kc3-lang/SDL/src/render

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Log

Author Commit Date CI Message
50c5d23f 2022-08-23 07:42:48 Round coordinates so very small floating point values don't turn into 0x80000000 e.g. SDL_RenderDrawLineF(renderer, -1e20, -1e20, 10, 10); Fixes https://github.com/libsdl-org/SDL/issues/6116
09b6956d 2022-08-16 15:08:10 opengl: Support NV12 textures on GPUs with only 2 texture units
7d5ccae2 2022-08-14 12:15:55 Fix memory leak when destroying texture
cb46e1b3 2022-08-12 20:51:44 Removed unused variable
a28f426a 2022-08-12 16:13:24 render: Only update size/scale/viewport when moving to a new display, rather than all window movement. We really only care about DPI changes here, so this both reduces work and also avoids weird cases where viewport state can be corrupted by trivial window events. This doesn't _completely_ get rid of the issue but this is somewhat intentional, since apps will definitely want to do a full reset when changing displays anyhow (otherwise DPI/adapter changes will screw things up, and that's out of our control as long as both window size and drawable size are exposed at the same time. Note that OpenGL still captures window events because of weird platform-specific issues like macOS and viewport stretching! Fixes #5949
20f9a1b8 2022-08-08 17:23:43 Implement SetTextureScaleMode
fbb440d1 2022-08-06 18:10:54 Invalidate texture in the UnlockTextureMethod
5858c7df 2022-08-05 16:17:10 Fixed OpenGL ES Shaders for systems that don't understand precision keywords
944111db 2022-08-02 18:47:39 Cleaning up video driver
83c11797 2022-08-01 12:23:58 Adding SetViewPortCommand
a9f4cda3 2022-08-01 12:13:28 Adding setcliprect command
fb1a205e 2022-08-01 11:44:05 Implement blend modes
075f9016 2022-08-01 11:43:50 Remove some unnecessary comments
ed301b12 2022-08-01 11:43:35 Updating supported format
1d1965b6 2022-07-18 12:34:17 Removing the BGR_888 from texture supported
f75c35c0 2022-07-12 23:01:28 Add invalidate texture when it changes
5bb965be 2022-07-08 15:47:33 Implement RenderLines
0f0e5b44 2022-07-08 17:47:19 Increase size of pool for gsKit events
f758cad8 2022-07-08 13:14:40 Remove non needed FillRects function
3cb124b9 2022-07-07 15:00:15 Implement RenderPoints
df6ebc25 2022-07-07 14:10:37 Implement FillRect
a152e467 2022-07-07 12:09:12 Fix "implicit declaration" with memalign
33cbf9ac 2022-07-07 12:03:46 Fix some mixed declaration warnings
acf48f14 2022-07-07 11:37:20 Vertex pointer revision Now triangles are fully working
72618044 2022-07-07 10:36:48 Add textured triangle prim
2a70d492 2022-07-07 16:42:42 Destroy texture properly
7b0486d4 2022-07-07 09:33:36 Try triangles
d5305ee0 2022-07-07 08:48:25 Do properly color assign
b48c74a3 2022-07-07 08:24:46 Add GeometryQueue
3bfc8f55 2022-07-04 23:54:13 Removing some of the QueueCopy functions because they are legacy
be1219bd 2022-07-04 23:35:25 Implement setDrawColor
f1699ce7 2022-06-23 23:45:04 Implementing Clear command and texture Update
c472b8dd 2022-07-04 13:23:06 Whole clean around render and video driver
cdf89fde 2022-07-04 04:09:55 Add triangle prim support Improve line support Add initial texture support
88e64f9a 2022-07-03 23:29:25 Add natively supported colors
90e0e5c2 2022-06-30 19:50:22 Add point, line and rect support
147a71b9 2022-06-30 12:57:37 Finish dummy driver
2660449c 2022-06-30 11:44:35 Add dummy driver
65647b34 2022-07-22 22:07:52 SDL_Render: use high precision texcoords in ES2 shaders, when possible Fixes #5884
b299cb3d 2022-07-17 08:31:16 Added a utility function to calculate the next power of 2 for a value
f317d619 2022-07-01 13:59:14 Xbox GDKX support (#5869) * Xbox GDK support (14 squashed commits) * Added basic keyboard testing * Update readme * Code review fixes * Fixed issue where controller add/removal wasn't working (since the device notification events don't work on Xbox, have to use the joystick thread to poll XInput)
4f732197 2022-06-30 00:25:26 Fixed D3D12 renderer not working with batching, and got rid of the vertex buffer size limit
6c536afd 2022-06-27 15:43:17 Fix C89 declaration for macOS modules. Since Clang 14, `-Wdeclaration-after-statement` is enforced on every standard.
3b191580 2022-06-27 17:19:39 Windows GDK Support (#5830) * Added GDK * Simplfied checks in SDL_config_wingdk.h * Added testgdk sample * Added GDK readme * Fixed error in merge of SDL_windows.h * Additional GDK fixes * OpenWatcom should not export _SDL_GDKGetTaskQueue * Formatting fixes * Moved initialization code into SDL_GDKRunApp
314bb5a1 2022-06-27 14:45:14 Fixed bug #5850: Android EGL_BAD_ACCESS because of viewport command while turning the screen off/on.
b2f07d94 2022-06-26 15:53:13 Vita: create rendertarget color surface with same format as texture. Fixes #5844
ebe4f47f 2022-06-26 19:04:25 Fixed __VA_ARGS__ in gcc when no args
51c6488f 2022-06-26 18:47:34 Add support for SDL_render_d3d12.c to compile in C++ mode
adc68758 2022-06-17 10:22:28 Added SDL_copyp to avoid size mismatch when copying values (thanks @1bsyl!) Closes https://github.com/libsdl-org/SDL/pull/5811
1eb247fa 2022-06-16 15:44:18 Fixed building D3D12 renderer with latest mingw-64
960b86dc 2022-06-14 01:56:40 update SDL_render_d3d12.c after DPI scaling/highdpi support patch. See https://github.com/libsdl-org/SDL/pull/5778#issuecomment-1153006938
ded6c22e 2022-06-14 14:09:13 render: Corrected wrong SDL_memcpy() sizes for viewport, cliprect. Fixes #5786.
e09551bc 2022-06-09 02:22:21 Fix WinRT build
ab81a559 2022-06-07 02:01:27 Windows DPI scaling/highdpi support Adds hint "SDL_WINDOWS_DPI_SCALING" which can be set to "1" to change the SDL coordinate system units to be DPI-scaled points, rather than pixels everywhere. This means windows will be appropriately sized, even when created on high-DPI displays with scaling. e.g. requesting a 640x480 window from SDL, on a display with 125% scaling in Windows display settings, will create a window with an 800x600 client area (in pixels). Setting this to "1" implicitly requests process DPI awareness (setting SDL_WINDOWS_DPI_AWARENESS is unnecessary), and forces SDL_WINDOW_ALLOW_HIGHDPI on all windows.
6f69bbc5 2022-06-08 12:38:43 D3D11: Fix SDL_TEXTUREACCESS_TARGET not working if SDL_HAVE_YUV was 0 Added a couple of missing SDL_zeros in CreateTexture
8303c5d0 2022-06-08 12:37:36 Added missing SDL_zero for renderTargetViewDesc
7a335df9 2022-06-07 16:11:25 Updated CMakeLists.txt and configure.asc/script so that it checks for the required Windows SDK version before it enables the d3d12 renderer. Also fixed reported warnings in some builds.
2cc22604 2022-06-07 16:30:01 Fixed bug #5768 - SDL_RenderGeometry's software backend failed to render when texture coordinates are reversed handle flip vertical/horizontal when reconstructing rects from triangles
40828218 2022-06-06 17:42:30 DirectX 12 Renderer (#5761) * DirectX 12 Renderer (27 squashed commits) * Add missing SDL_hidapi.h of merge of SDL.vcxproj.filters * Fixed OpenWatcom build failure * Dynapi fix Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
ae2cc29f 2022-06-03 09:44:34 Make sure initial state is set correctly for the D3D renderer Fixes https://github.com/libsdl-org/SDL/issues/5749
9dfa000b 2022-05-18 20:20:03 Initial support for building for Windows with OpenWatcom
c8eea020 2022-05-18 21:14:20 Fix C89 build errors in Windows builds
ec8fa577 2022-05-07 21:57:23 macOS: always use Objective-C ARC (automatic ref counting). Change Cocoa SDL_VideoData and SDL_WindowData implementations from C structs to Objective-C objects, since bridging between C and ObjC is easier that way.
9e5cbf03 2022-04-29 22:36:12 Disallow non-positive allocation. Ensure that we're not trying to call SDL_small_alloc() with a count of zero. Transforming the code like this fixes a -Wmaybe-uninitialized warning from GCC 12.0.1
6c2928b4 2022-04-29 19:30:47 Switch uses of MIN() to SDL_min() We're excluding files in src/hidapi to minimize the diff against the upstream project.
981e1e3c 2022-04-23 10:32:40 Fixed logical size synchronization issue on macOS https://discourse.libsdl.org/t/sdl-2-0-22-prerelease/35306/6
d9009388 2022-04-19 14:55:58 SceKernelMemBlockType to unsigned int
3753a7b1 2022-04-19 14:42:39 Fix recent changes in VitaSDK
b9fe6ba0 2022-04-18 13:08:04 Fixed compile warnings
1ede941f 2022-04-18 21:09:48 SDL_render.c: internally change viewport/cliprect type from SDL_FRect to SDL_DRect (double precision). (see bug #5547)
0adb6701 2022-04-12 09:01:17 avoid NullPointer in SDL_GetRenderTarget
ba0ba9ef 2022-04-08 01:20:36 direct3d11: Set the swapchain target immediately after creating it. Fixes #4782
cb816308 2022-04-08 02:21:52 render: Update the size/scale/viewport on moves, in addition to resizes. For OpenGL this means resetting the viewport state shadowing flag too. Fixes #1504
57118fb7 2022-04-02 13:49:50 render: Fix setting the scale mode for non-native textures
95c0fec5 2022-03-31 12:35:17 Vita: PVROGL: fix indentation and ifdef guards
8c542a35 2022-03-29 19:08:56 Desktop OpenGL 1.X/2.X PSVita Support
1db47d46 2022-03-28 15:39:13 Fix potential memory leak in QueueCmdFillRects
95ed8313 2022-03-25 15:22:10 Vita: Use preallocated memory pool for textures
7bc498d3 2022-03-27 09:12:12 direct3d: Implement missing blend operations. This is only for Direct3D 9; Direct3D 11 already had this implemented. Fixes #5375.
69d0b6e3 2022-03-25 15:18:39 Vita: Fix NULL-pointer dereference
4fe7b2cb 2022-03-24 11:00:43 static analysis: Fixed several complaints from codechecker. There are still some pending Objective-C specific issues. Reference issue #4600.
eadc064e 2022-03-23 19:14:28 Vita: add native YUV textures support. * Fail if texture init fails. * Refactor and cleanup.
c23a7ad3 2022-03-23 17:07:56 Add SDL_RenderGetWindow() API to get the window associated with a renderer (#5440) Add SDL_RenderGetWindow() API to get the window associated with a renderer
83df4a35 2022-03-22 15:25:01 SDL_render.c: remove unsused case, since renderer target has been forced to NULL previously (see bug #4213)
9dc201d4 2022-03-21 10:41:14 Fixed bug #2962 - when SDL_RenderReadPixels format = 0, used format of the target texture include/SDL_render.h, format: "0 to use the format of the rendering target "
d81fee76 2022-03-19 10:27:31 SDL_Rect: Added floating point versions of all the rectangle APIs. Fixes #5110.
b2db570c 2022-03-16 18:09:40 SDL_triangle_blit_slow: sync code with SDL_blit_slow to handle ARGB2101010
3bebdacc 2022-03-15 10:37:17 METAL: clip rect w/h must be <= render pass
bf698689 2022-03-10 01:55:04 reduced a few ifdefs, fixed an unused warning if built w/o SDL_HAVE_YUV.
c6eef542 2022-03-09 13:48:31 Removed dead code
911ba8d3 2022-02-05 12:30:45 hide impossible branch in D3D_UnlockTexture
ea5b482b 2022-03-09 15:38:36 Remove unused warning
04256a53 2022-03-09 15:12:25 Fix compilation (see #5313)
0983fcee 2022-02-05 12:28:37 fix memory leak in D3D11_CreateRenderer
3f8b450d 2022-02-05 12:22:34 extend the code hidden by SDL_HAVE_YUV
ce1883e1 2022-02-05 12:12:21 fix compile error with disabled SDL_HAVE_YUV (vita) - UpdateTextureYUV is not defined if SDL_HAVE_YUV is not defined/zero + calling SDL_free suffice if the VITA_GXM_RenderData was just allocated
b064ad6a 2022-03-08 18:14:10 Allow GL_ARB_texture_non_power_of_two environment variable to override OpenGL 2.0 check
60ddb74c 2022-02-02 12:19:37 video: rework how we prepare a texture framebuffer. Now we see if we can create an SDL_Renderer, and if that renderer reports itself as "accelerated," and added some initial heuristics to the OpenGL renderer to make better decisions about what qualifies as "accelerated." This adds some FIXMEs that might be merely hypothetical, and removes the old OpenGL checks from the video subsystem that probably weren't meaningful in modern times. This will definitely need to improve the existing list in the GL renderer, to catch things like llvmpipe, etc. Reference issue #4624.
293a0aa8 2022-02-22 10:54:21 opengl: If GL version >= 2.0, NPOT textures are supported, so favor them. Fixes #5041.
978fbc32 2022-02-21 12:02:44 Fixed compile warnings