src/render


Log

Author Commit Date CI Message
Sam Lantinga 637bcd0b 2021-11-07T11:19:07 Fixed build warnings
Ivan Epifanov 848d7b12 2021-11-02T16:12:55 Vita: Implement command batching
Ivan Epifanov 3f7a94fc 2021-11-02T15:16:48 Vita: Remove FillRects
Northfear fba82ad1 2021-10-31T12:38:08 Remove sceGxmFinish from RenderPresent on Vita. Make sure that rendering is finished on render texture during locking
Sylvain 4960cc3d 2021-10-25T16:18:40 Fixed a few warnings
Sylvain b7933945 2021-10-25T13:46:40 SDL_Renderer: make clear that we use render geometry for fillrect/copy/copyex when there is no specific back-end implementation (currently software, PSP, directfb)
Ozkan Sezer b3f9d8f3 2021-10-25T07:05:50 remove unused local vars after the latest commits.
Sylvain 502e9c3b 2021-10-24T17:16:49 SDL_Renderer simplifications: - Factorize PrepQueueCmdDraw{,DrawTexture,Solid) into one single function - Change SDL_Texture/Renderer r,g,b,a Uint8 into an SDL_Color, so that it can be passed directly to RenderGeometry - Don't automatically queue a SET_DRAW_COLOR cmd for RenderGeometry (and update GLES2 renderer)
Sylvain 79732c9d 2021-09-25T11:35:20 Remove FillRects from back-end, where RenderGeometry can be used
Sylvain f02ad282 2021-09-25T11:31:18 Remove FillRects from back-end, where RenderGeometry can be used
Sylvain 70b10c75 2021-09-24T22:39:49 Use correct indices when using RenderGeometry / FillRects
Sylvain 16beed9a 2021-09-24T17:09:04 Less code since color is constant when done with triangles
Sylvain 99a34643 2021-09-24T09:42:04 OpenGLES2: LINES and POINTS successive commands are combined into a single draw call (using the same case for DRAW_GEOMETRY)
Sylvain f0cdc1d0 2021-09-24T09:38:25 OpenGLES2: remove FillRects, since it's can be done with RenderGeometry
Sylvain 37c39d5c 2021-09-23T22:45:45 Use geometry to implement FillRects
Sylvain b0eef52f 2021-09-23T22:32:29 GLES2 batching: probably need to check for blendMode changes
Sylvain c27e1249 2021-09-20T17:17:34 Remove SDL_HAVE_RENDER_GEOMETRY define
Sylvain 77026f67 2021-09-20T17:09:44 Metal: remove RenderCopy and RenderCopyEx from back-end
Sylvain 0e5160a0 2021-09-20T17:01:33 VITA: remove RenderCopy and RenderCopyEx from back-end
Sylvain 73f4ab4c 2021-09-20T16:57:21 Direct3D11: remove RenderCopy and RenderCopyEx from back-end
Sylvain ab758398 2021-09-20T16:53:03 Direct3D: remove RenderCopy and RenderCopyEx from back-end
Sylvain 1fe7e361 2021-09-20T16:46:16 OpenGL: a few opengl functions become unused
Sylvain 88548070 2021-09-20T16:40:47 OpenGLES: remove RenderCopy and RenderCopyEx from back-end
Sylvain d1925154 2021-09-20T16:33:49 OpenGL: remove RenderCopy and RenderCopyEx from back-end
Sylvain b92056bb 2021-09-20T16:33:03 OpenGLES2: remove RenderCopy and RenderCopyEx from back-end
Sylvain 76f9fb96 2021-09-20T16:32:08 Use RenderGeometry to implement RenderCopy and RenderCopyEx at higher level
Ryan C. Gordon 08797ada 2021-09-19T00:39:28 opengles2: Attempt to batch RenderCopy calls into a single glDrawArrays call.
Sam Lantinga b360965d 2021-10-21T20:48:05 Added a hint for alternate OpenGL NV12 data format
Sam Lantinga a34fe816 2021-10-21T12:28:35 Added the ability to bind NV12 textures in the OpenGL renderer
Sylvain f080273a 2021-10-04T22:00:16 PSP: add implementation for RenderGeometry
Sylvain dd9b2daf 2021-10-04T21:56:42 PSP: fixed build
Sylvain 77acd44f 2021-10-01T22:30:51 DirectFB: fixed creation of palette textures
Ryan C. Gordon 114d1d46 2021-09-27T23:18:25 direct3d: Remove unnecessary render target support check. Direct3D 9 dictates that caps.NumSimultaneousRTs must always be at least 1, which is to say that Direct3D 9 level hardware must always support render targets. (caps.NumSimultaneousRTs is meant to show if you can draw to multiple render targets in a single draw call.) We had already hardcoded SDL_RENDERER_TARGETTEXTURE as available earlier in the function anyhow. Fixes #4781.
Northfear 14f22519 2021-09-26T18:11:22 Use SDL_calloc for allocation of gxm_texture
Northfear 52921563 2021-09-22T21:23:42 End Scene on RunCommandQueue on Vita
Sam Lantinga eb3bf80f 2021-09-21T18:15:09 Fixed compiler warnings using Visual Studio 2019
Northfear 3b2fbb1c 2021-09-20T23:44:22 End current scene before destroying the texture on Vita
Northfear fc4296c1 2021-09-20T23:02:43 Use aligned stride in sceGxmColorSurfaceInit
Northfear 7080bc2a 2021-09-20T23:02:01 Fallback to SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE if CDRAM texture allocation fails
Ryan C. Gordon ca9a3217 2021-09-19T15:47:24 render: GL/GLES now draw lines almost perfectly matching software renderer. One place known to differ in a significant way is a single line segment that starts and ends on the same point; the GL renderers will light up a single pixel here, whereas the software renderer will not. My current belief is this is a bug in the software renderer, based on the wording of the docs: "SDL_RenderDrawLine() draws the line to include both end points." You can see an example program that triggers that difference in Bug #2006. As it stands, the GL renderers might _also_ render diagonal lines differently, as the the Bresenham step might vary between implementations (one does three pixels and then two, the other does two and then three, etc). But this patch causes those lines to start and end on the correct pixel, and that's the best we can do, and all anyone really needs here. Not closing any bugs with this patch (yet!), but here are several that it appears to fix. If no other corner cases pop up, we'll call this done. Reference Bug #2006. Reference Bug #1626. Reference Bug #4001. ...and probably others...
Ryan C. Gordon 857cc7c0 2021-09-19T00:05:21 render: constified some local variables in SDL_AllocateRenderVertices.
Ryan C. Gordon 5faea84c 2021-09-18T11:54:25 render: Mark viewport/cliprect dirty when window is resized. Fixes #4751.
Ivan Epifanov 79ec8986 2021-09-16T12:47:45 Vita: refactor gxm texture render and add SDL_RenderGeometry support
Misa 4a994733 2021-09-14T15:51:17 `SDL_RenderSetVSync()`: Restrict `vsync` to 0 or 1 In the future, we might want to support special swap intervals. To prevent applications from expecting nonzero values of vsync to be the same as "on", fail with SDL_Unsupported() if the value passed is neither 0 nor 1.
Misa 4549769d 2021-03-07T15:20:45 Add `SDL_RenderSetVSync()` Currently, if an application wants to toggle VSync, they'd have to tear down the renderer and recreate it. This patch fixes that by letting applications call SDL_RenderSetVSync(). This is the same as the patch in #3673, except it applies to all renderers (including PSP, even thought it seems that the VSync flag is disabled for that renderer). Furthermore, the renderer flags also change as well, which #3673 didn't do. It is also an API instead of using hint callbacks (which could be potentially dangerous). Closes #3673.
Ivan Epifanov 10d3df44 2021-09-09T12:46:28 Vita: fix copyright dates
Ryan C. Gordon d49d955d 2021-09-08T11:44:17 render: SDL_RenderGeometry should still render when hidden, in most cases. (otherwise render targets may fail, etc...the check is a legacy helper for iOS apps that crash if you try to use OpenGL while in the background.)
Sylvain 183eb067 2021-09-01T15:46:32 Fixed bug #4711: prevent opengl SDL_renderer from crashing if GL_ARB_multitexture isn't supported
Sylvain be6bee0b 2021-08-27T07:47:28 SW_RenderGeometry: add a redundant check to clear static analysis (see bug #4600)
Sylvain 54ca1d19 2021-08-27T07:44:03 SW_RenderGeometry: add a redundant check to clear static analysis (see bug #4600)
Sylvain b17aa5d0 2021-08-27T07:16:40 SW_RenderGeometry: remove a few static analysis false positives (see bug #4600)
Sylvain e426bb80 2021-08-20T07:50:30 Fixed bug #4671 - D3D_QueueGeometry: use "count / 3" (Thanks alittlesail!)
Sylvain ae5336a3 2021-08-19T14:03:10 Fixed bug #4669: D3D_QueueGeometry: -0.5f offset position of vertexs This similar to D3D_QueueCopy positions
Ozkan Sezer 8270172e 2021-08-19T12:11:10 fix -Wshorten-64-to-32 warnings in android builds. see: https://github.com/libsdl-org/SDL/pull/4195#issuecomment-901506386
Sylvain 154384a7 2021-08-18T23:59:27 Add (uintptr_t) casts
Sylvain 1670104a 2021-04-23T12:27:35 Change 'size_indice' to 'size_indices'
Sylvain a8f89a01 2021-04-23T12:00:14 Change 'size_indice' to 'size_indices'
Sylvain 47db47c1 2021-04-06T21:32:02 Add SDL_HAVE_RENDER_GEOMETRY to compile or not with RenderGeometry support
Sylvain b9bd9da7 2021-04-04T22:34:17 OpenGLES2: transfert color as 4 bytes, instead of 4 floats
Sylvain Becker c6ceaaeb 2021-04-04T21:32:40 METAL: use Uchar4Normalized format to transfert color as 4 bytes, instead of 4 floats
Sylvain eff840bb 2021-04-01T23:30:59 Add OpenGLES implementation
Sylvain 32e79101 2021-04-01T20:27:22 Fix warnings
Sylvain 6e47f538 2021-04-01T20:18:05 Fix warnings
Sylvain 4869a3d2 2021-04-01T14:36:31 Add Direct3D9 implementation (not tested)
Sylvain 4ba37638 2021-04-01T12:43:39 Save and restore SDL renderer state after transforming triangles to rect
Sylvain cd0663e0 2021-04-01T11:47:45 Fix declaration-after-statement and remove tabs
Sylvain Becker cd4663df 2021-04-01T11:11:12 Update D3D11 for SDL_RenderGeometryRaw
Sylvain Becker 9f591707 2021-04-01T10:37:45 Update METAL backend for SDL_RenderGeometryRaw
Sylvain 61d9e916 2021-04-01T10:16:27 For the software renderer, try to reinterpret triangles as SDL_Rect With Dear ImGui + software renderer, it draws: - by default at 250 fps - drops to 70 fps if you show the color picker - drops to 10 fps if put the color picker fullscreen
Sylvain cc37c38e 2021-04-01T09:55:00 Add SDL_RenderGeometry based on SDL_RenderGeometryRaw
Sylvain e4812611 2021-04-01T09:49:16 Move to SDL_RenderGeometryRaw prototype with separate xy/uv/color pointer parameters
Sylvain 111c70e1 2021-03-26T09:09:08 Use 64 bits precision to prevent overflow when interpolating color / texture with wide triangles
Sylvain f73c1eff 2021-03-17T09:58:49 Use normalized texture coordinates
Sylvain 5828cc41 2021-03-16T21:54:27 Update METAL backend: fix a typo in drawline
Sylvain Becker 9a8a8e65 2021-03-16T16:04:33 Update SDL_render_d3d11.c Fix D3D11 compilation
Sylvain Becker 121114d0 2021-03-16T15:44:49 Update METAL compiled shaders
Sylvain Becker 2d01573b 2021-03-16T15:44:33 Add METAL shaders
Sylvain Becker 1e77dae7 2021-03-16T15:44:04 Add METAL implementation
Sylvain 1ebef073 2021-03-16T15:15:43 Add D3D11 implementation (not yet tested)
Sylvain 3ee511d7 2021-03-16T15:14:58 Add software renderer implementation
Sylvain 37f78fc1 2021-03-16T15:13:15 Add OpenGL implementation
Sylvain faded41a 2021-03-16T15:11:13 Add OpenGLES2 implementation
Sylvain 6e26d320 2021-03-16T15:09:34 Add sysrender interface
Sylvain 53a2608b 2021-03-14T22:32:17 Renderer opengles2: turn color Uniform into Attribute. all attributes are copied interleaved (based on rmg-nik initial patch+ + minor clean up of data structure + add check for colorswap
Sam Lantinga f5794f9e 2021-08-10T15:17:59 Added SDL_SetTextureUserData() and SDL_GetTextureUserData() to associate a user-specified pointer with an SDL texture
Sam Lantinga fcfd19db 2021-08-10T12:02:17 Added support for SDL_RENDERER_PRESENTVSYNC to the software renderer This fixes https://github.com/libsdl-org/SDL/issues/4612
Sam Lantinga a91ab883 2021-08-06T12:28:03 Fixed building on Windows with cmake, ninja, and clang
Ryan C. Gordon 5fc13fcb 2021-08-04T07:00:17 direct3d: Commit viewport state before clearing, attempt 2. This reintroduces the fix from 0e16ee8330606603, but just marks the viewport state as dirty after a clear that needs to expand the viewport to fill the render target, as we'll need to also reset the orthographic projection state elsewhere, and that won't happen if we clear the dirty flag here. Fixes #4210. (again.) (...sorry...!)
David Gow 4077f7a2 2021-08-03T20:55:45 Update the Renderer dpi_scale on SIZE_CHANGED event (fix #4580) The Renderer logical scaling code scales mouse coordinates, and needs to take the window DPI into account on HIGHDPI windows. However, the variable which tracks this, renderer->dpi_scale, is set once when the renderer is created, and then not updated. In the event that the window is moved to another screen, or the screen DPI otherwise changes, this will be outdates, and potentially the coordinates will be all wrong. So let's update the dpi_scale on the SIZE_CHANGED event: it's at least a possibility that this will be issued on some OSes when DPI changes, and it's otherwise already handled by SDL_Renderer's event filter.
Sam Lantinga 9d64e6b4 2021-08-03T00:29:33 Revert "direct3d: Commit dirty viewport state before clearing." This reverts commit 0e16ee833060660318cc324cf99c9736f4d48499.
Ryan C. Gordon 0e16ee83 2021-08-03T02:07:47 direct3d: Commit dirty viewport state before clearing. Otherwise you might have set the viewport to the full size of the render target in SDL's API but this change hasn't been transmitted to Direct3D yet by the time we attempt to clear. Fixes #4210.
David Gow 8f06a629 2021-07-30T22:31:17 render: Fix -Wmaybe-uninitialized warning in RenderDrawLinesWithRects{,F} The RenderDrawLinesWithRects and RenderDrawLinesWithRectsF functions can sometimes call QueueCmdFillRects() with the data pointed to by frects uninitialised. This can occur if none of the lines can be replaced with rects, in which case the frects array is empty, and nrects is 0. gcc 10.3.0 will detect this possibility, and print a warning like: /home/david/Development/SDL/src/render/SDL_render.c: In function 'RenderDrawLinesWithRectsF': /home/david/Development/SDL/src/render/SDL_render.c:2725:15: warning: '<unknown>' may be used uninitialized [-Wmaybe-uninitialized] 2725 | retval += QueueCmdFillRects(renderer, frects, nrects); | ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /home/david/Development/SDL/src/render/SDL_render.c:499:1: note: by argument 2 of type 'const SDL_FRect *' to 'QueueCmdFillRects' declared here 499 | QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect * rects, const int count) | ^~~~~~~~~~~~~~~~~ This is harmless, because when this is uninitialised, nrects is always 0, so QueueCmdFillRects() does nothing anyway. We therefore can work around this by only calling QueueCmdFillRects() when nrects is nonzero. Somewhat impressively, gcc recognises that this is now safe.
Ryan C. Gordon 585c11c5 2021-07-30T00:33:15 direct3d: Fix possibly-incorrect scissor test when clearing. Thanks to @JayFoxRox who did the detective work on this! Fixes #3357.
Jessica Clarke 8f38ba4d 2021-07-29T18:02:47 Fix casts that should be using uintptr_t This is needed to support CHERI, and thus Arm's experimental Morello prototype, where pointers are implemented using unforgeable capabilities that include bounds and permissions metadata to provide fine-grained spatial and referential memory safety, as well as revocation by sweeping memory to provide heap temporal memory safety. On most systems (anything with a flat memory hierarchy rather than using segment-based addressing), size_t and uintptr_t are the same type. However, on CHERI, size_t is just an integer offset, whereas uintptr_t is still a capability as described above. Casting a pointer to size_t will strip the metadata and validity tag, and casting from size_t to a pointer will result in a null-derived capability whose validity tag is not set, and thus cannot be dereferenced without faulting. The audio and cursor casts were harmless as they intend to stuff an integer into a pointer, but using uintptr_t is the idiomatic way to do that and silences our compiler warnings (which our build tool makes fatal by default as they often indicate real problems). The iconv and egl casts were true positives as SDL_iconv_t and iconv_t are pointer types, as is NativeDisplayType on most OSes, so this would have trapped at run time when using the round-tripped pointers. The gles2 casts were also harmless; the OpenGL API defines this argument to be a pointer type (and uses the argument name "pointer"), but it in fact represents an integer offset, so like audio and cursor the additional idiomatic cast is needed to silence the warning.
Ivan Epifanov f806064e 2021-07-19T13:12:10 Remove 'support' for rgb/bgr textures, that was causing issues with them
Ivan Epifanov 817976da 2021-07-13T13:45:28 VITA: Rewrite and fix RenderCopyEx rotation
Ivan Epifanov 3b6e9992 2021-06-23T14:57:04 Vita: remove unused variable and allow Razor perf analysis
Ivan Epifanov b55ee12f 2021-06-21T23:56:04 Vita: fix clip rectangle
Ivan Epifanov e41d3e61 2021-06-21T23:15:37 VIta: fix render clearing
Ivan Epifanov 6b122805 2021-06-21T23:14:56 Vita: proper syntax