src/render/SDL_sysrender.h


Log

Author Commit Date CI Message
Sylvain Becker c0df40e0 2021-01-05T17:39:48 Add more SDL_HAVE_YUV defines
Sylvain Becker be4cfd51 2021-01-05T11:56:22 Add SDL_UpdateNVTexture() to update NV12/21 Texture (bug #5430) for renderer software, opengl, and opengles2
Sam Lantinga 9130f7c3 2021-01-02T10:25:38 Updated copyright for 2021
Sylvain Becker f9b5f6cc 2020-12-27T20:28:24 Forward scale mode to SW renderer (Bug 5313)
hmk aa188048 2020-04-10T12:23:08 render: Scale relative mouse motion better for logical sizing From hmk: "When scaling is enabled (e.g. via SDL_RenderSetLogicalSize, size not equal to window size), mouse motion events are also scaled. Small motions are rounded up (SDL_max() when the value after scaling is less than 1), while larger motions are truncated by the floating point -> integer conversion. https://hg.libsdl.org/SDL/file/b18197f9bf9d/src/render/SDL_render.c#l658 The end result feels something like mouse reverse mouse acceleration + angle snapping at low speeds, but less consistent (amount of truncation & rounding depends on how fast the mouse is moved) and potentially much worse if the scaling factor is large. This pretty much makes it useless for anything where you need precise mouse aiming (think of games). I suspect this is why aiming gets so terrible in some games that let you use scaling to reduce the render resolution (e.g. Ion Fury). With 4x4 scaling, I can reproduce a situation where it takes three fast flicks of the mouse across the pad to undo one slow sweep across the pad. In other words, extreme reverse acceleration. This does not happen when scaling is disabled. Furthermore, any game that uses relative mouse motion events for 3D camera rotation probably wants the raw mouse deltas and not a value that depends on scaling and resolution and rounding and truncation. Ideal camera rotation just takes mouse input, multiplies it by sensitivity, and adds it to the angle-in-radians or whatever measure is used for yaw & pitch. Pixels and screen resolution or window dimensions should not be a part of the equation at all, even if it could be implemented without rounding errors. [...] This [patch] completely eliminates angle snapping for me, and makes sensitivity consistent. In other words, it's completely usable for, say, aiming in a first person shooter." Partially fixes Bugzilla #4811.
Sam Lantinga a8780c6a 2020-01-16T20:49:25 Updated copyright date for 2020
Sam Lantinga 5e19e66c 2019-12-22T13:39:44 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.
hmk 0918903f 2019-09-30T22:54:16 render: add a hint for toggling relative scaling Fixes Bugzilla #4811.
Sylvain Becker 1ae61f10 2019-09-30T20:58:44 Added a helper function SDL_LockTextureToSurface() Similar to SDL_LockTexture(), except the locked area is exposed as a SDL surface.
Alex Szpakowski 69c6924c 2019-08-17T00:43:44 render: simplify vertex and uniform data allocation. Improves performance of various SDL_Render functions (bug #4764).
Sam Lantinga 5e13087b 2019-01-04T22:01:14 Updated copyright for 2019
Ryan C. Gordon 8340b0f0 2018-10-23T01:34:03 render: Add floating point versions of various draw APIs.
Ryan C. Gordon cc56de44 2018-09-23T23:20:40 render: A bunch of high-level improvements. - high-level filters out duplicate render commands from the queue so backends don't have to. - Setting draw color is now a render command, so backends can put color information into the vertex buffer to upload with everything else instead of setting it with slower dynamic data later. - backends can request that they always batch, even for legacy programs, since the lowlevel API can deal with it (Metal, and eventually Vulkan and such...) - high-level makes sure the queue has at least one setdrawcolor and setviewport command before any draw calls, so the backends don't ever have to manage cases where this hasn't been explicitly set yet. - backends allocating vertex buffer space can specify alignment, and the high-level will keep track of gaps in the buffer between the last used positions and the aligned data that can be used for later allocations (Metal and such need to specify some constant data on 256 byte boundaries, but we don't want to waste all that space we had to skip to meet alignment requirements).
Ryan C. Gordon 5fb67f9f 2018-09-20T15:46:02 render: Move to a batching system for rendering (work in progress).
Sam Lantinga 74ec7cab 2018-06-18T13:13:56 Fixed race condition where Android touch events could get scaled by a render target's viewport
Sam Lantinga eb14b635 2018-05-07T19:52:25 Fixed bug 4134 - Render targets lose scale quality after minimizing a fullscreen window Olli-Samuli Lehmus If one creates a window with the SDL_WINDOW_FULLSCREEN_DESKTOP flag, and creates a render target with SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"), and afterwards sets SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest"), after minimizing the window, the scale quality hint is lost on the render target. Textures however do keep their interpolation modes.
Sam Lantinga e3cc5b2c 2018-01-03T10:03:25 Updated copyright for 2018
Sam Lantinga cf3d4503 2017-12-08T14:30:10 Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder()
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 9dbe5a96 2017-08-02T13:38:46 Fixed bug 3311 - Broken touch positions with SDL_RenderSetLogicalSize & HIGHDPI on iOS Eric wing Hi, I think I found a bug when using SDL_WINDOW_ALLOW_HIGHDPI with SDL_RenderSetLogicalSize on iOS. I use SDL_RenderSetLogicalSize for all my stuff. I just tried turning on SDL_WINDOW_ALLOW_HIGHDPI on iOS and suddenly all my touch/mouse positions are really broken/far-off-the-mark. I actually don't have a real retina device (still) so I'm seeing this using the iOS simulator with a 6plus template. Attached is a simple test program that can reproduce the problem. It uses RenderSetLogicalSize and draws some moving happy faces (to show the boundaries/space of the LogicalSize and that it is working correctly for that part). When you click/touch, it will draw one more happy face where your button point is. If you comment out SDL_WINDOW_ALLOW_HIGHDPI, everything works as expected. But if you compile with it in, the mouse coordinates seem really far off the mark. (Face appears far up and to the left.) Alex Szpakowski on the mailing list suggests the problem is "I believe this is a bug in SDL_Render?s platform-agnostic mouse coordinate scaling code. It assumes the units of the mouse coordinates are always in pixels, which isn?t the case where high-DPI is involved (regardless of whether iOS is used) ? they?re actually in ?DPI independent? coordinates (which matches the window size, but not the renderer output size)." Additionally, if this is correct, the Mac under Retina is also probably affected too and "as well as any other platform SDL adds high-dpi support for in the future".
Ryan C. Gordon 07519a6b 2017-02-26T00:40:04 Removed a bunch of unnecessary #ifdefs.
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Sam Lantinga 36156335 2016-11-20T21:34:54 Renaming of guard header names to quiet -Wreserved-id-macro Patch contributed by Sylvain
Ryan C. Gordon 2a2c8d42 2016-04-21T03:16:44 Initial shot at a renderer target for Apple's Metal API. This isn't complete, but is enough to run testsprite2. It's currently Mac-only; with a little work to figure out how to properly glue in a Metal layer to a UIView, this will likely work on iOS, too. This is only wired up to the configure script right now, and disabled by default. CMake and Xcode still need their bits filled in as appropriate.
Ethan Lee 167cf14c 2016-01-05T16:39:18 SDL_RenderSetIntegerScale
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
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 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 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
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.
Sam Lantinga 1367bf87 2014-03-09T11:36:47 Integrated David Ludwig's support for Windows RT
Sam Lantinga 58edac3e 2014-02-02T00:53:27 Fixed bug 2374 - Update copyright for 2014... Is it that time already??
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.
David Ludwig 69c5d21d 2013-10-27T21:26:46 WinRT: merged with SDL 2.0.1 codebase
Sam Lantinga 57bd5147 2013-09-28T14:06:47 Added optimized YUV texture upload path with SDL_UpdateYUVTexture()
David Ludwig f7049b93 2013-08-12T22:29:55 WinRT: merged with SDL 2.0.0 codebase (aka. SDL hg rev d4ce48ff30d1)
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.