src/render/direct3d


Log

Author Commit Date CI Message
Sam Lantinga 3a31a450 2021-11-10T05:24:31 End the scene before resetting the D3D device, since we'll start with BeginScene after that. If we don't do this, we'll end up with unbalanced Begin/End scene pairs which causes D3DERR_INVALIDCALL in the present. Fixes https://github.com/libsdl-org/SDL/issues/4933
Ozkan Sezer b3f9d8f3 2021-10-25T07:05:50 remove unused local vars after the latest commits.
Sylvain f02ad282 2021-09-25T11:31:18 Remove FillRects from back-end, where RenderGeometry can be used
Sylvain ab758398 2021-09-20T16:53:03 Direct3D: remove RenderCopy and RenderCopyEx from back-end
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.
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.
Sylvain 54ca1d19 2021-08-27T07:44:03 SW_RenderGeometry: add a redundant check to clear static analysis (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
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 32e79101 2021-04-01T20:27:22 Fix warnings
Sylvain 4869a3d2 2021-04-01T14:36:31 Add Direct3D9 implementation (not tested)
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...!)
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.
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.
Ozkan Sezer f2a2d0c6 2021-02-15T22:56:20 SDL_render_d3d.c: fix build with SDL_LEAN_AND_MEAN
Sam Lantinga 9130f7c3 2021-01-02T10:25:38 Updated copyright for 2021
Sam Lantinga cb361896 2020-12-09T07:16:22 Fixed bug 5235 - All internal sources should include SDL_assert.h Ryan C. Gordon We should really stick this in SDL_internal.h or something so it's always available.
Sam Lantinga b6afbe63 2020-04-07T09:38:57 Added SDL_log.h to SDL_internal.h so logging is available everywhere
Sam Lantinga c8c05a9f 2020-03-08T19:23:21 Fixed bug 4991 - Pixel shader problem when recreating a texture for direct3d renderer cmediaplayer Hi, i already mentioned in the SDL discourse a bug that recreating of a texture occours pixel shader problem on direct3d renderer. There is no problem for direct3d11. You can see the issue by using my app named C Media Player which is available for Windows for free using my web site www.cmediaplayer.com. Just follow the steps: *Open a media file *When playing the file change the scale quality under the video menu. *You will see the problem.
Sam Lantinga 367a3561 2020-03-08T18:56:07 Don't release the backbuffer on error, we didn't acquire it.
Cameron Gutman e152a3ce 2020-03-07T13:59:42 direct3d: Don't attempt to create zero sized vertex buffer
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.
Ryan C. Gordon 847bd8d9 2019-09-02T00:11:58 direct3d: Be more aggressive about resetting state when textures go away. Fixes Bugzilla #4768.
Ryan C. Gordon 31bb95f1 2019-06-21T15:07:39 direct3d: Use D3DPOOL_DEFAULT for vertex buffers after all, release correctly. Fixes Bugzilla #4679. Fixes Bugzilla #4537.
Cameron Gutman e681623c 2019-06-20T19:51:00 direct3d: Fix dirty textures failing to update Even if the texture itself has not changed since last time, the data may have so we must call UpdateDirtyTexture() to handle that possibility.
Ryan C. Gordon a2f2b735 2019-06-11T13:02:56 direct3d: Use D3DPOOL_MANAGED for vertex buffers. Fixes Bugzilla #4537.
Ryan C. Gordon f7b7a972 2019-06-11T10:12:47 direct3d: Fixed SDL_RenderSetClipRect usage. Fixes Bugzilla #4459.
Ryan C. Gordon 4f59d372 2019-06-11T09:29:48 direct3d: don't dereference bogus pointer if current texture was destroyed. Fixes Bugzilla #4460.
Ryan C. Gordon a6af0b82 2019-06-11T02:31:57 direct3d: Fixed more compiler warnings on Visual Studio 64-bit builds.
Sam Lantinga b2e76d86 2019-03-19T16:52:09 Fixed Windows RT build
Sam Lantinga 5e13087b 2019-01-04T22:01:14 Updated copyright for 2019
Ryan C. Gordon cca9d24c 2018-12-03T09:26:05 direct3d: be more aggressive about resetting invalidated cached state. Fixes Bugzilla #4402.
Ryan C. Gordon 33f78eb1 2018-12-03T01:58:23 direct3d: Make sure streaming textures update before being used for drawing. Fixes Bugzilla #4402.
Ryan C. Gordon b744108a 2018-12-02T21:57:33 Patched to compile on C89 compilers.
Ryan C. Gordon 3c936150 2018-12-02T20:55:57 direct3d: Release and NULL out vertex buffers on reset. Otherwise they are irretrievably lost on window resize, etc, which makes rendering freeze and other disasters. Fixes Bugzilla #4358.
Sam Lantinga 9719f89d 2018-11-17T12:12:29 Back out change initializing renderer blend mode incorrectly.
Sam Lantinga 29e15ce6 2018-11-17T00:58:45 The default draw blendmode is SDL_BLENDMODE_NONE
Ryan C. Gordon 4659e738 2018-11-01T12:31:45 merge fallout: Patched to compile, fixed some compiler warnings, etc.
Ryan C. Gordon fcb46813 2018-10-01T13:41:15 render: D3D9 doesn't need to check for stream offset support anymore. We don't use offsets at all now. Too slow.
Ryan C. Gordon 709f5ee4 2018-10-01T11:32:08 render: Set the D3D9 stream source once and choose offsets during draw calls. This is _much_ faster than setting the offsets with SetStreamSource!
Ryan C. Gordon 9870746b 2018-10-01T03:02:54 render: Patched to compile.
Ryan C. Gordon 5e644cfd 2018-10-01T01:23:02 render: first shot at moving Direct3D 9 backend to new interface. Untested!
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 cac4e312 2017-12-08T11:34:32 Added check for failure of D3D_ActivateRenderer()
Sam Lantinga 1a1cd8c1 2017-12-08T11:09:05 Fixed bug 1878 - Scaled texture draws with filtering produce wrapping artifacts. Yuri K. Schlesner When using texture filtering, there are filtering artifacts visible on the edges of scaled textures, where the texture filtering pulls in texels from the other side of the texture. Using clamping texture modes wouldn't completely fix this since source rectangles don't need to cover the whole texture. (See screenshot attached in next post.) The opengl driver uses clamping on textures and so avoid this at least in the cases where the source rect is the whole texture. The direct3d driver does not and so has problems in every case. I'm not sure if it can actually completely be fixed, but at least enabling clamping for direct3d would be one step in the right direction.
Sam Lantinga a6a4e27a 2017-11-12T22:51:12 Updated SDL's YUV support, many thanks to Adrien Descamps New functions get and set the YUV colorspace conversion mode: SDL_SetYUVConversionMode() SDL_GetYUVConversionMode() SDL_GetYUVConversionModeForResolution() SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats. Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
Sam Lantinga 30d554e3 2017-08-19T03:07:44 Fixed building SDL applications with Visual Studio and the clang toolset Also fixed building 64-bit SDL with clang. 32-bit doesn't build because of the inline assembly for C runtime support.
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 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Sam Lantinga 4ed4997c 2016-11-06T08:42:46 Fixed bug 2421 for D3D9 - SDL_RenderCopyEx off by one when rotating by 90 and -90 Nader Golbaz Updated patch for direct3d renderers
Sam Lantinga 27d4f099 2016-10-07T23:40:44 Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
Sam Lantinga 77305d47 2016-10-01T11:46:32 Fixed bug 3345 - SDL_RenderClear inconsistency with ClipRect Simon Hug The description of the SDL_RenderClear function in the SDL_render.h header says the following: "This function clears the entire rendering target, ignoring the viewport." The word "entire" implies that the clipping rectangle set with SDL_RenderSetClipRect also gets ignored. This is left somewhat ambiguous if only the viewport is mentioned. Minor thing, but let's see what the implementations actually do. The software renderer ignores the clipping rectangle when clearing. It even has a comment on this: /* By definition the clear ignores the clip rect */ Most other render drivers (opengl, opengles, opengles2, direct3d, and psp [I assume. Can't test it.]) use the scissor test for the ClipRect and don't disable it when clearing. Clearing will only happen within the clipping rectangle for these drivers. An exception is direct3d11 which uses a clear function that ignores the scissor test.
David Ludwig 23af328b 2016-06-24T22:17:56 Fixed Bug 3147 - Windows: Crash when resizing Window since hg 1f9d57965528 Thanks for the fix, Gab!
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 38549a7b 2015-06-04T00:56:11 Fixed bug 2625 - Direct3D9 with SDL_TEXTUREACCESS_TARGET textures causes an application crash Roberto I have debugged the code checking the function calls when Direct3D is the renderer, remember that with software and OpenGL renderers, this issue is not happening. - Create the texture: SDL_Texture *pTex = SDL_CreateTexture(pRenderer, iFormat, SDL_TEXTUREACCESS_TARGET, pSurf->w, pSurf->h); - Update the texture: SDL_UpdateTexture(pTex, NULL, pSurf->pixels, pSurf->pitch); SDL_render.c, SDL_UpdateTexture(): return renderer->UpdateTexture(renderer, texture, rect, pixels, pitch); SDL_render_d3d.c, D3D_UpdateTexture(): if (D3D_UpdateTextureRep(data->device, &texturedata->texture, texture->format, rect->x, rect->y, rect->w, rect->h, pixels, pitch) < 0) { SDL_render_d3d.c, D3D_UpdateTextureRep(): if (D3D_CreateStagingTexture(device, texture) < 0) { SDL_render_d3d.c, D3D_CreateStagingTexture(): result = IDirect3DDevice9_CreateTexture(..., D3DPOOL_SYSTEMMEM, ...) --> FAIL! with INVALIDCALL code After checking a bit the Microsoft documentation, I found this: D3DUSAGE_RENDERTARGET can only be used with D3DPOOL_DEFAULT. (https://msdn.microsoft.com/en-us/library/windows/desktop/bb172625%28v=vs.85%29.aspx) The call that fails, is using D3DUSAGE_RENDERTARGET with D3DPOOL_SYSTEMMEM which is unsupported, hence the INVALIDCALL return code.
Sam Lantinga da190975 2015-05-28T18:57:10 Fixed clip rectangle calculation when there is a viewport offset
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
Sam Lantinga de3d381c 2014-08-17T14:44:53 Fixed bug 2685 - SDL_RenderReadPixels() doesn't work with offscreen targets Andreas Falkenhahn SDL_RenderReadPixels() doesn't seem to work when trying to read pixels from a texture that has been created using SDL_TEXTUREACCESS_TARGET and has been selected as the render target using SDL_SetRenderTarget(). I am attaching a small program that demonstrates the issue. I get the following result here: READ PIXEL RETURN: 0 --- COLOR CHECK: ff000000 But it should be: READ PIXEL RETURN: 0 --- COLOR CHECK: ffff0000 Tested with SDL 2.0.3 on Windows 7.
Sam Lantinga d673d8c3 2014-08-16T23:17:47 Fixed bugs 2677 and 2625, made it possible to lock render targets in D3D
Sam Lantinga 1ee96bb9 2014-07-07T10:26:28 Fixed mingw64 build and warnings
Alfred Reynolds 2748e282 2014-07-03T10:22:12 The YUV offset is 16 / 255, not 16 / 256
Sam Lantinga 4fd03b95 2014-06-04T10:57:52 Setting the window size changes the fullscreen display mode, unless a window display mode has been set. Testing: * Ran testsprite2 --fullscreen, used Ctrl+ and Ctrl- to change window sizes, verified that the display mode changed as well.
Sam Lantinga c15e26d7 2014-06-04T10:57:40 Fixed crash and lost pixel data when recovering from a lost device situation (e.g. alt-tab from fullscreen)
Sam Lantinga 49c53fd2 2014-05-31T11:37:12 Use D3D9Ex when available This hopefully works around crashes in Intel D3D9 support in Windows 8.1.
Philipp Wiesemann 9bc47465 2014-05-18T21:11:30 Changed C++ style comments.
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 2c558ca2 2014-03-10T17:19:19 Fixed D3D9 initialization on Windows 8, which doesn't have D3DX
Sam Lantinga a8f540fe 2014-03-09T22:48:38 Fixed renderer flags to include support for target textures after the renderer is created.
Sam Lantinga 8db4c5a9 2014-02-25T10:04:49 Fixed crash if the input data pitch is larger than the locked texture pitch
Sam Lantinga 22e3217e 2014-02-20T21:07:56 Fixed infinite recursion in D3D_Reset()
Sam Lantinga 6b33f2e8 2014-02-17T22:20:33 Fixed resetting the current render target if the D3D device is reset while using a non-default render target.
Sam Lantinga 076a14b2 2014-02-10T13:40:02 Fixed crash if render target textures are used while the device is lost
Sam Lantinga ae05f178 2014-02-10T10:02:51 Recreate render target textures when the D3D device is being reset, and notify the application using the SDL_RENDER_TARGETS_RESET event when this happens.
Sam Lantinga 3ab3ea64 2014-02-09T01:56:41 Fixed bug 2385 - error: unknown type name 'IDirect3DDevice9' Sandu Liviu Catalin I'm unable to compile the latest SDL (directly from the repository) even though I disabled every DirectX option since I don't need DirectX. I allways het these errors: D:\DevLibs\SDL\src\render\direct3d\SDL_render_d3d.c:1897:1: error: unknown type name 'IDirect3DDevice9' D:\DevLibs\SDL\src\render\direct3d\SDL_render_d3d.c:1898:25: error: unknown type name 'SDL_Renderer'
Sam Lantinga 58edac3e 2014-02-02T00:53:27 Fixed bug 2374 - Update copyright for 2014... Is it that time already??
Ryan C. Gordon aff44ccd 2014-01-27T16:13:13 Patched to compile...uh, everywhere. :)
Ryan C. Gordon 87cfee27 2014-01-27T16:10:15 Patched to compile on Windows when not supporting Direct3D.
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.
Sam Lantinga ef97aab9 2013-11-14T21:39:54 Backed out changeset 6c59f7c8ec17 - it didn't actually do anything useful
Sam Lantinga b36d98bd 2013-11-13T21:50:59 Diagonal flipping with RenderCopyEx Ivan Rubinson As it turns out, it was impossible to render a texture flipped diagonally (both vertically and horizontally) with one RenderCopyEx call. With help from #SDL @ freenode, we came up with a fix.
Sam Lantinga 2348e426 2013-10-21T22:08:56 Fixed whitespace
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