Lacky
It looks like refactoring of SDL2 internal API has broken SDL_RenderFillRect for DirectFB. In new version function SDL_RenderFillRect returns 0, but rectangle is not visible.
Replacing "count" with "len" in the argument list for SDL_memcpy in DirectFB_QueueFillRects fixes problem.
Build with directfb is broken due to a spurious '}' and a missing 'E'
since version 2.0.12 and https://hg.libsdl.org/SDL/rev/4c2dcf490cba:
/home/buildroot/autobuild/run/instance-2/output-1/build/sdl2-2.0.12/src/video/directfb/SDL_DirectFB_render.c: In function 'SetBlendMode':
/home/buildroot/autobuild/run/instance-2/output-1/build/sdl2-2.0.12/src/video/directfb/SDL_DirectFB_render.c:202:9: error: case label not within a switch statement
202 | case SDL_BLENDMODE_MUL:
| ^~~~
/home/buildroot/autobuild/run/instance-2/output-1/build/sdl2-2.0.12/src/video/directfb/SDL_DirectFB_render.c:205:67: error: 'DSBF_DSTCOLOR' undeclared (first use in this function); did you mean 'DSBF_DESTCOLOR'?
205 | SDL_DFB_CHECK(destsurf->SetSrcBlendFunction(destsurf, DSBF_DSTCOLOR));
| ^~~~~~~~~~~~~
Fixes:
- http://autobuild.buildroot.org/results/83ccefee68c2800c0544e6f40fa8bc8ee6b67b77
Signed-off-by: Fabrice Fontaine <fontaine.fabrice@gmail.com>
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.
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.
felix
Building SDL 2.0.5, or even the Mercurial snapshot (r10608) with GCC 6.2.1 and --enable-video-directfb generates a number of compiler diagnostics and fails.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().