src/render/direct3d


Log

Author Commit Date CI Message
Sam Lantinga e343273a 2013-10-19T01:29:23 Fixed bug 2162 - SDL_RenderClear not clearing entire render target Kevin Wells Overview: SDL_RenderClear is only clearing part of a texture when it is the render target and a different size than the screen. Steps to Reproduce: 1) This only occurs with the render driver set to direct3d, so: SDL_SetHint(SDL_HINT_RENDER_DRIVER,"direct3d") Also, my window was 1280x720. 2) Create a texture for a render target with a resolution of 1024x1024: texture=SDL_CreateTexture(main_window.renderer,SDL_PIXELFORMAT_RGBA8888,SDL_TEXTUREACCESS_TARGET,1024,1024); SDL_SetTextureBlendMode(texture,SDL_BLENDMODE_BLEND); 3) Target the texture for rendering: SDL_SetRenderTarget(main_window.renderer,texture); 4) Set the draw color to whatever you want (problem occurs with both 0,0,0,0 and 0,0,0,255 among others) and then clear the render target: SDL_SetRenderDrawColor(main_window.renderer,0,0,0,0); SDL_RenderClear(main_window.renderer); Actual Results: Only about the top 3/4s of the texture gets cleared on calling SDL_RenderClear. The bottom 1/4 or so does not clear. Expected Results: Entire render target should be cleared.
Sam Lantinga 12ca3ce3 2013-10-17T23:02:29 Fixed building using MinGW Our SDL_windows.h needed to be included before anything else so UNICODE is defined.
Sam Lantinga 202528a4 2013-09-28T14:07:17 Call AddRef() on the device so it doesn't accidentally get released from underneath the caller.
Sam Lantinga 25f607a3 2013-09-28T14:07:14 Make it clear we're just returning a D3D9 device, allowing for new functions to get other D3D versions
Sam Lantinga cf5e5a83 2013-09-28T14:07:08 Added a hint to create the D3D device in thread-safe mode: SDL_HINT_RENDER_DIRECT3D_THREADSAFE
Sam Lantinga 803965bc 2013-09-28T14:07:05 Added platform specific call: SDL_RenderGetD3DDevice()
Sam Lantinga 9f390e79 2013-09-28T14:06:59 Moved SDL_Direct3D9GetAdapterIndex() to SDL_windowsvideo.c since it doesn't belong in the window code.
Sam Lantinga 89c31bb4 2013-09-28T14:06:55 Implemented SDL_UpdateYUVTexture() for Direct3D
Sam Lantinga b6be1435 2013-09-28T14:06:20 Moved D3D_LoadDLL and SDL_Direct3D9GetAdapterIndex to SDL_windowswindow.c at Jorgen's insistence. That file is wrapped in a more appropriate define check so it will work if somebody builds a binary without D3D support. Added a reference to SDL_Direct3D9GetAdapterIndex to SDL_test_common.c so SDL will fail to compile if the new symbol isn't included properly. CR: Jorgen
Sam Lantinga fae4190d 2013-09-13T17:42:46 Added SDL_Direct3D9GetAdapterIndex(), which returns the adapter index you would pass into CreateDevice to get your device on the right monitor in full screen mode. This fixes the default adapter in SDL_render_d3d.c, which means that tests will work fullscreen off the main monitor now. CR: Sam
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 552b04c5 2013-08-20T20:34:40 More non C89 compliant comments
Ryan C. Gordon b4426769 2013-08-19T11:02:44 Fixed leaking of pixel shader object in D3D renderer (thanks, Peter!). Fixes Bugzilla #2047.
Sam Lantinga 1455a947 2013-08-17T17:14:15 Fixed Windows build
Sam Lantinga 6995ff18 2013-08-17T09:54:30 Do full state initialization in D3D_Reset(), this fixes blend mode issues when resizing the window on Windows 8.
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.