|
f317d619
|
2022-07-01T13:59:14
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|
Xbox GDKX support (#5869)
* Xbox GDK support (14 squashed commits)
* Added basic keyboard testing
* Update readme
* Code review fixes
* Fixed issue where controller add/removal wasn't working (since the device notification events don't work on Xbox, have to use the joystick thread to poll XInput)
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4f732197
|
2022-06-30T00:25:26
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|
Fixed D3D12 renderer not working with batching, and got rid of the vertex buffer size limit
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|
6c536afd
|
2022-06-27T15:43:17
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|
Fix C89 declaration for macOS modules.
Since Clang 14, `-Wdeclaration-after-statement` is enforced on every
standard.
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|
3b191580
|
2022-06-27T17:19:39
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|
Windows GDK Support (#5830)
* Added GDK
* Simplfied checks in SDL_config_wingdk.h
* Added testgdk sample
* Added GDK readme
* Fixed error in merge of SDL_windows.h
* Additional GDK fixes
* OpenWatcom should not export _SDL_GDKGetTaskQueue
* Formatting fixes
* Moved initialization code into SDL_GDKRunApp
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|
314bb5a1
|
2022-06-27T14:45:14
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|
Fixed bug #5850: Android EGL_BAD_ACCESS because of viewport command while turning the screen off/on.
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|
b2f07d94
|
2022-06-26T15:53:13
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|
Vita: create rendertarget color surface with same format as texture. Fixes #5844
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|
ebe4f47f
|
2022-06-26T19:04:25
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|
Fixed __VA_ARGS__ in gcc when no args
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|
51c6488f
|
2022-06-26T18:47:34
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|
Add support for SDL_render_d3d12.c to compile in C++ mode
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|
adc68758
|
2022-06-17T10:22:28
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|
Added SDL_copyp to avoid size mismatch when copying values (thanks @1bsyl!)
Closes https://github.com/libsdl-org/SDL/pull/5811
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|
1eb247fa
|
2022-06-16T15:44:18
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|
Fixed building D3D12 renderer with latest mingw-64
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|
960b86dc
|
2022-06-14T01:56:40
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|
update SDL_render_d3d12.c after DPI scaling/highdpi support patch.
See https://github.com/libsdl-org/SDL/pull/5778#issuecomment-1153006938
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|
ded6c22e
|
2022-06-14T14:09:13
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|
render: Corrected wrong SDL_memcpy() sizes for viewport, cliprect.
Fixes #5786.
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|
e09551bc
|
2022-06-09T02:22:21
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|
Fix WinRT build
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|
ab81a559
|
2022-06-07T02:01:27
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|
Windows DPI scaling/highdpi support
Adds hint "SDL_WINDOWS_DPI_SCALING" which can be set to "1" to
change the SDL coordinate system units to be DPI-scaled points, rather
than pixels everywhere.
This means windows will be appropriately sized, even when created on
high-DPI displays with scaling.
e.g. requesting a 640x480 window from SDL, on a display with 125%
scaling in Windows display settings, will create a window with an
800x600 client area (in pixels).
Setting this to "1" implicitly requests process DPI awareness
(setting SDL_WINDOWS_DPI_AWARENESS is unnecessary),
and forces SDL_WINDOW_ALLOW_HIGHDPI on all windows.
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|
6f69bbc5
|
2022-06-08T12:38:43
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|
D3D11: Fix SDL_TEXTUREACCESS_TARGET not working if SDL_HAVE_YUV was 0
Added a couple of missing SDL_zeros in CreateTexture
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|
8303c5d0
|
2022-06-08T12:37:36
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|
Added missing SDL_zero for renderTargetViewDesc
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|
7a335df9
|
2022-06-07T16:11:25
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|
Updated CMakeLists.txt and configure.asc/script so that it checks for the required Windows SDK version before it enables the d3d12 renderer. Also fixed reported warnings in some builds.
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|
2cc22604
|
2022-06-07T16:30:01
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|
Fixed bug #5768 - SDL_RenderGeometry's software backend failed to render when texture coordinates are reversed
handle flip vertical/horizontal when reconstructing rects from triangles
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|
40828218
|
2022-06-06T17:42:30
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|
DirectX 12 Renderer (#5761)
* DirectX 12 Renderer (27 squashed commits)
* Add missing SDL_hidapi.h of merge of SDL.vcxproj.filters
* Fixed OpenWatcom build failure
* Dynapi fix
Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
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|
ae2cc29f
|
2022-06-03T09:44:34
|
|
Make sure initial state is set correctly for the D3D renderer
Fixes https://github.com/libsdl-org/SDL/issues/5749
|
|
9dfa000b
|
2022-05-18T20:20:03
|
|
Initial support for building for Windows with OpenWatcom
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|
c8eea020
|
2022-05-18T21:14:20
|
|
Fix C89 build errors in Windows builds
|
|
ec8fa577
|
2022-05-07T21:57:23
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|
macOS: always use Objective-C ARC (automatic ref counting).
Change Cocoa SDL_VideoData and SDL_WindowData implementations from C structs to Objective-C objects, since bridging between C and ObjC is easier that way.
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|
9e5cbf03
|
2022-04-29T22:36:12
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|
Disallow non-positive allocation.
Ensure that we're not trying to call SDL_small_alloc()
with a count of zero.
Transforming the code like this fixes a
-Wmaybe-uninitialized warning from GCC 12.0.1
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|
6c2928b4
|
2022-04-29T19:30:47
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|
Switch uses of MIN() to SDL_min()
We're excluding files in src/hidapi to minimize the
diff against the upstream project.
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|
981e1e3c
|
2022-04-23T10:32:40
|
|
Fixed logical size synchronization issue on macOS
https://discourse.libsdl.org/t/sdl-2-0-22-prerelease/35306/6
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|
d9009388
|
2022-04-19T14:55:58
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|
SceKernelMemBlockType to unsigned int
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|
3753a7b1
|
2022-04-19T14:42:39
|
|
Fix recent changes in VitaSDK
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|
b9fe6ba0
|
2022-04-18T13:08:04
|
|
Fixed compile warnings
|
|
1ede941f
|
2022-04-18T21:09:48
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|
SDL_render.c: internally change viewport/cliprect type from SDL_FRect to SDL_DRect (double precision). (see bug #5547)
|
|
0adb6701
|
2022-04-12T09:01:17
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|
avoid NullPointer in SDL_GetRenderTarget
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|
ba0ba9ef
|
2022-04-08T01:20:36
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|
direct3d11: Set the swapchain target immediately after creating it.
Fixes #4782
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|
cb816308
|
2022-04-08T02:21:52
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|
render: Update the size/scale/viewport on moves, in addition to resizes.
For OpenGL this means resetting the viewport state shadowing flag too.
Fixes #1504
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|
57118fb7
|
2022-04-02T13:49:50
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|
render: Fix setting the scale mode for non-native textures
|
|
95c0fec5
|
2022-03-31T12:35:17
|
|
Vita: PVROGL: fix indentation and ifdef guards
|
|
8c542a35
|
2022-03-29T19:08:56
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|
Desktop OpenGL 1.X/2.X PSVita Support
|
|
1db47d46
|
2022-03-28T15:39:13
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|
Fix potential memory leak in QueueCmdFillRects
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|
95ed8313
|
2022-03-25T15:22:10
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|
Vita: Use preallocated memory pool for textures
|
|
7bc498d3
|
2022-03-27T09:12:12
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|
direct3d: Implement missing blend operations.
This is only for Direct3D 9; Direct3D 11 already had this implemented.
Fixes #5375.
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69d0b6e3
|
2022-03-25T15:18:39
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|
Vita: Fix NULL-pointer dereference
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|
4fe7b2cb
|
2022-03-24T11:00:43
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|
static analysis: Fixed several complaints from codechecker.
There are still some pending Objective-C specific issues.
Reference issue #4600.
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|
eadc064e
|
2022-03-23T19:14:28
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|
Vita: add native YUV textures support.
* Fail if texture init fails.
* Refactor and cleanup.
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|
c23a7ad3
|
2022-03-23T17:07:56
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|
Add SDL_RenderGetWindow() API to get the window associated with a renderer (#5440)
Add SDL_RenderGetWindow() API to get the window associated with a renderer
|
|
83df4a35
|
2022-03-22T15:25:01
|
|
SDL_render.c: remove unsused case, since renderer target has been forced to NULL previously (see bug #4213)
|
|
9dc201d4
|
2022-03-21T10:41:14
|
|
Fixed bug #2962 - when SDL_RenderReadPixels format = 0, used format of the target texture
include/SDL_render.h, format:
"0 to use the format of the rendering target "
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|
d81fee76
|
2022-03-19T10:27:31
|
|
SDL_Rect: Added floating point versions of all the rectangle APIs.
Fixes #5110.
|
|
b2db570c
|
2022-03-16T18:09:40
|
|
SDL_triangle_blit_slow: sync code with SDL_blit_slow to handle ARGB2101010
|
|
3bebdacc
|
2022-03-15T10:37:17
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|
METAL: clip rect w/h must be <= render pass
|
|
bf698689
|
2022-03-10T01:55:04
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|
reduced a few ifdefs, fixed an unused warning if built w/o SDL_HAVE_YUV.
|
|
c6eef542
|
2022-03-09T13:48:31
|
|
Removed dead code
|
|
911ba8d3
|
2022-02-05T12:30:45
|
|
hide impossible branch in D3D_UnlockTexture
|
|
ea5b482b
|
2022-03-09T15:38:36
|
|
Remove unused warning
|
|
04256a53
|
2022-03-09T15:12:25
|
|
Fix compilation (see #5313)
|
|
0983fcee
|
2022-02-05T12:28:37
|
|
fix memory leak in D3D11_CreateRenderer
|
|
3f8b450d
|
2022-02-05T12:22:34
|
|
extend the code hidden by SDL_HAVE_YUV
|
|
ce1883e1
|
2022-02-05T12:12:21
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|
fix compile error with disabled SDL_HAVE_YUV (vita)
- UpdateTextureYUV is not defined if SDL_HAVE_YUV is not defined/zero
+ calling SDL_free suffice if the VITA_GXM_RenderData was just allocated
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b064ad6a
|
2022-03-08T18:14:10
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|
Allow GL_ARB_texture_non_power_of_two environment variable to override OpenGL 2.0 check
|
|
60ddb74c
|
2022-02-02T12:19:37
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|
video: rework how we prepare a texture framebuffer.
Now we see if we can create an SDL_Renderer, and if that renderer reports
itself as "accelerated," and added some initial heuristics to the OpenGL
renderer to make better decisions about what qualifies as "accelerated."
This adds some FIXMEs that might be merely hypothetical, and removes the
old OpenGL checks from the video subsystem that probably weren't meaningful
in modern times. This will definitely need to improve the existing list
in the GL renderer, to catch things like llvmpipe, etc.
Reference issue #4624.
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|
293a0aa8
|
2022-02-22T10:54:21
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|
opengl: If GL version >= 2.0, NPOT textures are supported, so favor them.
Fixes #5041.
|
|
978fbc32
|
2022-02-21T12:02:44
|
|
Fixed compile warnings
|
|
9d86ec85
|
2022-02-18T09:57:10
|
|
Palette format: software Render Jitter in rotation (see #5143)
- same fix applied for rotation with palette surfaces
- allow other 8bits format (eg 332)
|
|
ceb09ee7
|
2022-02-17T23:11:02
|
|
Fixed #5143 - software Render Jitter in rotation
better precision calculating rotated coordinates and interpolation
|
|
75ffa24e
|
2022-02-15T13:35:59
|
|
Software Render Jitter in rotation (bug #5143)
The output surface doesn't necessarily to have even width and height.
|
|
61abc4e5
|
2022-02-15T11:34:50
|
|
PSP: SDL_RenderCopyEx rotation and global scaling around the wrong way (see #bug 3070)
|
|
18b76fcc
|
2022-02-15T11:33:56
|
|
Fixed bug #3070 - SDL_RenderCopyEx rotation and global scaling around the wrong way (software renderer)
|
|
e366ad12
|
2022-02-15T10:02:34
|
|
Fixed bug #2308: SDL_RenderCopyEx rotation center precision (software renderer)
|
|
66ee79bd
|
2022-02-14T10:59:25
|
|
[PSP] Don't swizzle streaming textures
It was causing issues in the teststreaming demo and unswizzling
later is inefficient and causes issues.
|
|
abc8198a
|
2022-02-09T18:07:46
|
|
Render all sides when drawing rect on PSP
|
|
54304b97
|
2022-02-08T18:31:43
|
|
Fix rotation direction and center point on PSP
|
|
2b572dff
|
2022-02-08T18:03:11
|
|
Make RenderCopyEx rotate around center
This still isn't perfect. The rotation is the wrong way around and the
images are upside down.
|
|
b0dd4c7d
|
2022-01-10T09:22:07
|
|
SDL_Render OpenGL: do batching like in the GLES2 backend (with no VBO)
|
|
90f0d2ce
|
2022-01-10T09:17:50
|
|
Revert OpenGL point drawing performance, do to proper batching
|
|
6d5592a2
|
2022-02-05T12:02:54
|
|
minor cleanup of SDL_CreateRenderer
|
|
2cfc83ea
|
2022-01-22T17:10:37
|
|
sync D3D_RenderReadPixels with D3D11_RenderReadPixels
- use the result of SDL_ConvertPixels to propagate error
- get rid of the verbose error message of D3D11_RenderReadPixels in case SDL_ConvertPixels failed
|
|
f7d3abdd
|
2022-01-29T10:19:08
|
|
Fixed bug #964 - SDL_RenderCopy stretch loses proportion on viewport.
Handle the case when there is blending
|
|
60deadba
|
2022-01-17T17:22:30
|
|
re-use return value of SDL_SetError/WIN_SetErrorFromHRESULT/SDL_OutOfMemory
|
|
ebdd5366
|
2022-01-17T16:26:02
|
|
use SDL_InvalidParamError or SDL_assert instead of custom SDL_SetError
|
|
f5911bdc
|
2022-01-28T15:31:56
|
|
GLES2: disable texcoord when not using it (see bug #5235)
similar to opengl backend code:
- glDisableVertexAttribArray doesn't need to depend on 'drawstate.texture' value
- move binding code to SetCopyState()
|
|
096fe37b
|
2022-01-28T14:19:10
|
|
GLES2: revert https://github.com/libsdl-org/SDL/commit/7bf8c5a388bc41dde830e4baabcb53d507e64448
|
|
a988ce55
|
2022-01-28T17:24:59
|
|
Fixed bug #964 - SDL_RenderCopy stretch loses proportion on viewport boundaries
|
|
7bf8c5a3
|
2022-01-27T14:19:52
|
|
GLES2: disable texcoord when not using it (see bug #5235)
|
|
c6ec5a07
|
2022-01-02T15:43:35
|
|
d3d11: Respect SDL_HINT_RENDER_DIRECT3D_THREADSAFE when creating device
|
|
426c1f4b
|
2022-01-19T14:27:58
|
|
opengles2: fix comment about client-side arrays.
|
|
f9b918ff
|
2022-01-11T16:15:45
|
|
opengles2: Use client-side arrays on everything but Emscripten.
Turns out they're much faster!
Fixes #5206.
|
|
a29d3acc
|
2022-01-09T11:11:34
|
|
Updated Bresenham line drawing to match software renderer output
|
|
1f32dd8e
|
2022-01-09T06:36:18
|
|
Fixed overdraw with duplicate points, fixed not drawing single point lines
|
|
c275436f
|
2022-01-09T00:39:02
|
|
opengles2: Batching lines/points used wrong var for summing vertex counts.
Fixed this in the vitagxm backend too, but I don't know what the state of
that code is otherwise.
Reference Issue #5061.
|
|
3b083b99
|
2022-01-08T14:07:42
|
|
Fixed compile warning
|
|
b82af9df
|
2022-01-08T14:05:50
|
|
Improved OpenGL point drawing performance (thanks @slime73!)
We'll do proper call batching for the SDL 2.0.22 release
|
|
1a73c45a
|
2022-01-08T13:34:49
|
|
Fixed incorrect color in the OpenGL driver
|
|
3cdda8f8
|
2022-01-08T21:58:26
|
|
PSP: use 'data' variable which is alread the driver data
|
|
4ef2529b
|
2022-01-08T12:37:57
|
|
More efficient calculation of render_count
|
|
5346c93b
|
2022-01-08T12:28:43
|
|
Fixed assertion on number of points rendered
|
|
4b719620
|
2022-01-08T12:02:08
|
|
Prevent overdraw with connected line segments
|
|
09ece861
|
2022-01-08T11:36:29
|
|
Added the hint SDL_HINT_RENDER_LINE_METHOD to select the line rendering method
|
|
c1e60798
|
2022-01-08T11:09:11
|
|
As an optimization, draw horizontal and vertical lines using rectangles
|
|
3da7c630
|
2022-01-08T11:07:03
|
|
Assert that we have drawn the expected number of points
|
|
9f56faee
|
2022-01-08T10:59:31
|
|
Added line drawing using Bresenham's line algorithm (thanks @rtrussell!)
|
|
fe3a33a0
|
2022-01-08T10:10:18
|
|
Use RenderGeometry for drawing lines at all scales
|
|
1694782b
|
2022-01-08T09:32:23
|
|
Remove redundant work when render scale is 1.0
|