Ryan C. Gordon
7b08eb481d
direct3d11: Fixed incorrect texture coordinates (thanks, Martin!).
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Fixes Bugzilla #4860 .
2019-12-03 03:07:34 -05:00
Sylvain Becker
9e509e4a4f
SDL_render_gles2: remove ineffective widening cast
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warning: either cast from 'int' to 'size_t' (aka 'unsigned long') is ineffective, or there is loss of precision before the conversion [bugprone-misplaced-widening-cast]
2019-10-30 16:45:53 +01:00
Sylvain Becker
60d3965ece
Readability: remove redundant return, continue, enum declaration
2019-10-30 15:36:17 +01:00
Alex Szpakowski
a9b867ab07
macOS Fix potential memory leaks in the Metal renderer caught by clang's static analyzer.
2019-10-26 14:39:50 -03:00
Ryan C. Gordon
1ce1364b29
d3d11: Don't fail if there's no vertex data to upload (thanks, Martin!).
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Fixes Bugzilla #4832 .
2019-10-26 12:56:18 -04:00
Alex Szpakowski
216f5b98ac
metal: Fix compilation when using older Apple SDKs (bug #4828 ).
2019-10-17 18:48:58 -03:00
Sylvain Becker
fe20c35be8
Fixed race condition when scaling Touch events, and changing the renderer
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target.
Always read the output size of the main renderer.
(similar to bug 2107)
2019-10-14 16:40:46 +02:00
Sylvain Becker
72660a51dd
Fixed bug 4825 - SDL Renderer OpenGL: Buffer overflow (SDL_RENDERCMD_DRAW_LINES)
2019-10-13 20:52:52 +02:00
Sylvain Becker
7d47f526a7
SDL_LockTextureToSurface: robustness of locked region compared to texture size
2019-10-01 09:26:30 +02:00
Sylvain Becker
1ae61f1009
Added a helper function SDL_LockTextureToSurface()
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Similar to SDL_LockTexture(), except the locked area is exposed as a SDL surface.
2019-09-30 20:58:44 +02:00
Ryan C. Gordon
847bd8d983
direct3d: Be more aggressive about resetting state when textures go away.
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Fixes Bugzilla #4768 .
2019-09-02 00:11:58 -04:00
Ryan C. Gordon
a3804ba1da
d3d11: Fixed VB state, avoiding unnecessary recreation (Thanks, Alex!).
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Fixes Bugzilla #4779 .
2019-09-01 22:41:44 -04:00
Alex Szpakowski
0c26373842
gl/gles/gles2 render: fix SDL_RenderClear being affected by the clip rect in some situations.
2019-08-26 18:49:04 -03:00
Alex Szpakowski
bfdb0e9743
metal renderer: optimize SDL_RenderFillRect slightly.
2019-08-18 10:38:32 -03:00
Alex Szpakowski
ff7888e698
render: fix colors not being set properly after the previous change
2019-08-18 09:35:11 -03:00
Alex Szpakowski
1be03b4089
render: avoid a couple redundant memcmp calls in all drawing functions. Improves performance slightly.
2019-08-17 22:26:33 -03:00
Alex Szpakowski
e8278d0d5b
metal renderer: use vertex attributes instead of indexing into a buffer with the vertex id in the shader. Allows for more flexibility with vertex setup in the future.
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Also optimize vertex buffer binding slightly.
2019-08-17 16:53:08 -03:00
Alex Szpakowski
55a46abf0a
metal renderer: more closely match buffer data alignment requirements from the metal specification.
2019-08-17 01:09:30 -03:00
Alex Szpakowski
69c6924ccc
render: simplify vertex and uniform data allocation. Improves performance of various SDL_Render functions (bug #4764 ).
2019-08-17 00:43:44 -03:00
Alex Szpakowski
e5acccc7c3
metal renderer: use the device address space instead of the constant address space for colors.
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It doesn't negatively impact GPU performance in my tests, and it removes the need for 256 byte memory alignment of color data on macOS.
2019-08-17 00:37:22 -03:00
Alex Szpakowski
3fb5cabe5e
metal: Update compiled shaders based on compilation script changes
2019-08-16 22:13:30 -03:00
Alex Szpakowski
9e57e3e595
metal: Update shader compilation script with fixes for newer xcode versions and for running on older platforms
2019-08-16 22:11:50 -03:00
Alex Szpakowski
aebaa316c7
Add public APIs for creating a Metal view attached to an SDL window. Add SDL_metal.h.
2019-08-05 12:35:32 -03:00
Sylvain Becker
22a2decf64
Android: concurrency issues, make sure Activity is in running State when calling
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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.
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Fixes Bugzilla #4679 .
Fixes Bugzilla #4537 .
2019-06-21 15:07:39 -04:00
Cameron Gutman
e681623cb2
direct3d: Fix dirty textures failing to update
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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.
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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
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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.
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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