kc3-lang/SDL/src/render

Branch :


Log

Author Commit Date CI Message
9ec2b351 2021-11-15 13:45:53 Fixed the GLES2 shader count to be in sync with the enum
d4df5d33 2021-11-15 09:43:44 GLES2: prevent batching if blend mode changes (see bug #4964)
92f2fdfc 2021-11-15 09:36:18 GLES2: batch non joined lines (see #4964)
17f156fa 2021-11-15 09:08:09 Fixed bug #4964 - opengles2 & batching = conjoined lines put back the initial switch case because groups of joined lines cannot be batched.
d8888e46 2021-11-15 08:37:49 Fixed bug #4964 - opengles2 & batching = conjoined lines
c55ab963 2021-11-13 22:21:57 Added a hint for alternate OpenGL NV12 data format
70c8d20a 2021-11-13 15:04:19 Revert previous commit a50ca98e2b9ca10368b62e93b6a0977dc68fd584 (see bug #4625)
a50ca98e 2021-11-13 14:48:36 Fixed bug #4625 - SDL_RenderSetLogicalSize issues viewport becomes -2147483648x-2147483648 when logical_w/h is greater than window size. division should be done with floats
3bf7994f 2021-09-27 14:38:12 Add and use `SDL_FALLTHROUGH` for fallthroughs Case fallthrough warnings can be suppressed using the __fallthrough__ compiler attribute. Unfortunately, not all compilers have this attribute, or even have __has_attribute to check if they have the __fallthrough__ attribute. [[fallthrough]] is also available in C++17 and the next C2x, but not everyone uses C++17 or C2x. So define the SDL_FALLTHROUGH macro to deal with those problems - if we are using C++17 or C2x, it expands to [[fallthrough]]; else if the compiler has __has_attribute and has the __fallthrough__ attribute, then it expands to __attribute__((__fallthrough__)); else it expands to an empty statement, with a /* fallthrough */ comment (it's a do {} while (0) statement, because users of this macro need to use a semicolon, because [[fallthrough]] and __attribute__((__fallthrough__)) require a semicolon). Clang before Clang 10 and GCC before GCC 7 have problems with using __attribute__ as a sole statement and warn about a "declaration not declaring anything", so fall back to using the /* fallthrough */ comment if we are using those older compiler versions. Applications using SDL are also free to use this macro (because it is defined in begin_code.h). All existing /* fallthrough */ comments have been replaced with this macro. Some of them were unnecessary because they were the last case in a switch; using SDL_FALLTHROUGH in those cases would result in a compile error on compilers that support __fallthrough__, for having a __attribute__((__fallthrough__)) statement that didn't immediately precede a case label.
abc12a83 2021-11-11 15:58:44 Revert "Add and use `SDL_FALLTHROUGH` for fallthroughs" This reverts commit 66a08aa3914a98667f212e79b4f0b9453203d656. This causes problems with older compilers: https://github.com/libsdl-org/SDL/pull/4791#issuecomment-966630997
66a08aa3 2021-09-27 14:38:12 Add and use `SDL_FALLTHROUGH` for fallthroughs Case fallthrough warnings can be suppressed using the __fallthrough__ compiler attribute. Unfortunately, not all compilers have this attribute, or even have __has_attribute to check if they have the __fallthrough__ attribute. [[fallthrough]] is also available in C++17 and the next C2x, but not everyone uses C++17 or C2x. So define the SDL_FALLTHROUGH macro to deal with those problems - if we are using C++17 or C2x, it expands to [[fallthrough]]; else if the compiler has __has_attribute and has the __fallthrough__ attribute, then it expands to __attribute__((__fallthrough__)); else it expands to an empty statement, with a /* fallthrough */ comment (it's a do {} while (0) statement, because users of this macro need to use a semicolon, because [[fallthrough]] and __attribute__((__fallthrough__)) require a semicolon). Applications using SDL are also free to use this macro (because it is defined in begin_code.h). All existing /* fallthrough */ comments have been replaced with this macro. Some of them were unnecessary because they were the last case in a switch; using SDL_FALLTHROUGH in those cases would result in a compile error on compilers that support __fallthrough__, for having a __attribute__((__fallthrough__)) statement that didn't immediately precede a case label.
6c4b4ee7 2021-11-10 09:41:43 Don't assert on API parameters This causes lots of spam in test automation and it's not clear it's useful to developers. If we need this level of validation, we should add a log category for it.
3a31a450 2021-11-10 05:24:31 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
0d987936 2021-11-09 22:03:42 testwm2: Fix video modes menu hit detection when highdpi or logical size used (#4936) * SDLTest_CommonDrawWindowInfo: log SDL_RenderGetScale, SDL_RenderGetLogicalSize * testwm2: fix video modes menu hit detection in High DPI cases - also when logical size is specified, e.g. `--logical 640x480 --resizable --allow-highdpi` * add function to determine logical coordinates of renderer point when given window point * change since to the targeted milestone * fix typo * rename for consistency * Change logical coordinate type to float, since we can render with floating point precision. * add function to convert logical to window coordinates * testwm2: use new SDL_RenderWindowToLogical * SDL_render.c: alternate SDL_RenderWindowToLogical/SDL_RenderLogicalToWindow Co-authored-by: John Blat <johnblat64@protonmail.com> Co-authored-by: John Blat <47202511+johnblat64@users.noreply.github.com>
04f42e04 2021-11-09 11:50:49 metal: Deal better with -[CAMetalLayer nextDrawable] returning nil. Fixes #4863.
637bcd0b 2021-11-07 11:19:07 Fixed build warnings
848d7b12 2021-11-02 16:12:55 Vita: Implement command batching
3f7a94fc 2021-11-02 15:16:48 Vita: Remove FillRects
fba82ad1 2021-10-31 12:38:08 Remove sceGxmFinish from RenderPresent on Vita. Make sure that rendering is finished on render texture during locking
4960cc3d 2021-10-25 16:18:40 Fixed a few warnings
b7933945 2021-10-25 13:46:40 SDL_Renderer: make clear that we use render geometry for fillrect/copy/copyex when there is no specific back-end implementation (currently software, PSP, directfb)
b3f9d8f3 2021-10-25 07:05:50 remove unused local vars after the latest commits.
502e9c3b 2021-10-24 17:16:49 SDL_Renderer simplifications: - Factorize PrepQueueCmdDraw{,DrawTexture,Solid) into one single function - Change SDL_Texture/Renderer r,g,b,a Uint8 into an SDL_Color, so that it can be passed directly to RenderGeometry - Don't automatically queue a SET_DRAW_COLOR cmd for RenderGeometry (and update GLES2 renderer)
79732c9d 2021-09-25 11:35:20 Remove FillRects from back-end, where RenderGeometry can be used
f02ad282 2021-09-25 11:31:18 Remove FillRects from back-end, where RenderGeometry can be used
70b10c75 2021-09-24 22:39:49 Use correct indices when using RenderGeometry / FillRects
16beed9a 2021-09-24 17:09:04 Less code since color is constant when done with triangles
99a34643 2021-09-24 09:42:04 OpenGLES2: LINES and POINTS successive commands are combined into a single draw call (using the same case for DRAW_GEOMETRY)
f0cdc1d0 2021-09-24 09:38:25 OpenGLES2: remove FillRects, since it's can be done with RenderGeometry
37c39d5c 2021-09-23 22:45:45 Use geometry to implement FillRects
b0eef52f 2021-09-23 22:32:29 GLES2 batching: probably need to check for blendMode changes
c27e1249 2021-09-20 17:17:34 Remove SDL_HAVE_RENDER_GEOMETRY define
77026f67 2021-09-20 17:09:44 Metal: remove RenderCopy and RenderCopyEx from back-end
0e5160a0 2021-09-20 17:01:33 VITA: remove RenderCopy and RenderCopyEx from back-end
73f4ab4c 2021-09-20 16:57:21 Direct3D11: remove RenderCopy and RenderCopyEx from back-end
ab758398 2021-09-20 16:53:03 Direct3D: remove RenderCopy and RenderCopyEx from back-end
1fe7e361 2021-09-20 16:46:16 OpenGL: a few opengl functions become unused
88548070 2021-09-20 16:40:47 OpenGLES: remove RenderCopy and RenderCopyEx from back-end
d1925154 2021-09-20 16:33:49 OpenGL: remove RenderCopy and RenderCopyEx from back-end
b92056bb 2021-09-20 16:33:03 OpenGLES2: remove RenderCopy and RenderCopyEx from back-end
76f9fb96 2021-09-20 16:32:08 Use RenderGeometry to implement RenderCopy and RenderCopyEx at higher level
08797ada 2021-09-19 00:39:28 opengles2: Attempt to batch RenderCopy calls into a single glDrawArrays call.
b360965d 2021-10-21 20:48:05 Added a hint for alternate OpenGL NV12 data format
a34fe816 2021-10-21 12:28:35 Added the ability to bind NV12 textures in the OpenGL renderer
f080273a 2021-10-04 22:00:16 PSP: add implementation for RenderGeometry
dd9b2daf 2021-10-04 21:56:42 PSP: fixed build
77acd44f 2021-10-01 22:30:51 DirectFB: fixed creation of palette textures
114d1d46 2021-09-27 23:18:25 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.
14f22519 2021-09-26 18:11:22 Use SDL_calloc for allocation of gxm_texture
52921563 2021-09-22 21:23:42 End Scene on RunCommandQueue on Vita
eb3bf80f 2021-09-21 18:15:09 Fixed compiler warnings using Visual Studio 2019
3b2fbb1c 2021-09-20 23:44:22 End current scene before destroying the texture on Vita
fc4296c1 2021-09-20 23:02:43 Use aligned stride in sceGxmColorSurfaceInit
7080bc2a 2021-09-20 23:02:01 Fallback to SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE if CDRAM texture allocation fails
ca9a3217 2021-09-19 15:47:24 render: GL/GLES now draw lines almost perfectly matching software renderer. One place known to differ in a significant way is a single line segment that starts and ends on the same point; the GL renderers will light up a single pixel here, whereas the software renderer will not. My current belief is this is a bug in the software renderer, based on the wording of the docs: "SDL_RenderDrawLine() draws the line to include both end points." You can see an example program that triggers that difference in Bug #2006. As it stands, the GL renderers might _also_ render diagonal lines differently, as the the Bresenham step might vary between implementations (one does three pixels and then two, the other does two and then three, etc). But this patch causes those lines to start and end on the correct pixel, and that's the best we can do, and all anyone really needs here. Not closing any bugs with this patch (yet!), but here are several that it appears to fix. If no other corner cases pop up, we'll call this done. Reference Bug #2006. Reference Bug #1626. Reference Bug #4001. ...and probably others...
857cc7c0 2021-09-19 00:05:21 render: constified some local variables in SDL_AllocateRenderVertices.
5faea84c 2021-09-18 11:54:25 render: Mark viewport/cliprect dirty when window is resized. Fixes #4751.
79ec8986 2021-09-16 12:47:45 Vita: refactor gxm texture render and add SDL_RenderGeometry support
4a994733 2021-09-14 15:51:17 `SDL_RenderSetVSync()`: Restrict `vsync` to 0 or 1 In the future, we might want to support special swap intervals. To prevent applications from expecting nonzero values of vsync to be the same as "on", fail with SDL_Unsupported() if the value passed is neither 0 nor 1.
4549769d 2021-03-07 15:20:45 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.
10d3df44 2021-09-09 12:46:28 Vita: fix copyright dates
d49d955d 2021-09-08 11:44:17 render: SDL_RenderGeometry should still render when hidden, in most cases. (otherwise render targets may fail, etc...the check is a legacy helper for iOS apps that crash if you try to use OpenGL while in the background.)
183eb067 2021-09-01 15:46:32 Fixed bug #4711: prevent opengl SDL_renderer from crashing if GL_ARB_multitexture isn't supported
be6bee0b 2021-08-27 07:47:28 SW_RenderGeometry: add a redundant check to clear static analysis (see bug #4600)
54ca1d19 2021-08-27 07:44:03 SW_RenderGeometry: add a redundant check to clear static analysis (see bug #4600)
b17aa5d0 2021-08-27 07:16:40 SW_RenderGeometry: remove a few static analysis false positives (see bug #4600)
e426bb80 2021-08-20 07:50:30 Fixed bug #4671 - D3D_QueueGeometry: use "count / 3" (Thanks alittlesail!)
ae5336a3 2021-08-19 14:03:10 Fixed bug #4669: D3D_QueueGeometry: -0.5f offset position of vertexs This similar to D3D_QueueCopy positions
8270172e 2021-08-19 12:11:10 fix -Wshorten-64-to-32 warnings in android builds. see: https://github.com/libsdl-org/SDL/pull/4195#issuecomment-901506386
154384a7 2021-08-18 23:59:27 Add (uintptr_t) casts
1670104a 2021-04-23 12:27:35 Change 'size_indice' to 'size_indices'
a8f89a01 2021-04-23 12:00:14 Change 'size_indice' to 'size_indices'
47db47c1 2021-04-06 21:32:02 Add SDL_HAVE_RENDER_GEOMETRY to compile or not with RenderGeometry support
b9bd9da7 2021-04-04 22:34:17 OpenGLES2: transfert color as 4 bytes, instead of 4 floats
c6ceaaeb 2021-04-04 21:32:40 METAL: use Uchar4Normalized format to transfert color as 4 bytes, instead of 4 floats
eff840bb 2021-04-01 23:30:59 Add OpenGLES implementation
32e79101 2021-04-01 20:27:22 Fix warnings
6e47f538 2021-04-01 20:18:05 Fix warnings
4869a3d2 2021-04-01 14:36:31 Add Direct3D9 implementation (not tested)
4ba37638 2021-04-01 12:43:39 Save and restore SDL renderer state after transforming triangles to rect
cd0663e0 2021-04-01 11:47:45 Fix declaration-after-statement and remove tabs
cd4663df 2021-04-01 11:11:12 Update D3D11 for SDL_RenderGeometryRaw
9f591707 2021-04-01 10:37:45 Update METAL backend for SDL_RenderGeometryRaw
61d9e916 2021-04-01 10:16:27 For the software renderer, try to reinterpret triangles as SDL_Rect With Dear ImGui + software renderer, it draws: - by default at 250 fps - drops to 70 fps if you show the color picker - drops to 10 fps if put the color picker fullscreen
cc37c38e 2021-04-01 09:55:00 Add SDL_RenderGeometry based on SDL_RenderGeometryRaw
e4812611 2021-04-01 09:49:16 Move to SDL_RenderGeometryRaw prototype with separate xy/uv/color pointer parameters
111c70e1 2021-03-26 09:09:08 Use 64 bits precision to prevent overflow when interpolating color / texture with wide triangles
f73c1eff 2021-03-17 09:58:49 Use normalized texture coordinates
5828cc41 2021-03-16 21:54:27 Update METAL backend: fix a typo in drawline
9a8a8e65 2021-03-16 16:04:33 Update SDL_render_d3d11.c Fix D3D11 compilation
121114d0 2021-03-16 15:44:49 Update METAL compiled shaders
2d01573b 2021-03-16 15:44:33 Add METAL shaders
1e77dae7 2021-03-16 15:44:04 Add METAL implementation
1ebef073 2021-03-16 15:15:43 Add D3D11 implementation (not yet tested)
3ee511d7 2021-03-16 15:14:58 Add software renderer implementation
37f78fc1 2021-03-16 15:13:15 Add OpenGL implementation
faded41a 2021-03-16 15:11:13 Add OpenGLES2 implementation
6e26d320 2021-03-16 15:09:34 Add sysrender interface
53a2608b 2021-03-14 22:32:17 Renderer opengles2: turn color Uniform into Attribute. all attributes are copied interleaved (based on rmg-nik initial patch+ + minor clean up of data structure + add check for colorswap
f5794f9e 2021-08-10 15:17:59 Added SDL_SetTextureUserData() and SDL_GetTextureUserData() to associate a user-specified pointer with an SDL texture