Commit Graph

399 Commits

Author SHA1 Message Date
Sylvain Becker
22a2decf64 Android: concurrency issues, make sure Activity is in running State when calling
functions like SDL_CreateWindow, SDL_CreateRenderer, Android_GLES_CreateContext

Bugs 4694, 4681, 4142
2019-06-28 16:38:42 +02:00
Sylvain Becker
cfed0b7738 Add an "error" label in SDL_CreateRenderer (no op) 2019-06-28 16:14:50 +02:00
Ryan C. Gordon
31bb95f11f direct3d: Use D3DPOOL_DEFAULT for vertex buffers after all, release correctly.
Fixes Bugzilla #4679.
Fixes Bugzilla #4537.
2019-06-21 15:07:39 -04:00
Cameron Gutman
e681623cb2 direct3d: Fix dirty textures failing to update
Even if the texture itself has not changed since last time, the data may have
so we must call UpdateDirtyTexture() to handle that possibility.
2019-06-20 19:51:00 -07:00
Ryan C. Gordon
7162649f78 opengl: Be more robust in failing cases.
Load all possible symbols, not just until one fails, in case they get used
during shutdown, etc.

Fixes Bugzilla #4093.
2019-06-18 18:58:39 -04:00
Sam Lantinga
5dcac4ccdf Fixed 4669 - Using the software SDL_Renderer on Android leads to GL errors & black screen when window resizes
Sylvain

I think what happening with the software renderer is:

* you're somehow in background (so texture creation is not possible)
* it resizes and wants to push a SDL_WINDOWEVENT_SIZE_CHANGED
It call:
https://hg.libsdl.org/SDL/file/a010811d40dd/src/render/SDL_render.c#l683
* GetOutputSize
* SW_GetOutputSize
* SW_ActivateRenderer
* SDL_GetWindowSurface
* SDL_CreateWindowFramebuffer which is mapped to SDL_CreateWindowTexture
and it ends up re-creating the surface/a texture, while being in background
2019-06-18 10:08:19 -07:00
Sylvain Becker
e96d4760ac Android: resize with software rendering, reverted again (Bug 4669) 2019-06-18 18:53:58 +02:00
Sylvain Becker
12b92260cc Android: try to fix resize with software rendering (bug 4669) 2019-06-18 18:40:40 +02:00
Sylvain Becker
8a20d40d90 Android: revert commit SW_GetOutputSize, again (Bug 4669) 2019-06-18 18:22:18 +02:00
Sylvain Becker
98cc7589b1 Android: prevent using SW_GetOutputSize with software renderer (Bug 4669) 2019-06-18 10:41:11 +02:00
Sam Lantinga
1213fe79d8 Worked around "Undefined symbol: ___isPlatformVersionAtLeast()" link error on Xcode 11 beta 2019-06-14 13:56:42 -07:00
Ryan C. Gordon
3e9bf28413 software: Fixed compiler warning and dos2unix'd the endlines. 2019-06-11 15:06:35 -04:00
Ryan C. Gordon
04fedce0e8 software: Correctly track viewport and cliprect.
Fixes Bugzilla #4457.
2019-06-11 14:09:53 -04:00
Ryan C. Gordon
a2f2b73554 direct3d: Use D3DPOOL_MANAGED for vertex buffers.
Fixes Bugzilla #4537.
2019-06-11 13:02:56 -04:00
Ryan C. Gordon
f7b7a9727b direct3d: Fixed SDL_RenderSetClipRect usage.
Fixes Bugzilla #4459.
2019-06-11 10:12:47 -04:00
Ryan C. Gordon
4f59d372f8 direct3d: don't dereference bogus pointer if current texture was destroyed.
Fixes Bugzilla #4460.
2019-06-11 09:29:48 -04:00
Ryan C. Gordon
a6af0b8291 direct3d: Fixed more compiler warnings on Visual Studio 64-bit builds. 2019-06-11 02:31:57 -04:00
Sam Lantinga
b5e9ebbafa Fixed compiler warning
warning C4018: '<' : signed/unsigned mismatch
2019-06-08 19:12:05 -07:00
Sam Lantinga
41c718db85 Fixed bug 4469 - make SDL_CreateTextureFromSurface pick a more appropriate format
Sylvain

Currently SDL_CreateTextureFromSurface picks first valid format, and do a conversion.

    format = renderer->info.texture_formats[0];
    for (i = 0; i < renderer->info.num_texture_formats; ++i) {
        if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
            SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
            format = renderer->info.texture_formats[i];
            break;

It could try to find a better format, for instance :

 if SDL_Surface has no Amask, but a colorkey :
   if surface fmt is RGB888, try to pick ARGB8888 renderer fmt
   if surface fmt is BGR888, try to pick ABGR8888 renderer fmt
 else
   try to pick the same renderer format as surface fmt

if no format has been picked, use the fallback.


I think it goes with bug 4290 fastpath BlitNtoN
when you expand a surface with pixel format of size 24 to 32, there is a fast path possible.


So with this issue:

- if you have a surface with colorkey (RGB or BGR, not palette), it takes a renderer format where the conversion is faster.
  (it avoids, if possible, RGB -> ABGR which means switching RGB to BGR)

- if you have a surface ABGR format, it try to take the ABGR from the renderer.
  (it avoids, if possible, ABGR -> ARGB, which means switch RGB to BGR)
2019-05-19 12:04:06 -07:00
Sam Lantinga
2ee9b1ddce Fixed bug 4025 - SDL_Renderer OpenGL : add support for textures ABGR, RGB, BGR
Sylvain

OpenGLES2 SDL renderer has support for textures ARGB, ABGR, RGB and BGR, whereas OpenGL SDL renderer only had ARGB.

If you think it's worth adding it, here's a patch. I quickly tried and it worked, but there may be missing things or corner case.
2019-05-19 11:01:36 -07:00
Sylvain Becker
d68e501db4 Fixed bug 4582 - Maximize/Resize not working on Windows 10
When viewport is set, projectionAndView changes, but ID3D11DeviceContext_UpdateSubresource was not called.
2019-04-08 13:43:48 +02:00
Ryan C. Gordon
8ab698af15 opengles2: Fix static analysis warning.
Not clear if this could ever dereference NULL in real life, but better safe
than sorry!
2019-03-21 10:39:49 -04:00
Sam Lantinga
b2e76d860f Fixed Windows RT build 2019-03-19 16:52:09 -07:00
Sylvain Becker
b28e956b8c Fixed bug 4542 - Image flipped vertically when rendering on texture
Have to recompute  viewport because projection/glOrtho is different
wether rendering is on target texture or not
2019-03-12 07:59:53 +01:00
Ryan C. Gordon
40781dfb15 opengles2: patched to compile. 2019-02-04 23:35:18 -05:00
Ryan C. Gordon
b7504f311b opengles2: keep cached texturing state correct. 2019-02-04 23:32:28 -05:00
Ryan C. Gordon
a609c03ac6 opengles1: keep cached texturing state correct. 2019-02-04 23:24:10 -05:00
Ryan C. Gordon
40a52ceef7 render: Fix OpenGL draw state cache for various points of texture binding. 2019-02-04 18:55:39 -05:00
Sylvain Becker
07548602d6 Fixed bug 3657 - Color-key doesn't work when an alpha channel is present
When surface format is the same as renderer format, it still needs an
intermediate conversion to transform colorkey to alpha.
2019-01-19 16:47:43 +01:00
Sylvain Becker
be991f3a78 Fixed bug 4453 - GLES / GLES2: first white renderer clear cmd is drawn as black 2019-01-12 13:34:03 +01:00
Sam Lantinga
5e13087b0f Updated copyright for 2019 2019-01-04 22:01:14 -08:00
Sylvain Becker
9cdd0dd996 PSP renderer: use colors from 'draw' union (very likely, but un-tested) 2018-12-29 17:59:34 +01:00
Sylvain Becker
ebd9efb361 opengles 1: same fix as in bug #4433 2018-12-29 16:37:44 +01:00
Sylvain Becker
87b7636918 opengles 1: use color from 'draw' union in SetDrawState() 2018-12-29 16:34:50 +01:00
Alex Szpakowski
dc3443602b render: Fix internal state getting out of sync when destroying a texture that was just rendered and then creating a new one, in the GL and GLES2 backends. Fixes bug #4433. 2018-12-21 20:53:31 -04:00
Ryan C. Gordon
0a70590118 render: Prefer the Metal renderer over OpenGL.
This is the best option for macOS and iOS, the only platforms with Metal.

Pre-Metal versions of these platforms will fall back to OpenGL (ES), as
appropriate.

Huge thanks to Alexander Szpakowski, who worked incredibly hard to get the
Metal renderer to such a high-quality state!
2018-12-19 18:10:02 -05:00
Alex Szpakowski
c7db6ade7d metal: Implement SDL_LockTexture for YUV formats. 2018-12-19 18:27:21 -04:00
Alex Szpakowski
ce8c716ada metal: Implement SDL_LockTexture for non-YUV textures. 2018-12-18 14:23:05 -04:00
Sylvain Becker
e5476c653d Fixed bug 4425 - promote to alpha format, palette surface with alpha values.
SDL_CreateTextureFromSurface() forgets to choose a texture format with alpha for
surfaces that have palettes with alpha values.
2018-12-15 14:50:12 +01:00
Sylvain Becker
39ec1699e7 opengles2: fix prototype of glDeleteBuffers 2018-12-06 10:24:44 +01:00
Sylvain Becker
252dc85e95 Fix warnings detected on Android build 2018-12-06 09:22:00 +01:00
Sylvain Becker
6259a72636 Warnings: fix a documentation warning and missing prototypes 2018-12-05 16:13:12 +01:00
Ryan C. Gordon
cca9d24cde direct3d: be more aggressive about resetting invalidated cached state.
Fixes Bugzilla #4402.
2018-12-03 09:26:05 -05:00
Ryan C. Gordon
939bf1c4d8 render: fix some static analysis warnings. 2018-12-03 02:06:17 -05:00
Ryan C. Gordon
33f78eb163 direct3d: Make sure streaming textures update before being used for drawing.
Fixes Bugzilla #4402.
2018-12-03 01:58:23 -05:00
Ryan C. Gordon
b744108af8 Patched to compile on C89 compilers. 2018-12-02 21:57:33 -05:00
Ryan C. Gordon
3c9361509b direct3d: Release and NULL out vertex buffers on reset.
Otherwise they are irretrievably lost on window resize, etc, which makes
rendering freeze and other disasters.

Fixes Bugzilla #4358.
2018-12-02 20:55:57 -05:00
Alex Szpakowski
37b1f989ce metal: use a staging texture in SDL_UpdateTexture, to make sure it doesn't stomp texture data being drawn in a previous frame on the GPU. 2018-11-25 22:13:09 -04:00
Alex Szpakowski
872936a485 metal: Fix an incorrect division. 2018-11-21 23:46:37 -04:00
Alex Szpakowski
4a58722b9f metal: SDL_RenderFillRects uses one draw call per 16k rectangles (within the given FillRects call), instead of one draw call per rectangle. Reduces CPU usage when drawing many rectangles. 2018-11-21 23:37:23 -04:00
Ryan C. Gordon
457e58c40b opengles: Fixed compiler warnings. 2018-11-17 16:24:52 -05:00
Sam Lantinga
9719f89db2 Back out change initializing renderer blend mode incorrectly. 2018-11-17 12:12:29 -08:00
Ryan C. Gordon
fde7592ada direct3d11: Fixed missing rendering of solid primitives.
Fixes Bugzilla #4388.
2018-11-17 14:39:42 -05:00
Ryan C. Gordon
782f1685ff Fixed a few compiler warnings. 2018-11-17 14:37:51 -05:00
Sam Lantinga
29e15ce62d The default draw blendmode is SDL_BLENDMODE_NONE 2018-11-17 00:58:45 -08:00
Ryan C. Gordon
9262c0de9b software: fix blits with color mods that change during a command queue run. 2018-11-14 22:38:58 -05:00
Alex Szpakowski
244b79e194 metal: SDL_RenderReadPixels on macOS synchronizes the render target's texture data if it's managed, before reading from it. 2018-11-04 14:31:56 -04:00
Alex Szpakowski
c9fed27289 metal: fix the SDL_RENDERER_PRESENTVSYNC flag not being set on the renderer info on macOS, when vsync is used. 2018-11-04 12:31:02 -04:00
Alex Szpakowski
c2bba9e448 metal: fix the size of the buffer used for constant data. 2018-11-04 12:24:05 -04:00
Alex Szpakowski
457390fcf8 metal: avoid an extra buffer allocation and GPU data copy in RunCommandQueue, it's not needed. Improves overall performance. 2018-11-01 20:24:21 -03:00
Alex Szpakowski
4e86dfd8d1 metal: remove an obsolete section of a constant buffer. 2018-11-01 19:49:01 -03:00
Ozkan Sezer
0d79a8a1b2 fix build using Watcom :
./src/render/SDL_render.c(2168): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2168): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2175): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2175): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant

./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
2018-11-01 20:04:24 +03:00
Ryan C. Gordon
4659e73892 merge fallout: Patched to compile, fixed some compiler warnings, etc. 2018-11-01 12:31:45 -04:00
Ryan C. Gordon
62494a2e27 Merge SDL-ryan-batching-renderer branch to default. 2018-10-31 15:03:41 -04:00
Ryan C. Gordon
8340b0f0e2 render: Add floating point versions of various draw APIs. 2018-10-23 01:34:03 -04:00
Cameron Gutman
329f2eb99e Fix crash when GL_LoadFunctions()/GLES2_LoadFunctions() fails
https://bugzilla.libsdl.org/show_bug.cgi?id=4350

We can't safely call GL_DestroyRenderer() until GL_LoadFunctions()
succeeds because we will be missing functions that we try to use
when activating the renderer for destruction if we have an GL context.
2018-10-31 20:17:53 -07:00
Sam Lantinga
da56cefa8b Fixed bug 4188 - Software renderer SDL_RenderCopyEx blits corrupt image under certain cases
Sylvain

Re-opening this issue.

It fixes the test-case, but it introduces a regression with another bug (bug #4313).

So here's a new patch that activate cropping of the source surface to solve the issue.
It also reverts the wrong changeset.
It prevents unneeded colorkey error message.
2018-10-30 07:00:03 -07:00
Micha? Janiszewski
91820998fc Add and update include guards
Include guards in most changed files were missing, I added them keeping
the same style as other SDL files. In some cases I moved the include
guards around to be the first thing the header has to take advantage of
any possible improvements compiler may have for inclusion guards.
2018-10-28 21:36:48 +01:00
Ryan C. Gordon
b262b0ebc9 Small stack allocations fall back to malloc if they're unexpectedly large. 2018-10-22 20:50:32 -04:00
Ryan C. Gordon
eedf2c965d opengles2: Fixed several incorrect things. 2018-10-06 17:08:04 -04:00
Ryan C. Gordon
6ecd0b2c35 opengles2: removed useless memcpy. 2018-10-04 21:10:42 -04:00
Ryan C. Gordon
ef3d970ace opengles2: Fixed incorrect cliprect state. 2018-10-04 20:22:28 -04:00
Ryan C. Gordon
208c4b0361 metal: CopyEx transform matrix must be aligned for constant buffer access. 2018-10-04 20:21:58 -04:00
Ryan C. Gordon
638d624f5a metal: Don't try to create a zero-byte vertex buffer.
(Which will cause a crash in Metal, or an assert in the validation layer.)
2018-10-04 20:21:23 -04:00
Ryan C. Gordon
1ecf4dfc5f render: Added SDL_RenderFlush(). 2018-10-04 16:34:44 -04:00
Ryan C. Gordon
09140bd8bc render: Move PSP backend to new interface.
I have no idea if this works (or if it ever worked, having now examined this
code), as I have no way to compile or test this.

If it's broken, send patches.  :)
2018-10-04 16:11:43 -04:00
Ryan C. Gordon
9fedff997b render: moved software renderer to new interface. 2018-10-03 23:37:29 -04:00
Ryan C. Gordon
bd08a4e6b1 render: D3D11 now cycles through 8 vertex buffers.
This means it doesn't have to block while the current frame finishes using the
vertex buffer; it just moves on to the next, probably-not-in-use buffer.
2018-10-03 19:05:20 -04:00
Ryan C. Gordon
a9094a21a8 render: D3D11 renderer patched to compile. 2018-10-03 18:23:53 -04:00
Ryan C. Gordon
6e6f7382a7 render: first (untested!) shot at converting D3D11 renderer to new interfaces.
Probably doesn't even compile yet.
2018-10-03 00:52:37 -04:00
Ryan C. Gordon
0c2e10dce4 render: Make the GL backends cache and defer more state changes. 2018-10-01 22:53:45 -04:00
Ryan C. Gordon
fcb4681336 render: D3D9 doesn't need to check for stream offset support anymore.
We don't use offsets at all now. Too slow.
2018-10-01 13:41:15 -04:00
Ryan C. Gordon
709f5ee417 render: Set the D3D9 stream source once and choose offsets during draw calls.
This is _much_ faster than setting the offsets with SetStreamSource!
2018-10-01 11:32:08 -04:00
Ryan C. Gordon
9870746bd9 render: Patched to compile. 2018-10-01 03:02:54 -04:00
Ryan C. Gordon
5e644cfdfb render: first shot at moving Direct3D 9 backend to new interface. Untested! 2018-10-01 01:23:02 -04:00
Ryan C. Gordon
fdc52a65dd render: patched to compile on C89 compilers, other untested code fixes. 2018-09-29 04:00:38 +00:00
Ryan C. Gordon
daad53af13 opengles1: set some non-zero drawstate defaults. 2018-09-28 19:48:14 -04:00
Ryan C. Gordon
c20a858da5 render: moved opengles2 over to new interface. 2018-09-28 19:47:44 -04:00
Ryan C. Gordon
0d588cc4c9 render: Do state cache improvements for GLES1, too. 2018-09-25 21:35:09 -04:00
Ryan C. Gordon
d04e55240e render: OpenGL renderer now caches some state, to improve non-batching mode.
(other minor bug fixes in here, too)
2018-09-25 19:20:31 -04:00
Ryan C. Gordon
06461bba73 render: Move non-batching flushes to different place.
This lets us batch up a few commands that are all related to the same API
call.
2018-09-25 17:04:47 -04:00
Ryan C. Gordon
43f15e05dd render: opengles renderer actually works now. :) 2018-09-25 16:17:10 -04:00
Ryan C. Gordon
b2db99cb9f render: First shot at converting opengles renderer to new interfaces. 2018-09-25 10:41:25 -04:00
Ryan C. Gordon
c01da21756 render: get rid of the predeclared functions in the GL and Metal renderers.
(others to come as I continue to update render backends!)
2018-09-24 12:30:47 -04:00
Ryan C. Gordon
051d1cfcd1 render: Make opengl backend take advantage of new high-level features. 2018-09-24 02:08:34 -04:00
Ryan C. Gordon
8ac5c00a43 render: Add command queue debug logging. 2018-09-24 02:07:35 -04:00
Ryan C. Gordon
2241b33f55 render: Update Metal and GL backends to use new high-level features, etc.
Now nothing is uploaded as dynamic data with Metal's setVertexBytes, etc; it's
all in the one big vertex buffer, now.
2018-09-23 23:22:56 -04:00
Ryan C. Gordon
cc56de44a4 render: A bunch of high-level improvements.
- high-level filters out duplicate render commands from the queue so
  backends don't have to.
- Setting draw color is now a render command, so backends can put color
  information into the vertex buffer to upload with everything else instead
  of setting it with slower dynamic data later.
- backends can request that they always batch, even for legacy programs,
  since the lowlevel API can deal with it (Metal, and eventually Vulkan
  and such...)
- high-level makes sure the queue has at least one setdrawcolor and
  setviewport command before any draw calls, so the backends don't ever have
  to manage cases where this hasn't been explicitly set yet.
- backends allocating vertex buffer space can specify alignment, and the
  high-level will keep track of gaps in the buffer between the last used
  positions and the aligned data that can be used for later allocations
  (Metal and such need to specify some constant data on 256 byte boundaries,
  but we don't want to waste all that space we had to skip to meet alignment
  requirements).
2018-09-23 23:20:40 -04:00
Ryan C. Gordon
8955fb9b31 render: First shot at moving metal backend over to new batching system. 2018-09-20 16:40:04 -04:00
Ryan C. Gordon
55cb9966db render: first shot at reworking opengl backend for new batching system. 2018-09-20 16:36:54 -04:00
Ryan C. Gordon
5fb67f9f55 render: Move to a batching system for rendering (work in progress). 2018-09-20 15:46:02 -04:00
Ryan C. Gordon
a2f7af9a47 gles2: Make render command queue dynamic.
It now uses a growable linked list that keeps a pool of allocated items for
reuse, and reallocs the vertex array as necessary. Testsprite2 can scale to
20,000 (or more!) draws now without drama.
2018-09-09 15:09:38 -04:00
Ryan C. Gordon
0d3275297d gles2: Major renderer optimization. Work in progress!
This moves all the rendering to a command list that is flushed to the GL as
necessary, making most common activities upload a single vertex buffer per
frame and dramatically reducing state changes. In pathological cases,
like Emscripten running on iOS's Safari, performance can go from a dozen
draw calls killing your performance to 1000 draw calls running smoothly.

This is work in progress, and not ready to ship. Among other things, it has
a hardcoded array that isn't checked for overflow. But the basic idea is
sound!
2018-09-08 18:26:11 -04:00
Ryan C. Gordon
264b81b481 metal: Make sure layer drawableSize is adjusted on resize.
Fixes Bugzilla #4250.
2018-09-06 00:56:13 -04:00
Ryan C. Gordon
3634e563c4 metal: SDL_UpdateYUVTexture shouldn't swap planes based on format. 2018-09-01 20:47:12 -04:00
Sam Lantinga
90a5607d32 Fixed compiler warning and use higher precision in angle calculation 2018-08-29 20:23:42 -07:00
Sam Lantinga
92396f7d74 Fixed Windows build 2018-08-28 16:19:31 -07:00
Andreas M?ller
87bc1fb552 GLES2: Get sin/cos out of vertex shader
The only place angle is activated and causes effect is RenderCopyEx. All other
methods which use vertex shader, leave angle disabled and cause useless sin/cos
calculation in shader.

To get around shader's interface is changed to a vector that contains results
of sin and cos. To behave properly when disabled, cos value is set with offset
-1.0 making 0.0 default when deactivated.

As nice side effect it simplifies GLES2_UpdateVertexBuffer: All attributes are
vectors now.

Additional background:

* On RaspberryPi it gives a performace win for operations. Tested with
  [1] numbers go down for 5-10% (not easy to estimate due to huge variation).
* SDL_RenderCopyEx was tested with [2]
* It works around left rotated display caused by low accuracy sin implemetation
  in RaspberryPi/VC4 [3]

[1] https://github.com/schnitzeltony/sdl2box
[2] https://github.com/schnitzeltony/sdl2rendercopyex
[3] https://github.com/anholt/mesa/issues/110

Signed-off-by: Andreas M?ller <schnitzeltony@gmail.com>
2018-08-28 12:57:51 -07:00
Alex Szpakowski
8c41e2624e metal: Fix SDL_RenderReadPixels to wait for the GPU to finish rendering to the active texture before reading its pixels. 2018-10-13 03:36:42 -03:00
Alex Szpakowski
d9094421e1 metal: Fix high dpi and resizing on macOS, and clean up iOS code. Fixes bug #4250. 2018-10-12 17:55:42 -03:00
Sam Lantinga
82c2f04e61 Fixed bug 4188 - Software renderer SDL_RenderCopyEx blits corrupt image under certain cases
duckgrease

SDL_RenderCopyEx blits wrong image (in some cases it's bunch of alternating horizontal lines, some cases it's image from the wrong coordinate, and in some cases it's just a bunch of garbled pixels), when the following conditions are met:
- Use software renderer.
- Enable either horizontal or vertical flip.
- source and destination rectangles must have same width and height, and must be smaller than the size of the texture.
- source rectangle's X and Y coordinates must be 0.
2018-10-09 17:41:40 -07:00
Ryan C. Gordon
915a7e0341 gles2: Whoops, overzealous copy/paste on my part. :) 2018-06-25 01:57:28 -04:00
Sam Lantinga
20dfda4489 Fixed mingw-w64 build 2018-09-28 00:40:35 -07:00
Sam Lantinga
7df0f4fdac Fixed bug 4277 - warnings patch
Sylvain

Patch a few warnings when using:
-Wmissing-prototypes -Wdocumentation -Wdocumentation-unknown-command

They are automatically enabled with -Wall
2018-09-27 14:56:29 -07:00
Sam Lantinga
60afec79bf Removed redundant SDL_GetColorKey() call. (thanks Sylvain!) 2018-09-25 19:53:16 -07:00
Sam Lantinga
ef34704875 Fixed bug 4264 - SDL_CreateTextureFromSurface generates error message but returns ok
Anthony @ POW Games

SDL_CreateTextureFromSurface makes an internal call to SDL_GetColorKey which can return an error and spams the error log with "Surface doesn't have a colorkey" even though the original function didn't return an error.
2018-09-24 16:41:55 -07:00
Ryan C. Gordon
5308a245a4 Fixed some possible malloc(0) calls reported by static analysis. 2018-06-24 12:16:58 -04:00
Sam Lantinga
74ec7cabdb Fixed race condition where Android touch events could get scaled by a render target's viewport 2018-06-18 13:13:56 -07:00
Ozkan Sezer
fe032ff4c9 do the direct3d tap dance for overscan hint only if SDL_VIDEO_RENDER_D3D == 1 2018-05-10 08:25:23 +03:00
Sam Lantinga
eb14b635cd Fixed bug 4134 - Render targets lose scale quality after minimizing a fullscreen window
Olli-Samuli Lehmus

If one creates a window with the SDL_WINDOW_FULLSCREEN_DESKTOP flag, and creates a render target with SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"), and afterwards sets SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest"), after minimizing the window, the scale quality hint is lost on the render target. Textures however do keep their interpolation modes.
2018-05-07 19:52:25 -07:00
Ryan C. Gordon
8891f5919f Backed out changeset 6c8521d53507
Apparently this still triggers a compiler warning, have to dig further.
2018-02-21 22:53:52 -05:00
Ryan C. Gordon
fd8f12d2a1 android: apparently they fixed this header at some point. 2018-02-21 22:35:17 -05:00
sezero
40b27fd51b revert the recent typecast assignment changes (see bug #4079)
also change the void* typedefs for the two vulkan function
pointers added in vulkan_internal.h  into generic function
pointer typedefs.
2018-02-12 17:00:00 +03:00
Sam Lantinga
d5f293a777 Fixed compile warning 2018-02-09 16:31:57 -08:00
Sam Lantinga
90e72bf4e2 Fixed ISO C99 compatibility
SDL now builds with gcc 7.2 with the following command line options:
-Wall -pedantic-errors -Wno-deprecated-declarations -Wno-overlength-strings --std=c99
2018-01-30 18:08:34 -08:00
Sam Lantinga
72d4507918 Added availability check to fix compiler warning for symbol only available on tvOS 11.0 and newer 2018-01-10 10:42:40 -08:00
Alex Szpakowski
7d5437bb31 metal: set max texture size based on device capability. 2018-01-07 22:00:37 -04:00
Alex Szpakowski
a8c0532c08 metal: Fix pipeline states to use the pixel format of the current render target, instead of a hard-coded format. 2018-01-07 16:57:32 -04:00
Alex Szpakowski
740a90af37 metal: Add support for YUV/NV12 texture formats. 2018-01-06 18:54:12 -04:00
Alex Szpakowski
9a8683b275 metal: use a private instead of managed buffer for the renderer's non-changing constant data.
Recommended by Xcode's Metal frame capture analysis.
2018-01-04 22:16:42 -04:00
Alex Szpakowski
990ebba55a metal: Implement fast hardware clearing when possible, by deferring the start of a render pass until a clear or draw operation happens. 2018-01-04 19:29:33 -04:00
Sam Lantinga
e3cc5b2c6b Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Alex Szpakowski
888198ee31 metal: Misc. improvements.
- Use a single buffer for various non-changing constants accessed by the GPU, instead of multiple buffers.
- Do the half-pixel offset for points and lines using a transform matrix so we don't need a malloc when rendering.
- Don't add a half-pixel offset for other primitives and textures. This matches D3D and GL render behaviour.
- Remove the half-texel texture coordinate offset since it's not needed now that there's no more half-pixel position offset when rendering a texture.
- Don't try to set texture usage on iOS 8 since it doesn't exist there.
2018-01-03 00:43:01 -04:00
Alex Szpakowski
f9cd765020 metal and moltenvk: fix highdpi. 2018-01-02 21:44:28 -04:00
Sam Lantinga
b3b5c47366 Fixed direction of y adjustment for new orthographic projection in the metal renderer 2018-01-02 14:32:15 -08:00
Sam Lantinga
fa86807ceb Fixed metal renderer pixel centers when drawing 2018-01-02 14:11:10 -08:00
Alex Szpakowski
07f08b47ff metal: Fix a typo preventing iOS compilation... 2018-01-01 23:06:08 -04:00
Alex Szpakowski
1cc6603378 metal: Clean up manual reference counting. Fixes some memory leaks. 2018-01-01 23:03:50 -04:00
Alex Szpakowski
a452a08458 iOS: fix build 2018-01-01 19:40:29 -04:00
Alex Szpakowski
639ea9fdbc metal: Use sampler state objects instead of shader-declared samplers for linear vs nearest filtering.
This avoids a ton of shader duplication once multiple shaders that use samplers are added (e.g. the currently missing YUV shaders).
2018-01-01 19:37:16 -04:00
Alex Szpakowski
cf45cf70e5 metal: Add support for custom blend modes. 2018-01-01 18:06:27 -04:00
Alex Szpakowski
85470a2f95 metal: implement SDL_RenderCopyEx, and fix a memory leak in SDL_CreateTexture. 2017-12-31 21:06:16 -04:00
Alex Szpakowski
047d387b2e metal: Use the existing cocoa code for creating a Metal view on macOS. Fixes the renderer size when the window is resized. 2017-12-31 15:30:08 -04:00
Alex Szpakowski
42b19c9749 metal: Respect the vsync flag on macOS 10.13+. 2017-12-30 22:39:55 -04:00
Alex Szpakowski
e24dc9053b metal: use a projection matrix instead of manually transforming vertices into clip space on the CPU. 2017-12-30 20:32:22 -04:00
Alex Szpakowski
49df65c25a metal: only 4 (instead of 5) vertices are needed to draw rectangles and textures, and only 3 (instead of 5) vertices are needed to cover the screen for the 'full-screen quad' when clearing. 2017-12-30 18:48:07 -04:00
Sam Lantinga
87894224b6 Fixed bug 3981 - Inverted logic bug in SDL_renderer "overscan" feature
Eric wing

There is a tiny bug in the new overscan code for the SDL_renderer.

In SDL_renderer.c, line 1265, the if check for SDL_strcasecmp with "direct3d" needs to be inverted.

Instead of:
if(SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {

It should be:
if(0 == SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {

This bug causes the "overscan" mode to pretty much be completely ignored in all cases and all things remain letterboxed (as before the feature).
2017-12-12 16:34:16 -08:00
Sam Lantinga
e8bbbb37f1 Added support for Android video textures 2017-12-12 12:52:17 -08:00
Sam Lantinga
bed7fd8066 Merged latest changes from rel/streaming_client 2017-12-12 12:52:09 -08:00
Sam Lantinga
7ac46a7449 The newer compilers generate the property boilerplate automatically 2017-12-11 11:34:53 -08:00