Ivan Epifanov
ca969eb2be
Remove gles2 vita render
2021-04-24 14:13:09 -07:00
Sylvain
e87c7940f5
Fixed bug 3829 - Don't FOURCC format for target textures
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FOURCC isn't supported by renderer back-ends for target access
So use a correct format and fallback to with native/yuv path
2021-04-13 14:42:38 +02:00
Ryan C. Gordon
57c2a4566f
render: draw when hidden, except on iOS and Android.
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Fixes #2979 .
2021-04-02 14:01:41 -04:00
Vanfanel
e14fb54e3f
[KMSDRM] Undo SDL_CreateRenderer() modifications aimed at create opengles2 when KMSDRM is in use because it's a harmful solution.
2021-03-16 11:07:54 -07:00
Vanfanel
108bb5aabe
[KMSDRM] Modify SDL_CreateRenderer() to create an opengles2 renderer when the KMSDRM backend is being used and no renderer name has been specified.
2021-03-15 18:47:22 -07:00
Ivan Epifanov
e58a955e68
Deprecate dolcesdk
2021-03-08 09:07:12 -08:00
uyjulian
c8abc88cd0
Add support for message box
2021-03-08 09:07:12 -08:00
José Cadete
91fe2b67f5
Allow larger texture sizes
2021-03-08 09:07:12 -08:00
José Cadete
739f4e1eb2
Only call sceGxmFinish when vsync is on
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Also fix oversight with supported textures
2021-03-08 09:07:12 -08:00
José Cadete
ddfe7200e2
Rendering improvements
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- Improve performance for unbatched rendering
- Support direct texture access
2021-03-08 09:07:12 -08:00
Ivan Epifanov
c7cec2c792
Add more texture formats
2021-03-08 09:07:12 -08:00
Ivan Epifanov
7d89f09f74
ISO C90 fixes
2021-03-08 09:07:12 -08:00
Ivan Epifanov
0da35d3daf
IME support with gxm backend
2021-03-08 09:07:12 -08:00
Ivan Epifanov
47c6270ece
Fix a bug in vitagles2 renderer
2021-03-08 09:07:12 -08:00
Ivan Epifanov
639323ea0d
Fixed gxm render flags
2021-03-08 09:07:12 -08:00
Ivan Epifanov
05e5a7cb05
Oops
2021-03-08 09:07:12 -08:00
Ivan Epifanov
a86ba3916e
Add SDL_RenderReadPixels
2021-03-08 09:07:12 -08:00
Ivan Epifanov
f623211eea
remove sceGxmFinish on render swap
2021-03-08 09:07:12 -08:00
Ivan Epifanov
0b45529e24
Add viewport support
2021-03-08 09:07:12 -08:00
Ivan Epifanov
2209b71789
Refactor render state
2021-03-08 09:07:12 -08:00
Ivan Epifanov
333d5e11e1
Add drawstate cache
2021-03-08 09:07:12 -08:00
Ivan Epifanov
56bde0f633
Rename memory functions to avoid clash with vita2d
2021-03-08 09:07:12 -08:00
Ivan Epifanov
94d7737bef
Texture render target
2021-03-08 09:07:12 -08:00
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