kc3-lang/SDL/src/render/opengles2/SDL_render_gles2.c

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Log

Author Commit Date CI Message
2c1faa40 2014-08-12 23:37:12 Fixed warnings about unused local variables.
6fef39d6 2014-08-06 11:34:54 Added NV12 and NV21 texture support for OpenGL and OpenGL ES 2.0 renderers
7187b74c 2014-07-07 11:00:25 Fixed compiler warnings on iOS
3d5f4a69 2014-06-25 21:06:47 Fixed YUV texture update with a subrect in OpenGL ES 2.0 - thanks Sylvain!
b4deeeba 2014-06-25 00:58:40 Fixed bug 2595 - Padded, non-contiguous YUV does not display correctly using OpenGL ES 2.0 renderer Sylvain Ok, I found out : GLES2_UpdateTexture is just not handling the YUV, I will attach a patch.
e63e1a5e 2014-06-23 09:25:27 Fixes OpenGL ES 2 renderer (Thanks Sylvain Becker)
d65ac778 2014-06-22 02:48:43 Restore window OpenGL state if creating an OpenGL renderer fails
5df11f8a 2014-06-21 21:46:42 Made SDL_PIXELFORMAT_ARGB8888 the default texture format for consistency across renderer implementations.
e8f8e672 2014-06-21 12:38:46 Fixed bug 2595 - Padded, non-contiguous YUV does not display correctly using OpenGL ES 2.0 renderer Alvin The new OpenGL ES 2.0 YUV Texture support does not correctly display padded, non-contiguous YUV data. I am using SDL2 95bd3d33482e (as provided by 'hg id --id') from Mercurial. The YUV data I am using is provided by the FFMPEG family of libraries. According to FFMPEG's documentation, "The linesize [pitch] may be larger than the size of usable data -- there may be extra padding present for performance reasons." The dimensions of the video file that I am using are 480x360. What I get from FFMPEG is a Ypitch of 512, and Upitch and Vpitch are both 256. When I pack new Y, U and V buffers with only the "usable" data (Ypitch is 480 and Upitch and Vpitch are both 240), and use those new buffers, the image is display correctly. It appears that the Ypitch, Upitch and Vpitch parameters are not being used by SDL_UpdateYUVTexture(). I use SDL_PIXELFORMAT_YV12 for my YUV texture, however, the same results are seen when I use SDL_PIXELFORMAT_IYUV. Not sure if this is related or not, but when I render the YUV texture (padded and unpadded) to a RGB24 texture, the resulting image is greyscale (or could by just the Y channel). The URL field for this bug entry is set to my email (SDL mailing list archive) which includes an example image of what I see when rendering padded, non-contiguous YUV data.
9fb2cc10 2014-06-07 11:36:08 dront78 implemented YUV texture support for OpenGL ES 2.0
defd90b6 2014-04-19 13:15:41 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
3dcb451f 2014-04-09 21:29:19 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.
a8f540fe 2014-03-09 22:48:38 Fixed renderer flags to include support for target textures after the renderer is created.
1367bf87 2014-03-09 11:36:47 Integrated David Ludwig's support for Windows RT
f61602b4 2014-02-27 20:21:46 Improve window recreation logic in OpenGL* renderers
4c192bc8 2014-02-25 17:42:34 Fixes #2308, recreate window if GL requirements for the renderer are not met If the window has been created with values for SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_MAJOR_VERSION and SDL_GL_CONTEXT_MINOR_VERSION not matching those required by the renderer, attempt to recreate the window. This is needed on platforms where both GL and GLES 1/2 surfaces are supported by the video backend, requiring that the window be recreated when switching between context types.
b331ada8 2014-02-09 01:49:01 Fixed bug 2354 - [ES 2.0] SDL_RenderClear clears render target with wrong color ny00 SDL_RenderClear clears a render target with the wrong color, if the opengles2 renderer driver is used and the target texture's format is SDL_PIXELFORMAT_ARGB8888. The bug is *not* reproduced if SDL_PIXELFORMAT_ABGR8888 is used as the texture format (the first from the renderer's list). It is further not reproduced using any of the following renderer drivers: opengl, opengles (apparently powered by Gallium3D), software. Finally, the correct color can be drawn using SDL_RenderFillRect (instead of SDL_RenderClear). A few details about the current setup: - OS: Ubuntu 12.04 for x86_64 - GPU: GeForce GTX 460 - GPU driver version: 331.20-0ubuntu1~xedgers~precise1 (from the xorg-edgers PPA) --- Seth Williams Sam, It appears that the clear just needs to take the render target format into consideration. Seth.
58edac3e 2014-02-02 00:53:27 Fixed bug 2374 - Update copyright for 2014... Is it that time already??
7fe277cd 2013-12-23 17:15:32 Fixed float to int conversion warning, which was a legitimate bug.
472068dd 2013-12-19 06:01:18 fixed gles/gles2 renderer creation fail on Android when default major/minor version doesn't match
f848adff 2013-11-29 10:06:08 Improve Android pause/resume behavior.
b6f80d85 2013-11-29 00:19:46 WinRT: enable the OpenGL ES 2 SDL_Renderer backend, if and when OpenGL ES 2 support is compiled in
7e1289af 2013-11-24 23:56:17 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.
36b75917 2013-10-05 12:29:05 Do a 32-bit compare on RGBA values. Thsi should be inlined in optimized builds.
5607cc45 2013-10-05 00:29:57 Avoid redundant state changes in the GLES2 renderer.
500e4f6f 2013-10-04 11:25:14 Removed "u_colorTable" uniform from the GLES2 renderer. It's not used anywhere.
50989846 2013-10-03 20:48:52 Added optional error checking for OpenGL ES 2.0 in the same style as the OpenGL renderer. You can enable it like this: SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
958640e5 2013-10-02 22:16:11 Get rid of glGetError() calls in GLES2 renderer. It's not usually useful, and it causes pipeline stalls.
22a972a4 2013-09-30 22:16:14 Fixed bug 2122 - SDL_CreateTexture allows illegal texture sizes Lloyd Bryant SDL_CreateTexture() is succeeding (i.e. returning a valid pointer) when the requested horizontal or vertical size of the texture exceeds the maximum allowed by the render. This results in hard-to-understand errors showing up when later attempting to use that texture (such as with SDL_SetRenderTarget()).
ace1e98a 2013-08-29 15:02:32 Fixes bug #2040, prepare SDL_GL_CONTEXT_EGL for deprecation on v2.1 SDL_GL_CONTEXT_EGL = 1 is now internally treated as profile_mask = SDL_GL_CONTEXT_PROFILE_ES
f79fc33a 2013-08-29 08:29:21 Christoph Mallon: Remove pointless if (x) before SDL_free(x)
f60bcf8b 2013-08-22 17:26:22 Fix warning in GL ES2 renderer
dad42067 2013-08-12 11:13:50 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.
1ad936eb 2013-08-11 19:56:43 Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow() Rainer Deyke I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.