|
9e509e4a
|
2019-10-30T16:45:53
|
|
SDL_render_gles2: remove ineffective widening cast
warning: either cast from 'int' to 'size_t' (aka 'unsigned long') is ineffective, or there is loss of precision before the conversion [bugprone-misplaced-widening-cast]
|
|
60d3965e
|
2019-10-30T15:36:17
|
|
Readability: remove redundant return, continue, enum declaration
|
|
a9b867ab
|
2019-10-26T14:39:50
|
|
macOS Fix potential memory leaks in the Metal renderer caught by clang's static analyzer.
|
|
1ce1364b
|
2019-10-26T12:56:18
|
|
d3d11: Don't fail if there's no vertex data to upload (thanks, Martin!).
Fixes Bugzilla #4832.
|
|
216f5b98
|
2019-10-17T18:48:58
|
|
metal: Fix compilation when using older Apple SDKs (bug #4828).
|
|
fe20c35b
|
2019-10-14T16:40:46
|
|
Fixed race condition when scaling Touch events, and changing the renderer
target.
Always read the output size of the main renderer.
(similar to bug 2107)
|
|
72660a51
|
2019-10-13T20:52:52
|
|
Fixed bug 4825 - SDL Renderer OpenGL: Buffer overflow (SDL_RENDERCMD_DRAW_LINES)
|
|
7d47f526
|
2019-10-01T09:26:30
|
|
SDL_LockTextureToSurface: robustness of locked region compared to texture size
|
|
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.
|
|
847bd8d9
|
2019-09-02T00:11:58
|
|
direct3d: Be more aggressive about resetting state when textures go away.
Fixes Bugzilla #4768.
|
|
a3804ba1
|
2019-09-01T22:41:44
|
|
d3d11: Fixed VB state, avoiding unnecessary recreation (Thanks, Alex!).
Fixes Bugzilla #4779.
|
|
0c263738
|
2019-08-26T18:49:04
|
|
gl/gles/gles2 render: fix SDL_RenderClear being affected by the clip rect in some situations.
|
|
bfdb0e97
|
2019-08-18T10:38:32
|
|
metal renderer: optimize SDL_RenderFillRect slightly.
|
|
ff7888e6
|
2019-08-18T09:35:11
|
|
render: fix colors not being set properly after the previous change
|
|
1be03b40
|
2019-08-17T22:26:33
|
|
render: avoid a couple redundant memcmp calls in all drawing functions. Improves performance slightly.
|
|
e8278d0d
|
2019-08-17T16:53:08
|
|
metal renderer: use vertex attributes instead of indexing into a buffer with the vertex id in the shader. Allows for more flexibility with vertex setup in the future.
Also optimize vertex buffer binding slightly.
|
|
55a46abf
|
2019-08-17T01:09:30
|
|
metal renderer: more closely match buffer data alignment requirements from the metal specification.
|
|
69c6924c
|
2019-08-17T00:43:44
|
|
render: simplify vertex and uniform data allocation. Improves performance of various SDL_Render functions (bug #4764).
|
|
e5acccc7
|
2019-08-17T00:37:22
|
|
metal renderer: use the device address space instead of the constant address space for colors.
It doesn't negatively impact GPU performance in my tests, and it removes the need for 256 byte memory alignment of color data on macOS.
|
|
3fb5cabe
|
2019-08-16T22:13:30
|
|
metal: Update compiled shaders based on compilation script changes
|
|
9e57e3e5
|
2019-08-16T22:11:50
|
|
metal: Update shader compilation script with fixes for newer xcode versions and for running on older platforms
|
|
aebaa316
|
2019-08-05T12:35:32
|
|
Add public APIs for creating a Metal view attached to an SDL window. Add SDL_metal.h.
|
|
22a2decf
|
2019-06-28T16:38:42
|
|
Android: concurrency issues, make sure Activity is in running State when calling
functions like SDL_CreateWindow, SDL_CreateRenderer, Android_GLES_CreateContext
Bugs 4694, 4681, 4142
|
|
cfed0b77
|
2019-06-28T16:14:50
|
|
Add an "error" label in SDL_CreateRenderer (no op)
|
|
31bb95f1
|
2019-06-21T15:07:39
|
|
direct3d: Use D3DPOOL_DEFAULT for vertex buffers after all, release correctly.
Fixes Bugzilla #4679.
Fixes Bugzilla #4537.
|
|
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.
|
|
7162649f
|
2019-06-18T18:58:39
|
|
opengl: Be more robust in failing cases.
Load all possible symbols, not just until one fails, in case they get used
during shutdown, etc.
Fixes Bugzilla #4093.
|
|
5dcac4cc
|
2019-06-18T10:08:19
|
|
Fixed 4669 - Using the software SDL_Renderer on Android leads to GL errors & black screen when window resizes
Sylvain
I think what happening with the software renderer is:
* you're somehow in background (so texture creation is not possible)
* it resizes and wants to push a SDL_WINDOWEVENT_SIZE_CHANGED
It call:
https://hg.libsdl.org/SDL/file/a010811d40dd/src/render/SDL_render.c#l683
* GetOutputSize
* SW_GetOutputSize
* SW_ActivateRenderer
* SDL_GetWindowSurface
* SDL_CreateWindowFramebuffer which is mapped to SDL_CreateWindowTexture
and it ends up re-creating the surface/a texture, while being in background
|
|
e96d4760
|
2019-06-18T18:53:58
|
|
Android: resize with software rendering, reverted again (Bug 4669)
|
|
12b92260
|
2019-06-18T18:40:40
|
|
Android: try to fix resize with software rendering (bug 4669)
|
|
8a20d40d
|
2019-06-18T18:22:18
|
|
Android: revert commit SW_GetOutputSize, again (Bug 4669)
|
|
98cc7589
|
2019-06-18T10:41:11
|
|
Android: prevent using SW_GetOutputSize with software renderer (Bug 4669)
|
|
1213fe79
|
2019-06-14T13:56:42
|
|
Worked around "Undefined symbol: ___isPlatformVersionAtLeast()" link error on Xcode 11 beta
|
|
3e9bf284
|
2019-06-11T15:06:35
|
|
software: Fixed compiler warning and dos2unix'd the endlines.
|
|
04fedce0
|
2019-06-11T14:09:53
|
|
software: Correctly track viewport and cliprect.
Fixes Bugzilla #4457.
|
|
a2f2b735
|
2019-06-11T13:02:56
|
|
direct3d: Use D3DPOOL_MANAGED for vertex buffers.
Fixes Bugzilla #4537.
|
|
f7b7a972
|
2019-06-11T10:12:47
|
|
direct3d: Fixed SDL_RenderSetClipRect usage.
Fixes Bugzilla #4459.
|
|
4f59d372
|
2019-06-11T09:29:48
|
|
direct3d: don't dereference bogus pointer if current texture was destroyed.
Fixes Bugzilla #4460.
|
|
a6af0b82
|
2019-06-11T02:31:57
|
|
direct3d: Fixed more compiler warnings on Visual Studio 64-bit builds.
|
|
b5e9ebba
|
2019-06-08T19:12:05
|
|
Fixed compiler warning
warning C4018: '<' : signed/unsigned mismatch
|
|
41c718db
|
2019-05-19T12:04:06
|
|
Fixed bug 4469 - make SDL_CreateTextureFromSurface pick a more appropriate format
Sylvain
Currently SDL_CreateTextureFromSurface picks first valid format, and do a conversion.
format = renderer->info.texture_formats[0];
for (i = 0; i < renderer->info.num_texture_formats; ++i) {
if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
format = renderer->info.texture_formats[i];
break;
It could try to find a better format, for instance :
if SDL_Surface has no Amask, but a colorkey :
if surface fmt is RGB888, try to pick ARGB8888 renderer fmt
if surface fmt is BGR888, try to pick ABGR8888 renderer fmt
else
try to pick the same renderer format as surface fmt
if no format has been picked, use the fallback.
I think it goes with bug 4290 fastpath BlitNtoN
when you expand a surface with pixel format of size 24 to 32, there is a fast path possible.
So with this issue:
- if you have a surface with colorkey (RGB or BGR, not palette), it takes a renderer format where the conversion is faster.
(it avoids, if possible, RGB -> ABGR which means switching RGB to BGR)
- if you have a surface ABGR format, it try to take the ABGR from the renderer.
(it avoids, if possible, ABGR -> ARGB, which means switch RGB to BGR)
|
|
2ee9b1dd
|
2019-05-19T11:01:36
|
|
Fixed bug 4025 - SDL_Renderer OpenGL : add support for textures ABGR, RGB, BGR
Sylvain
OpenGLES2 SDL renderer has support for textures ARGB, ABGR, RGB and BGR, whereas OpenGL SDL renderer only had ARGB.
If you think it's worth adding it, here's a patch. I quickly tried and it worked, but there may be missing things or corner case.
|
|
d68e501d
|
2019-04-08T13:43:48
|
|
Fixed bug 4582 - Maximize/Resize not working on Windows 10
When viewport is set, projectionAndView changes, but ID3D11DeviceContext_UpdateSubresource was not called.
|
|
8ab698af
|
2019-03-21T10:39:49
|
|
opengles2: Fix static analysis warning.
Not clear if this could ever dereference NULL in real life, but better safe
than sorry!
|
|
b2e76d86
|
2019-03-19T16:52:09
|
|
Fixed Windows RT build
|
|
b28e956b
|
2019-03-12T07:59:53
|
|
Fixed bug 4542 - Image flipped vertically when rendering on texture
Have to recompute viewport because projection/glOrtho is different
wether rendering is on target texture or not
|
|
40781dfb
|
2019-02-04T23:35:18
|
|
opengles2: patched to compile.
|
|
b7504f31
|
2019-02-04T23:32:28
|
|
opengles2: keep cached texturing state correct.
|
|
a609c03a
|
2019-02-04T23:24:10
|
|
opengles1: keep cached texturing state correct.
|
|
40a52cee
|
2019-02-04T18:55:39
|
|
render: Fix OpenGL draw state cache for various points of texture binding.
|
|
07548602
|
2019-01-19T16:47:43
|
|
Fixed bug 3657 - Color-key doesn't work when an alpha channel is present
When surface format is the same as renderer format, it still needs an
intermediate conversion to transform colorkey to alpha.
|
|
be991f3a
|
2019-01-12T13:34:03
|
|
Fixed bug 4453 - GLES / GLES2: first white renderer clear cmd is drawn as black
|
|
5e13087b
|
2019-01-04T22:01:14
|
|
Updated copyright for 2019
|
|
9cdd0dd9
|
2018-12-29T17:59:34
|
|
PSP renderer: use colors from 'draw' union (very likely, but un-tested)
|
|
ebd9efb3
|
2018-12-29T16:37:44
|
|
opengles 1: same fix as in bug #4433
|
|
87b76369
|
2018-12-29T16:34:50
|
|
opengles 1: use color from 'draw' union in SetDrawState()
|
|
dc344360
|
2018-12-21T20:53:31
|
|
render: Fix internal state getting out of sync when destroying a texture that was just rendered and then creating a new one, in the GL and GLES2 backends. Fixes bug #4433.
|
|
0a705901
|
2018-12-19T18:10:02
|
|
render: Prefer the Metal renderer over OpenGL.
This is the best option for macOS and iOS, the only platforms with Metal.
Pre-Metal versions of these platforms will fall back to OpenGL (ES), as
appropriate.
Huge thanks to Alexander Szpakowski, who worked incredibly hard to get the
Metal renderer to such a high-quality state!
|
|
c7db6ade
|
2018-12-19T18:27:21
|
|
metal: Implement SDL_LockTexture for YUV formats.
|
|
ce8c716a
|
2018-12-18T14:23:05
|
|
metal: Implement SDL_LockTexture for non-YUV textures.
|
|
e5476c65
|
2018-12-15T14:50:12
|
|
Fixed bug 4425 - promote to alpha format, palette surface with alpha values.
SDL_CreateTextureFromSurface() forgets to choose a texture format with alpha for
surfaces that have palettes with alpha values.
|
|
39ec1699
|
2018-12-06T10:24:44
|
|
opengles2: fix prototype of glDeleteBuffers
|
|
252dc85e
|
2018-12-06T09:22:00
|
|
Fix warnings detected on Android build
|
|
6259a726
|
2018-12-05T16:13:12
|
|
Warnings: fix a documentation warning and missing prototypes
|
|
cca9d24c
|
2018-12-03T09:26:05
|
|
direct3d: be more aggressive about resetting invalidated cached state.
Fixes Bugzilla #4402.
|
|
939bf1c4
|
2018-12-03T02:06:17
|
|
render: fix some static analysis warnings.
|
|
33f78eb1
|
2018-12-03T01:58:23
|
|
direct3d: Make sure streaming textures update before being used for drawing.
Fixes Bugzilla #4402.
|
|
b744108a
|
2018-12-02T21:57:33
|
|
Patched to compile on C89 compilers.
|
|
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.
|
|
37b1f989
|
2018-11-25T22:13:09
|
|
metal: use a staging texture in SDL_UpdateTexture, to make sure it doesn't stomp texture data being drawn in a previous frame on the GPU.
|
|
872936a4
|
2018-11-21T23:46:37
|
|
metal: Fix an incorrect division.
|
|
4a58722b
|
2018-11-21T23:37:23
|
|
metal: SDL_RenderFillRects uses one draw call per 16k rectangles (within the given FillRects call), instead of one draw call per rectangle. Reduces CPU usage when drawing many rectangles.
|
|
457e58c4
|
2018-11-17T16:24:52
|
|
opengles: Fixed compiler warnings.
|
|
9719f89d
|
2018-11-17T12:12:29
|
|
Back out change initializing renderer blend mode incorrectly.
|
|
fde7592a
|
2018-11-17T14:39:42
|
|
direct3d11: Fixed missing rendering of solid primitives.
Fixes Bugzilla #4388.
|
|
782f1685
|
2018-11-17T14:37:51
|
|
Fixed a few compiler warnings.
|
|
29e15ce6
|
2018-11-17T00:58:45
|
|
The default draw blendmode is SDL_BLENDMODE_NONE
|
|
9262c0de
|
2018-11-14T22:38:58
|
|
software: fix blits with color mods that change during a command queue run.
|
|
244b79e1
|
2018-11-04T14:31:56
|
|
metal: SDL_RenderReadPixels on macOS synchronizes the render target's texture data if it's managed, before reading from it.
|
|
c9fed272
|
2018-11-04T12:31:02
|
|
metal: fix the SDL_RENDERER_PRESENTVSYNC flag not being set on the renderer info on macOS, when vsync is used.
|
|
c2bba9e4
|
2018-11-04T12:24:05
|
|
metal: fix the size of the buffer used for constant data.
|
|
457390fc
|
2018-11-01T20:24:21
|
|
metal: avoid an extra buffer allocation and GPU data copy in RunCommandQueue, it's not needed. Improves overall performance.
|
|
4e86dfd8
|
2018-11-01T19:49:01
|
|
metal: remove an obsolete section of a constant buffer.
|
|
0d79a8a1
|
2018-11-01T20:04:24
|
|
fix build using Watcom :
./src/render/SDL_render.c(2168): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2168): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2175): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2175): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
|
|
4659e738
|
2018-11-01T12:31:45
|
|
merge fallout: Patched to compile, fixed some compiler warnings, etc.
|
|
329f2eb9
|
2018-10-31T20:17:53
|
|
Fix crash when GL_LoadFunctions()/GLES2_LoadFunctions() fails
https://bugzilla.libsdl.org/show_bug.cgi?id=4350
We can't safely call GL_DestroyRenderer() until GL_LoadFunctions()
succeeds because we will be missing functions that we try to use
when activating the renderer for destruction if we have an GL context.
|
|
62494a2e
|
2018-10-31T15:03:41
|
|
Merge SDL-ryan-batching-renderer branch to default.
|
|
da56cefa
|
2018-10-30T07:00:03
|
|
Fixed bug 4188 - Software renderer SDL_RenderCopyEx blits corrupt image under certain cases
Sylvain
Re-opening this issue.
It fixes the test-case, but it introduces a regression with another bug (bug #4313).
So here's a new patch that activate cropping of the source surface to solve the issue.
It also reverts the wrong changeset.
It prevents unneeded colorkey error message.
|
|
91820998
|
2018-10-28T21:36:48
|
|
Add and update include guards
Include guards in most changed files were missing, I added them keeping
the same style as other SDL files. In some cases I moved the include
guards around to be the first thing the header has to take advantage of
any possible improvements compiler may have for inclusion guards.
|
|
8340b0f0
|
2018-10-23T01:34:03
|
|
render: Add floating point versions of various draw APIs.
|
|
b262b0eb
|
2018-10-22T20:50:32
|
|
Small stack allocations fall back to malloc if they're unexpectedly large.
|
|
8c41e262
|
2018-10-13T03:36:42
|
|
metal: Fix SDL_RenderReadPixels to wait for the GPU to finish rendering to the active texture before reading its pixels.
|
|
d9094421
|
2018-10-12T17:55:42
|
|
metal: Fix high dpi and resizing on macOS, and clean up iOS code. Fixes bug #4250.
|
|
82c2f04e
|
2018-10-09T17:41:40
|
|
Fixed bug 4188 - Software renderer SDL_RenderCopyEx blits corrupt image under certain cases
duckgrease
SDL_RenderCopyEx blits wrong image (in some cases it's bunch of alternating horizontal lines, some cases it's image from the wrong coordinate, and in some cases it's just a bunch of garbled pixels), when the following conditions are met:
- Use software renderer.
- Enable either horizontal or vertical flip.
- source and destination rectangles must have same width and height, and must be smaller than the size of the texture.
- source rectangle's X and Y coordinates must be 0.
|
|
eedf2c96
|
2018-10-06T17:08:04
|
|
opengles2: Fixed several incorrect things.
|
|
6ecd0b2c
|
2018-10-04T21:10:42
|
|
opengles2: removed useless memcpy.
|
|
ef3d970a
|
2018-10-04T20:22:28
|
|
opengles2: Fixed incorrect cliprect state.
|
|
208c4b03
|
2018-10-04T20:21:58
|
|
metal: CopyEx transform matrix must be aligned for constant buffer access.
|
|
638d624f
|
2018-10-04T20:21:23
|
|
metal: Don't try to create a zero-byte vertex buffer.
(Which will cause a crash in Metal, or an assert in the validation layer.)
|
|
1ecf4dfc
|
2018-10-04T16:34:44
|
|
render: Added SDL_RenderFlush().
|