Ivan Epifanov
63e223fa50
Set initial blend mode
2021-03-08 09:07:12 -08:00
Ivan Epifanov
6c3bf56503
Unified build with both renderers
2021-03-08 09:07:12 -08:00
Ivan Epifanov
0131105408
Fix render name
2021-03-08 09:07:12 -08:00
Ivan Epifanov
6ba8497518
Remove vita2d render, add raw gxm render
2021-03-08 09:07:12 -08:00
Ivan Epifanov
ef0bbfd6c6
Include anf fix vita2d renderer
2021-03-08 09:07:12 -08:00
Ivan Epifanov
dbb730d395
Separate vita piglet renderer. Add proper render initialization and window re-creation.
2021-03-08 09:07:12 -08:00
Ivan Epifanov
d75ea51ac0
Fix texture shaders
2021-03-08 09:07:12 -08:00
Ivan Epifanov
2e3dd0a668
Remove debug log
2021-03-08 09:07:12 -08:00
Ivan Epifanov
8003623061
Cg shaders for vita gles2
2021-03-08 09:07:12 -08:00
Ozkan Sezer
0ed1713128
update SDL_COMPOSE_ERROR macro for windows clang-cl
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from a patchset by Vladislav Dmitrievich Turbanov:
https://github.com/libsdl-org/SDL/pull/4062
2021-03-04 18:27:47 +03:00
Ozkan Sezer
f2a2d0c696
SDL_render_d3d.c: fix build with SDL_LEAN_AND_MEAN
2021-02-15 22:56:20 +03:00
Alex Szpakowski
9b9d0d484d
mac/iOS: allow Metal in windows created without an explicit backend
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Fixes SDL_CreateWindowAndRenderer (and similar situations) not choosing a Metal backend. See #3991 .
Passing an explicit backend into CreateWindow, eg SDL_WINDOW_OPENGL or SDL_WINDOW_METAL, will still prevent the window from being used with other backend types.
2021-02-15 08:43:53 -08:00
Sam Lantinga
69e9b2acee
Fixed bug 5471 - Creating a fullscreen desktop window goes windowed temporarily
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This is caused by the Metal renderer recreating the window because by default we create an OpenGL window on macOS.
It turns out that at least on macOS 10.15, a window that has been initialized for OpenGL can also be used with Metal. So we'll skip recreating the window in that case.
2021-02-10 10:22:19 -05:00
Sylvain Becker
dc0ec827aa
Remove old YUV fixme
2021-02-10 10:22:18 -05:00
Sam Lantinga
1e5f0073c6
Fixed building with mingw64
2021-02-10 10:22:17 -05:00
Sylvain Becker
70b353d1a5
SDL_Update{YUV,NV}Texture: also intersect rect with texture dimension
2021-02-10 10:22:17 -05:00
Sylvain Becker
13626c3681
SDL_UpdateTexture: intersect update rect with texture dimension
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- fix crash with software renderer
- fix non texture update with opengl/gles2
2021-02-10 10:22:17 -05:00
Sam Lantinga
de85d61256
Fixed bug 5497 - SDL_COMPOSE_ERROR is wrong
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UMU
#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
I think SDL_STRINGIFY_ARG should be removed.
#define SDL_COMPOSE_ERROR(str) __FUNCTION__ ", " str
(verified with Visual Studio 2019)
2021-02-10 10:22:16 -05:00
Sylvain Becker
f40551c5f6
GLES2 SDL_Renderer: remove old ZUNE_HD defines and simplify shader cache
2021-02-10 10:22:16 -05:00
Ryan C. Gordon
b99543b682
opengl: More work on making line drawing match software renderer.
2021-01-11 20:40:11 -05:00
Sylvain Becker
958e5d5b34
SDL_UpdateNVTexture: fixed pitch/bpp for GLES2 (bug #5430 )
2021-01-11 10:01:24 +01:00
Sylvain Becker
b94718e0a7
SDL_UpdateNVTexture: for D3D11, same notation as SDL_UpdateTexture (bug #5430 )
2021-01-09 21:22:21 +01:00
Sylvain Becker
57a5c45372
Fix D3D11 UpdateTextureNV in non fullscreen (bug #5430 )
2021-01-05 22:06:51 +01:00
Sylvain Becker
fc61ecb25c
Fix software UpdateNVTexture non fullscreen (bug #5430 )
2021-01-05 21:54:03 +01:00
Sylvain Becker
204ef3b509
Fix D3D11 UpdateNVTexture (bug #5430 )
2021-01-05 20:38:31 +01:00
Sylvain Becker
c0df40e003
Add more SDL_HAVE_YUV defines
2021-01-05 17:39:48 +01:00
Sylvain Becker
b032504162
Fix unused variable warning on METAL (see bug #5430 )
2021-01-05 12:36:34 +01:00
Sylvain Becker
c1eb9ecf99
Add SDL_UpdateNVTexture for META (bug #5430 )
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(not tested)
2021-01-05 12:29:43 +01:00
Sylvain Becker
73d93dbc38
Fix compilation on Window10 (see bug #5430 )
2021-01-05 12:20:02 +01:00
Sylvain Becker
df6b813108
Fix compilation (implicit declaration of function) (see bug #5430 )
2021-01-05 12:16:32 +01:00
Sylvain Becker
d1f031c8ee
Add SDL_UpdateNVTexture for d3d11 (bug #5430 )
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(not tested)
2021-01-05 12:08:16 +01:00
Sylvain Becker
f5eba2ccd6
Fixed invalid read in yuv_rgb_sse() (see bug #5430 )
2021-01-05 12:00:54 +01:00
Sylvain Becker
be4cfd51c3
Add SDL_UpdateNVTexture() to update NV12/21 Texture (bug #5430 )
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for renderer software, opengl, and opengles2
2021-01-05 11:56:22 +01:00
Sam Lantinga
393c8c1f16
Fixed bug 5440 - MacCatalyst build failures
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C.W. Betts
I tested building commit http://hg.libsdl.org/SDL/rev/7adf3fdc19f3 on Mac Catalyst and found some issues:
* MTLFeatureSet_iOS_* enums aren't available under Mac Catalyst.
* OpenGL ES is unavailable under Mac Catalyst.
* Some Metal features are available under Catalyst but not iOS, such as displaySyncEnabled.
* Set Metal as the default renderer on Mac Catalyst
Attaching a patch that will make SDL2 build for Mac Catalyst.
2021-01-03 10:32:55 -08:00
Sam Lantinga
9130f7c377
Updated copyright for 2021
2021-01-02 10:25:38 -08:00
Sylvain Becker
3edf337d66
Simplify RenderGetViewportSize
2021-01-02 17:29:34 +01:00
Sylvain Becker
2af765da11
SDL_RenderGetViewportF: only need the size of viewport (see bug #5424 )
2021-01-02 17:18:13 +01:00
Sylvain Becker
41597249e8
SDL_RenderGetViewportF: remove debug messages
2021-01-02 16:15:22 +01:00
Sylvain Becker
8c48c4238a
Add SDL_RenderGetViewportF: fix lost of precision while scaling (see bug #5424 )
2021-01-02 16:12:30 +01:00
Sam Lantinga
223af86c62
Added SDL_RenderGetD3D11Device() to get access to the device associated with the D3D11 renderer
2021-01-01 11:12:30 -08:00
Sam Lantinga
5f0b2a7f54
Fixed resource leak with D3D11 NV12 textures
2021-01-01 11:12:22 -08:00
Sylvain Becker
590a5469ed
Fixed bug 5424 - Renderer doesn't use entirely the viewport when scaling is used
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Viewport/Clip dimensions are calculated usingg SDL_ceil whereas all renders use SDL_floor
2020-12-30 16:12:14 +01:00
Sylvain Becker
5dabc4d72f
Revert changeset 14590 544ac819e8b3 , does not fully fix
2020-12-28 18:17:25 +01:00
Sylvain Becker
9efdafd43d
SDL_RenderCopy: scale before doing intersection
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this prevents drawing 1 pixel outside the screen, in letterbox mode
2020-12-28 18:07:03 +01:00
Sylvain Becker
f9b5f6cc0f
Forward scale mode to SW renderer (Bug 5313)
2020-12-27 20:28:24 +01:00
Sam Lantinga
7fa5e95b62
Fixed bug 5213 - Add support to metal in iOS/tvOS simulator
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Vincent Hamm
Xcode11 and ios13 added support for metal simulator.
Here is a quick and dirty patch to enable it. Pretty early and only tested on a few samples for now. Required mostly to enable metal support on correct version of ios, generate simulator compatible shaders and enforce buffer alignments on simulator (same as osx).
2020-12-09 07:23:47 -08:00
Sam Lantinga
cb36189692
Fixed bug 5235 - All internal sources should include SDL_assert.h
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Ryan C. Gordon
We should really stick this in SDL_internal.h or something so it's always available.
2020-12-09 07:16:22 -08:00
Sam Lantinga
88cb4962cd
Fixed bug 5291 - SDL_SetRenderTarget unnecessarily changes target when current target is the native texture of the passed in texture
2020-12-09 06:42:31 -08:00
Sylvain Becker
754286c61c
SDL Renderer: specify the correct flag when recreating the window
2020-12-02 13:45:24 +01:00
Ryan C. Gordon
0e4ce84801
opengl: Make diagonal lines match the software renderer.
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OpenGL leaves the final line segment open, SDL's software renderer does not,
so we need a tiny bit of trigonometry here to move one more pixel in the right
direction.
2020-11-08 20:57:17 -05:00