Commit Graph

328 Commits

Author SHA1 Message Date
Sam Lantinga
a8780c6a28 Updated copyright date for 2020 2020-01-16 20:49:25 -08:00
Sam Lantinga
981e0d367c Fixed bug 4903 - Lack of color multiply with alpha (SDL_BLENDMODE_MOD + SDL_BLENDMODE_BLEND) blending mode for all renderers
Konrad

This kind of blending is rather quite useful and in my opinion should be available for all renderers. I do need it myself, but since I didn't want to use a custom blending mode which is supported only by certain renderers (e.g. not in software which is quite important for me) I did write implementation of SDL_BLENDMODE_MUL for all renderers altogether.

SDL_BLENDMODE_MUL implements following equation:

dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA))
dstA = (srcA * dstA) + (dstA * (1-srcA))

Background:

https://i.imgur.com/UsYhydP.png

Blended texture:

https://i.imgur.com/0juXQcV.png

Result for SDL_BLENDMODE_MOD:

https://i.imgur.com/wgNSgUl.png

Result for SDL_BLENDMODE_MUL:

https://i.imgur.com/Veokzim.png

I think I did cover all possibilities within included patch, but I didn't write any tests for SDL_BLENDMODE_MUL, so it would be lovely if someone could do it.
2020-01-16 08:52:59 -08:00
Ozkan Sezer
ef3ca2cc46 Fix build error in SDL_render_metal.m (bug #4916.)
Patch provided by Konrad. Error was introduced by commit 522164980828 for bug #4914.
2019-12-23 19:55:10 +03:00
Sylvain Becker
6d639fce2d SDL_ScaleMode: fix compilation GLES renderer 2019-12-23 16:47:00 +01:00
Ryan C. Gordon
131e13a773 direct3d11: Always set vertex buffers when updating them (thanks, Konrad!).
Fixes Bugzilla #4913.
2019-12-22 20:48:43 -05:00
Sam Lantinga
5e19e66c73 Fixed bug 4914 - Expose SDL_ScaleMode and add SDL_SetTextureScaleMode/SDL_GetTextureScaleMode
Konrad

This was something rather trivial to add, but asked at least several times before (I did google about it as well).

It should be possible to dynamically change scaling mode of the texture. It is actually trivial task, but until now it was only possible with a hint before creating a texture.

I needed it for my game as well, so I took the liberty of writing it myself.

This patch adds following functions:

SDL_SetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode scaleMode);
SDL_GetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode *scaleMode);

That way you can change texture scaling on the fly.
2019-12-22 13:39:44 -08:00
Ryan C. Gordon
7b08eb481d direct3d11: Fixed incorrect texture coordinates (thanks, Martin!).
Fixes Bugzilla #4860.
2019-12-03 03:07:34 -05:00
Sylvain Becker
9e509e4a4f SDL_render_gles2: remove ineffective widening cast
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!).
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
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()
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.
Fixes Bugzilla #4768.
2019-09-02 00:11:58 -04:00
Ryan C. Gordon
a3804ba1da d3d11: Fixed VB state, avoiding unnecessary recreation (Thanks, Alex!).
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.
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.
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
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