thing.
Please, notice that this is a pretty bad solution to this problem,
and I only did it to keep it consistent with the rest of the code.
The more about why it's not correct is mentioned here:
https://github.com/raysan5/raylib/issues/5256#issuecomment-3429156919
Hopefully, someone will refactor it someday :)
Fixes: https://github.com/raysan5/raylib/issues/5256