src/render/opengl


Log

Author Commit Date CI Message
Sam Lantinga a6a4e27a 2017-11-12T22:51:12 Updated SDL's YUV support, many thanks to Adrien Descamps New functions get and set the YUV colorspace conversion mode: SDL_SetYUVConversionMode() SDL_GetYUVConversionMode() SDL_GetYUVConversionModeForResolution() SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats. Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
Sam Lantinga e9652b19 2017-10-06T16:50:24 Fixed bug 3857 - SDL_ConvertPixels misses YUV conversions Sylvain Few issues with YUV on SDL2 when using odd dimensions, and missing conversions from/back to YUV formats. 1) The big part is that SDL_ConvertPixels() does not convert to/from YUV in most cases. This now works with any format and also with odd dimensions, by adding two internal functions SDL_ConvertPixels_YUV_to_ARGB8888 and SDL_ConvertPixels_ARGB8888_to_YUV (could it be XRGB888 ?). The target format is hard coded to ARGB888 (which is the default in the internal of the software renderer). In case of different YUV conversion, it will do an intermediate conversion to a ARGB8888 buffer. SDL_ConvertPixels_YUV_to_ARGB8888 is somehow redundant with all the "Color*Dither*Mod*". But it allows some completeness of SDL_ConvertPixels to handle all YUV format. It also works with odd dimensions. Moreover, I did some benchmark(SDL_ConvertPixel vs Color32DitherYV12Mod1X and Color32DitherYUY2Mod1X). gcc-6.3 and clang-4.0. gcc performs better than clang. And, with gcc, SDL_ConvertPixels() performs better (20%) than the two C function Color32Dither*(). For instance, to convert 10 times a 3888x2592 image, it takes ~195 ms with SDL_ConvertPixels and ~235 ms with Color32Dither*(). Especially because of gcc vectorize feature that optimises all conversion loops (-ftree-loop-vectorize). Nb: I put no image pitch for the YUV buffers. because it complexify a little bit the code and the API : There would be some ambiguity when setting the pitch exactly to image width: would it a be pitch of image width (for luma and chroma). or just contiguous data ? (could set pitch=0 for the later). 2) Small issues with odd dimensions: If width "w" is odd, luma plane width is still "w" whereas chroma planes will be "(w + 1)/2". Almost the same for odd h. Solution is to strategically substitute "w" by "(w+1)/2" at the good places ... - In the repository, SDL_ConvertPixels() handles YUV only if yuv source format is exactly the same as YUV destination format. It basically does a memcpy of pixels, but it's done incorrectly when width or height is odd (wrong size of chroma planes). This is fixed. - SDL Renderers don't support odd width/height for YUV textures. This is fixed for software, opengl, opengles2. (opengles 1 does not support it and fallback to software rendering). This is *not* fixed for D3D and D3D11 ... (and others, psp ?) Only *two* Dither function are fixed ... not sure if others are really used. - This is not possible to create a NV12/NV12 texture with the software renderer, whereas other renderers allow it. This is fixed, by using SDL_ConvertPixels underneath. - It was not possible to SDL_UpdateTexture() of format NV12/NV21 with the software renderer. this is fixed. Here's also two testcases: - that do all combination of conversion. - to test partial UpdateTexture
Ozkan Sezer c68d3ab7 2017-08-17T21:35:46 Watcom supports __FUNCTION__ identifier (and surely not __PRETTY_FUNCTION__) Partially fixes Bugzilla #3758.
Sam Lantinga 9451cd81 2017-08-14T20:07:30 Fixed compiler warnings
Sam Lantinga c59d9923 2017-08-14T05:51:44 Implemented more flexible blending modes for accelerated renderers This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD, SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD); This fixes bug 2828 - Subtractive Blending blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT, SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT); This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD, SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD);
Sam Lantinga 6f843b90 2017-08-12T12:59:22 Fixed bug 3243 - SDL_SetRenderDrawColor() behaves wrong with RGBA=0 Simon Hug The bug is in the GL_ResetState and GLES_ResetState functions which get called after a new GL context is created. These functions set the cached current color to transparent black, but the GL specification says the initial color is opaque white. The attached patch changes the values to 0xffffffff to reflect the initial state of the current color. Should the ResetState functions get called anywhere else in the future, this probably has to call the GL functions itself to ensure that the colors match.
Ryan C. Gordon 02773811 2017-05-18T21:00:11 render: GL_DestroyRender() should activate first. Otherwise, we might destroy a different GL context's resources.
Philipp Wiesemann 266816b4 2017-03-26T21:00:19 Removed newlines from error messages.
Sam Lantinga 13433c4a 2017-01-27T21:23:27 Fixed bug 3569 - GL_UpdateViewport leaves PROJECTION matrix selected Tom Seddon GL_ActivateRenderer may call GL_UpdateViewport, which leaves the GL_PROJECTION matrix selected. But after GL_ResetState, the GL_MODELVIEW matrix is selected, suggesting that's the intended default state. It seems at least like these should be consistent. Presumably GL_UpdateViewport should be doing a glMatrixMode(GL_MODELVIEW) before it finishes.
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Ryan C. Gordon fb5fd67c 2016-11-24T21:41:09 Fixed all known static analysis bugs, with checker-279 on macOS.
Ryan C. Gordon e93e91f0 2016-11-23T21:52:48 Pacify some GCC strict-aliasing compiler warnings.
Philipp Wiesemann 97aa5775 2016-11-16T22:08:51 Fixed empty parameter list in signatures of internal functions.
Sam Lantinga 57d01d7d 2016-11-13T22:57:41 Patch from Sylvain to fix clang warnings
Sam Lantinga 662f966c 2016-10-13T08:46:34 Fixed bug 3355 - false "Invalid renderer" after creating an "opengles2" renderer. Call SDL_GL_GetDrawableSize() directly because we may be in the initialization path and SDL_GetRendererOutputSize() will fail because the renderer magic isn't set up yet.
Sam Lantinga e4af8ce9 2016-10-13T04:57:31 Fixed typo getting the drawable size
Steffen Pankratz 564c790f 2016-10-11T17:31:29 Fixed a memory leak in function GL_RenderReadPixels
Sam Lantinga 27d4f099 2016-10-07T23:40:44 Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
Philipp Wiesemann 67bf5cac 2016-10-02T22:32:35 Fixed wrong pixel format if reading pixels from OpenGL renderer.
Sam Lantinga fa0f4176 2016-10-01T14:48:18 Fixed build warnings and errors
Sam Lantinga 77305d47 2016-10-01T11:46:32 Fixed bug 3345 - SDL_RenderClear inconsistency with ClipRect Simon Hug The description of the SDL_RenderClear function in the SDL_render.h header says the following: "This function clears the entire rendering target, ignoring the viewport." The word "entire" implies that the clipping rectangle set with SDL_RenderSetClipRect also gets ignored. This is left somewhat ambiguous if only the viewport is mentioned. Minor thing, but let's see what the implementations actually do. The software renderer ignores the clipping rectangle when clearing. It even has a comment on this: /* By definition the clear ignores the clip rect */ Most other render drivers (opengl, opengles, opengles2, direct3d, and psp [I assume. Can't test it.]) use the scissor test for the ClipRect and don't disable it when clearing. Clearing will only happen within the clipping rectangle for these drivers. An exception is direct3d11 which uses a clear function that ignores the scissor test.
Sam Lantinga 061cc5e7 2016-10-01T11:38:53 Fixed bug 3349 - GLES2_RenderReadPixels doesn't use target texture format Simon Hug The OpenGL ES 2 renderer does not check the target texture format when using SDL_RenderReadPixels and just always uses ABGR8888. This can result in swapped or wrong colors. The attached patch adds a check and selects the target texture format, if a texture is set as the target.
Sam Lantinga 51d6371e 2016-10-01T11:34:04 Fixed bug 3350 - GL renderers don't need to flip rows after reading back pixels from the target texture Simon Hug All OpenGL renderers always flip the rows of the pixels that come from glReadPixels. This is unnecessary for target textures since these are already top down. Also, the rect->y value can be used directly for target textures for the same reason. I don't see any code that would handle the logical render size for target textures. Or am I missing something? The attached patch makes the renderers only the flip rows if the data comes from the default framebuffer.
Sam Lantinga a42c396a 2016-10-01T11:04:45 Fixed bug 3361 - Texture color modulation doesn't work with active NONE blend mode (opengl and opengles) Simon Hug The GL_SetBlendMode and GLES_SetBlendMode functions of the opengl and opengles renderers call the glTexEnvf to set the texture env mode to either GL_MODULATE (the default) or GL_REPLACE for the NONE blend mode. Using GL_REPLACE disables color and alpha modulation for textures. These glTexEnv calls were put in the SetBlendMode function back in 2006 [1], but there the NONE code still used the GL_DECAL mode. The GL_REPLACE mode came in 2008 [2]. I'm a bit confused why that wasn't always GL_MODULATE and a bit surprised nobody reported that yet (unless I missed it). I guess only a few use the gles renderer and the newish shaders mask the issue.
Sam Lantinga 3f1b1629 2016-10-01T10:52:24 Fixed bug 3362 - OpenGL renderer doesn't check if framebuffers are supported when creating target textures Simon Hug The GL_CreateTexture function doesn't have any checks for the case where the driver doesn't support the framebuffer object extension. It will call into GL_GetFBO which will call the non-existent glGenFramebuffersEXT. Also, for some reason GL_CreateContext always sets the SDL_RENDERER_TARGETTEXTURE info flag, even if it is not supported. Changeset cc226dce7536 [1] makes this change, but doesn't explain why. It seems to me like the code would already have taken care of this [2]. The attached patch adds some checks and stops SDL from reporting render target support if there is none. The application can then properly inform the user instead of just crashing.
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
Ryan C. Gordon f893ce3d 2015-12-28T15:15:58 OpenGL+GLES renderers: Fixed incorrect clip rectangle coords (thanks, Marcel!). Fixes Bugzilla #2700.
Alex Szpakowski 0c463d77 2015-12-10T20:25:34 SDL_GL_GetAttribute: If a GL context isn't active, only return failure when the specified attribute needs an active GL context to be queried.
Philipp Wiesemann 0e45984f 2015-06-21T17:33:46 Fixed crash if initialization of EGL failed but was tried again later. 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().
Sam Lantinga da190975 2015-05-28T18:57:10 Fixed clip rectangle calculation when there is a viewport offset
Sam Lantinga 2c4a6ea0 2015-05-26T06:27:46 Updated the copyright year to 2015
Ryan C. Gordon b72938c8 2015-04-20T12:22:44 Windows: Always set the system timer resolution to 1ms by default. An existing hint lets apps that don't need the timer resolution changed avoid this, to save battery, etc, but this fixes several problems in timing, audio callbacks not firing fast enough, etc. Fixes Bugzilla #2944.
Alex Szpakowski fe6c797c 2015-04-10T23:30:31 Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
Edward Rudd b88ca1b4 2015-02-10T16:28:56 the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here. Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture. More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
Philipp Wiesemann e3f9bf33 2015-02-08T22:50:16 Fixed two inconsistencies on failed allocation.
Philipp Wiesemann fe586d07 2015-02-08T21:25:37 Fixed three memory leaks on failed allocation.
Philipp Wiesemann b48e54aa 2015-01-26T22:00:29 Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation Jonas Kulla The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c. I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
David Ludwig 70438be2 2014-12-03T10:55:23 WinRT: fixed bug whereby SDL would override an app's default orientation WinRT apps can set a default, preferred orientation via a .appxmanifest file. SDL was overriding this on app startup, and making the app use all possible orientations (landscape and portrait). Thanks to Eric Wing for the heads up on this!
Philipp Wiesemann 9c398852 2014-11-22T22:20:40 Corrected header file documentation comment.
Pierre-Loup A. Griffais 24c86b55 2014-09-11T19:24:42 [X11] Reconcile logical keyboard state with physical state on FocusIn since the window system doesn't do it for us like other platforms. This prevents sticky keys and missed keys when going in and out of focus, for example Alt would appear to stick if switching away from an SDL app with Alt-Tab and had to be pressed again. CR: Sam
Sam Lantinga 05cff792 2014-08-24T00:02:12 Fixed bug 2699 - possible memory leak in GL_RenderReadPixels Benoit Pierre If glReadPixels returns an error, than the temporary buffer is not deallocated
Sam Lantinga 877666e2 2014-08-18T11:28:16 Fixed UV texture coordinate scale when using GL_ARB_texture_non_power_of_two
Sam Lantinga c6a2382c 2014-08-14T21:31:50 Take advantage of GL_ARB_texture_non_power_of_two when it's available
Sam Lantinga 6fef39d6 2014-08-06T11:34:54 Added NV12 and NV21 texture support for OpenGL and OpenGL ES 2.0 renderers
Sam Lantinga dfc7535f 2014-07-26T16:52:26 Fixed bug 2657 - Memory leak in GL_CreateTexture function Nitz In GL_CreateTexture function: if (GL_CheckError("glGenTexures()", renderer) < 0) { SDL_free(data); return -1; } Here only data is getting free but data->pixels getting leak. So have to free data->pixels before free data.
Alfred Reynolds 2748e282 2014-07-03T10:22:12 The YUV offset is 16 / 255, not 16 / 256
Sam Lantinga d65ac778 2014-06-22T02:48:43 Restore window OpenGL state if creating an OpenGL renderer fails
Sam Lantinga af50403e 2014-06-15T18:09:39 Fixed bug 2575 - Current GL context tracking fails Ronie Salgado The GL Renderer current context tracking fails when one window is used with an SDL renderer but another separate window is used with a user handled OpenGL context. Attached is a small program that reproduces this bug, at least in some Linux machines where an OpenGL renderer is provided by default. Expected Output: -"First window" should be blue. -"Second window" should be green. Gotten Output: - "First window" black. - "Second window" blue. What happened: The renderer created for the "first window" ends rendering into the "second window" OpenGL context. Bug location: SDL_render_gl.c - line 286 on hg: static SDL_GLContext SDL_CurrentContext = NULL; When making SDL_GL_MakeCurrent from the user perspective, that variable or the GL renderer is not notified about the OpenGL context change. Solution proposal: - Move the current GL context cache into another place global.
J?rgen P. Tjern? d623c0b4 2014-06-04T09:59:10 SDL_opengl: Fix Mac build with new glext.h
J?rgen P. Tjern? defd90b6 2014-04-19T13:15:41 Render: Allow empty cliprect. This fixes an issue where an empty cliprect is treated the same as a NULL cliprect, causing the render backends to disable clipping. Also adds a new API, SDL_RenderIsClipEnabled(render) that allows you to differentiate between: - SDL_RenderSetClipRect(render, NULL) - SDL_Rect r = {0,0,0,0}; SDL_RenderSetClipRect(render, &r); Fixes https://bugzilla.libsdl.org/show_bug.cgi?id=2504
David Ludwig 3dcb451f 2014-04-09T21:29:19 Added a README file regarding WinRT support To note, this file is currently formatted with CRLF line endings, rather than LF, to allow the file to be viewed with Notepad.
Ryan C. Gordon 415675be 2014-03-20T11:14:44 Static analysis fix: division by zero.
Sam Lantinga f9a58968 2014-03-13T21:21:26 Added missing copyright notices
Sam Lantinga a8f540fe 2014-03-09T22:48:38 Fixed renderer flags to include support for target textures after the renderer is created.
Gabriel Jacobo f61602b4 2014-02-27T20:21:46 Improve window recreation logic in OpenGL* renderers
Gabriel Jacobo 4c192bc8 2014-02-25T17:42:34 Fixes #2308, recreate window if GL requirements for the renderer are not met If the window has been created with values for SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_MAJOR_VERSION and SDL_GL_CONTEXT_MINOR_VERSION not matching those required by the renderer, attempt to recreate the window. This is needed on platforms where both GL and GLES 1/2 surfaces are supported by the video backend, requiring that the window be recreated when switching between context types.
Sam Lantinga 58edac3e 2014-02-02T00:53:27 Fixed bug 2374 - Update copyright for 2014... Is it that time already??
Gabriel Jacobo ec1cb49e 2013-12-14T20:18:43 Wayland support Based on the original port to Wayland by: Joel Teichroeb, Benjamin Franzke, Scott Moreau, et al. Additional changes in this commit, done by me: * Wayland uses the common EGL framework * EGL can now create a desktop OpenGL context * testgl2 loads GL functions dynamically, no need to link to libGL anymore * Assorted fixes to the Wayland backend Tested on the Weston Compositor (v1.0.5) that ships with Ubuntu 13.10, running Weston under X. Tests ran: testrendercopyex (all backends), testgl2, testgles2,testintersections
Gabriel Jacobo f848adff 2013-11-29T10:06:08 Improve Android pause/resume behavior.
Ryan C. Gordon 7e1289af 2013-11-24T23:56:17 Make internal SDL sources include SDL_internal.h instead of SDL_config.h The new header will include SDL_config.h, but allows for other global stuff.
Sam Lantinga 8093cfd8 2013-11-15T22:07:35 Better fix for bug 2207 - SDL_RenderSetViewport behavior is different/incorrect on OpenGL renderer vs DirectX renderer At least, it works better here on my Mac. :)
Ryan C. Gordon 4f39f011 2013-11-15T23:20:50 Fix viewport being upside down in OpenGL renderer. Fixes Bugzilla #2207.
Sam Lantinga ef97aab9 2013-11-14T21:39:54 Backed out changeset 6c59f7c8ec17 - it didn't actually do anything useful
Sam Lantinga b36d98bd 2013-11-13T21:50:59 Diagonal flipping with RenderCopyEx Ivan Rubinson As it turns out, it was impossible to render a texture flipped diagonally (both vertically and horizontally) with one RenderCopyEx call. With help from #SDL @ freenode, we came up with a fix.
Sam Lantinga 1c9cc8c9 2013-11-05T21:01:25 Fixed performance regression caused by the fix for bug 2158
Sam Lantinga 20f5167d 2013-10-20T10:35:51 Use vertex arrays for drawing points in addition to lines
Sam Lantinga 82b8e6df 2013-10-20T10:10:14 Fixed bug 2158 - Pixel missing in SDL_RenderDrawLines Sean McKean I am running Ubuntu 12.04 (GL version 1.4 Mesa 8.0.4) , and on drawing a set of lines through the renderer through SDL_RenderDrawLines() (looped or not) or SDL_RenderDrawRect() I notice a pixel missing. For RenderDrawLines() it seems to be the second point in the sequence; for RenderDrawRect() it is the lower-right. This can be fixed by specifying SDL_RenderDrawPoint(s), but wouldn't it be easier to specify each pixel in a GL_POINTS glBegin/End loop in the OpenGL code, just to make sure? I also ran the same program on Android; the rendering seemed to be correct, which uses glDrawArrays.
Sam Lantinga 06cab857 2013-10-14T08:56:37 Added support for SDL_PIXELFORMAT_UYVY surfaces on Mac OS X
Sam Lantinga e5ef978e 2013-10-03T20:42:43 Fixed a potential double-free bug if glGenTextures() failed.
Sam Lantinga 57bd5147 2013-09-28T14:06:47 Added optimized YUV texture upload path with SDL_UpdateYUVTexture()
Edward Rudd 869a7076 2013-09-20T13:43:00 add in High DPI support (aka Retina) - based on J?rgen's patch with a few bug fixes
Sam Lantinga f79fc33a 2013-08-29T08:29:21 Christoph Mallon: Remove pointless if (x) before SDL_free(x)
Gabriel Jacobo 1e49b1ed 2013-08-21T09:47:10 OCD fixes: Adds a space after /* (glory to regular expressions!)
Gabriel Jacobo 695344d1 2013-08-21T09:43:09 OCD fixes: Adds a space before */
Gabriel Jacobo dad42067 2013-08-12T11:13:50 Fixes #2022, do not resume on Android when surfaceChanged If the app is in landscape mode and the user presses the power button, a pause is followed immediately by a surfaceChanged event because the lock screen is shown in portrait mode. This triggers a "false" resume. So, we just pause and resume following the onWindowFocusChanged events. Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before blocking the event pump.
Sam Lantinga 1ad936eb 2013-08-11T19:56:43 Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow() Rainer Deyke I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.