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.
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Fixes Bugzilla #4457 .
2019-06-11 14:09:53 -04:00
Ryan C. Gordon
a2f2b73554
direct3d: Use D3DPOOL_MANAGED for vertex buffers.
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Fixes Bugzilla #4537 .
2019-06-11 13:02:56 -04:00
Ryan C. Gordon
f7b7a9727b
direct3d: Fixed SDL_RenderSetClipRect usage.
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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.
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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
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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
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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
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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
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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.
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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
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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
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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.
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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.
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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.
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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.
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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.
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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.
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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