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b8d85c69
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2022-11-30T12:51:59
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Update for SDL3 coding style (#6717)
I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base.
In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted.
The script I ran for the src directory is added as build-scripts/clang-format-src.sh
This fixes:
#6592
#6593
#6594
(cherry picked from commit 5750bcb174300011b91d1de20edb288fcca70f8c)
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fb0ce375
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2022-11-27T17:38:43
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Cleanup add brace (#6545)
* Add braces after if conditions
* More add braces after if conditions
* Add braces after while() conditions
* Fix compilation because of macro being modified
* Add braces to for loop
* Add braces after if/goto
* Move comments up
* Remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements after merge
* Fix inconsistent patterns are xxx == NULL vs !xxx
* More "{}" for "if() break;" and "if() continue;"
* More "{}" after if() short statement
* More "{}" after "if () return;" statement
* More fix inconsistent patterns are xxx == NULL vs !xxx
* Revert some modificaion on SDL_RLEaccel.c
* SDL_RLEaccel: no short statement
* Cleanup 'if' where the bracket is in a new line
* Cleanup 'while' where the bracket is in a new line
* Cleanup 'for' where the bracket is in a new line
* Cleanup 'else' where the bracket is in a new line
(cherry picked from commit 6a2200823c66e53bd3cda4a25f0206b834392652 to reduce conflicts merging between SDL2 and SDL3)
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ce5da5d5
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2022-11-16T21:47:43
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Don't compare pointer against '0', but NULL
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69bbe4ce
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2022-09-29T15:50:50
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Fix memory leak in VITA_GXM_CreateRenderer
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d744aafb
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2022-09-15T01:00:12
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Added support for simulated vsync in the renderer
This kicks in if the platform doesn't support vsync directly, or if the present fails for some reason (e.g. minimized on some platforms)
Fixes https://github.com/libsdl-org/SDL/issues/5134
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b2f07d94
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2022-06-26T15:53:13
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Vita: create rendertarget color surface with same format as texture. Fixes #5844
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adc68758
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2022-06-17T10:22:28
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Added SDL_copyp to avoid size mismatch when copying values (thanks @1bsyl!)
Closes https://github.com/libsdl-org/SDL/pull/5811
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d9009388
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2022-04-19T14:55:58
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SceKernelMemBlockType to unsigned int
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3753a7b1
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2022-04-19T14:42:39
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Fix recent changes in VitaSDK
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95ed8313
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2022-03-25T15:22:10
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Vita: Use preallocated memory pool for textures
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69d0b6e3
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2022-03-25T15:18:39
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Vita: Fix NULL-pointer dereference
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eadc064e
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2022-03-23T19:14:28
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Vita: add native YUV textures support.
* Fail if texture init fails.
* Refactor and cleanup.
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ce1883e1
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2022-02-05T12:12:21
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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
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c275436f
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2022-01-09T00:39:02
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opengles2: Batching lines/points used wrong var for summing vertex counts.
Fixed this in the vitagxm backend too, but I don't know what the state of
that code is otherwise.
Reference Issue #5061.
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120c76c8
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2022-01-03T09:40:00
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Updated copyright for 2022
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3a5e148b
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2021-12-14T11:02:07
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Renderer backends use SDL_Color instead of int for geometry colors.
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8dd6edec
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2021-11-23T09:30:42
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Fixed bug #3232 - Integer overflow generates Illegal instruction under sanitizers + see bug #4995
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aef71054
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2021-11-22T16:58:04
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Use SDL_free
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d31251b0
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2021-11-21T22:30:48
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use SDL's functions version inplace of libc version
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848d7b12
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2021-11-02T16:12:55
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Vita: Implement command batching
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3f7a94fc
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2021-11-02T15:16:48
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Vita: Remove FillRects
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fba82ad1
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2021-10-31T12:38:08
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Remove sceGxmFinish from RenderPresent on Vita. Make sure that rendering is finished on render texture during locking
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79732c9d
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2021-09-25T11:35:20
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Remove FillRects from back-end, where RenderGeometry can be used
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0e5160a0
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2021-09-20T17:01:33
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VITA: remove RenderCopy and RenderCopyEx from back-end
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14f22519
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2021-09-26T18:11:22
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Use SDL_calloc for allocation of gxm_texture
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52921563
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2021-09-22T21:23:42
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End Scene on RunCommandQueue on Vita
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3b2fbb1c
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2021-09-20T23:44:22
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End current scene before destroying the texture on Vita
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fc4296c1
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2021-09-20T23:02:43
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Use aligned stride in sceGxmColorSurfaceInit
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7080bc2a
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2021-09-20T23:02:01
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Fallback to SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE if CDRAM texture allocation fails
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5faea84c
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2021-09-18T11:54:25
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render: Mark viewport/cliprect dirty when window is resized.
Fixes #4751.
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79ec8986
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2021-09-16T12:47:45
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Vita: refactor gxm texture render and add SDL_RenderGeometry support
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4549769d
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2021-03-07T15:20:45
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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.
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10d3df44
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2021-09-09T12:46:28
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Vita: fix copyright dates
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f806064e
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2021-07-19T13:12:10
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Remove 'support' for rgb/bgr textures, that was causing issues with them
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817976da
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2021-07-13T13:45:28
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VITA: Rewrite and fix RenderCopyEx rotation
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3b6e9992
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2021-06-23T14:57:04
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Vita: remove unused variable and allow Razor perf analysis
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b55ee12f
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2021-06-21T23:56:04
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Vita: fix clip rectangle
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e41d3e61
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2021-06-21T23:15:37
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VIta: fix render clearing
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6b122805
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2021-06-21T23:14:56
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Vita: proper syntax
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32deb6f7
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2021-06-21T23:14:40
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Vita: fix point size
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8da0dd17
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2021-06-15T18:54:52
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Oops. Renderer already queues viewport change
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1fc51988
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2021-06-15T18:49:55
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Reset/re-apply viewport on frame start/target change. Fixes SDL_RenderSetLogicalSize on PSVita
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a4442476
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2021-06-10T12:14:14
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Cleanup dead and duplicate code
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e58a955e
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2021-03-08T18:39:00
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Deprecate dolcesdk
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c8abc88c
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2021-01-29T01:26:35
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Add support for message box
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91fe2b67
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2021-02-19T18:52:19
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Allow larger texture sizes
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739f4e1e
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2021-02-01T23:14:28
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Only call sceGxmFinish when vsync is on
Also fix oversight with supported textures
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ddfe7200
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2021-01-18T15:00:50
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Rendering improvements
- Improve performance for unbatched rendering
- Support direct texture access
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c7cec2c7
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2021-01-11T20:45:12
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Add more texture formats
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7d89f09f
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2020-12-18T14:28:09
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ISO C90 fixes
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0da35d3d
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2020-12-12T23:47:15
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IME support with gxm backend
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639323ea
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2020-12-09T14:38:43
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Fixed gxm render flags
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05e5a7cb
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2020-11-29T22:07:53
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Oops
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a86ba391
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2020-11-28T00:32:32
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Add SDL_RenderReadPixels
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f623211e
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2020-11-25T00:29:04
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remove sceGxmFinish on render swap
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0b45529e
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2020-11-25T00:19:18
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Add viewport support
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2209b717
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2020-11-24T18:12:38
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Refactor render state
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333d5e11
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2020-11-23T20:15:39
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Add drawstate cache
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56bde0f6
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2020-11-23T18:31:23
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Rename memory functions to avoid clash with vita2d
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94d7737b
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2020-11-23T12:45:51
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Texture render target
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63e223fa
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2020-11-23T12:45:09
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Set initial blend mode
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6ba84975
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2020-11-21T23:04:27
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Remove vita2d render, add raw gxm render
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