src/render


Log

Author Commit Date CI Message
Sylvain ddad901c 2022-11-17T10:43:45 Remove unneeded semicolon
Sylvain ce5da5d5 2022-11-16T21:47:43 Don't compare pointer against '0', but NULL
Sylvain 1d7966df 2022-11-16T21:27:16 Remove un-needed check for NULL pointer. They were previously checked just before.
ulatekh ec58a817 2022-10-05T19:26:09 Fixes made in response to running a static code analyzer under MS Windows. Most of these are probably harmless, but the changes to SDL_immdevice.c and SDL_pixels.c appear to have fixed genuine bugs. SDL_audiocvt.c: By separating the calculation of the divisor, I got rid of the suspicion that dividing a double by an integer led to loss of precision. SDL_immdevice.c: Added a missing test, one that could have otherwise led to dereferencing a null pointer. SDL_events.c, SDL_gamecontroller.c, SDL_joystick.c, SDL_malloc.c, SDL_video.c: Made it clear the return values weren't used. SDL_hidapi_shield.c: The size is zero, so nothing bad would have happened, but the SDL_memset() was still being given an address outside of the array's range. SDL_dinputjoystick.c: Initialize local data, just in case IDirectInputDevice8_GetProperty() isn't guaranteed to write to it. SDL_render_sw.c: drawstate.viewport could be null (as seen on line 691). SDL.c: SDL_MostSignificantBitIndex32() could return -1, though I don't know if you want to cope with that (what I did) or SDL_assert() that it can't happen. SDL_hints.c: Replaced boolean tests on pointer values with comparisons to NULL. SDL_pixels.c: Looks like the switch is genuinely missing a break! SDL_rect_impl.h: The MacOS static checker pointed out issues with the X comparisons that were handled by assertions; I added assertions for the Y comparisons. SDL_yuv.c, SDL_windowskeyboard.c, SDL_windowswindow.c: Checked error-result returns.
Sam Lantinga 70656b13 2022-11-15T10:18:41 Don't recreate the window when creating a Metal renderer on an OpenGL window. It turns out that we can safely create a Metal view on an existing window, and that avoids issues with the window being recreated with the wrong orientation in iOS 16. Fixes https://github.com/libsdl-org/SDL/issues/6289
Hubert Maier 5dc93451 2022-11-06T20:49:37 JANITORIAL : Correct some more spelling mistakes (#6489)
Hubert Maier 8b9c82e1 2022-10-30T08:50:36 SDL_RENDER_PSP.C: Correct spelling mistakes wether -> whether
Francisco Javier Trujillo Mata a8f019b1 2022-10-28T00:52:06 Using ST and removing warnings
Francisco Javier Trujillo Mata f2ebedae 2022-10-27T00:35:20 adding texture function
Francisco Javier Trujillo Mata 5de01eb0 2022-10-22T00:22:34 Make render to use new functions
Sam Lantinga dd72f3f0 2022-10-24T10:37:43 Added comment for #endif
Steven Noonan 3d35c085 2022-10-02T17:30:03 fix a few 'unused but set variable' and 'unused function' warnings
Sam Lantinga aefc6b5b 2022-10-18T08:40:03 Renamed variables, index is the singular of indices
Sylvain dfbb93dd 2022-10-18T11:31:30 SDL_Renderer / GLES2: add specific list of indice to render rect (see #6401)
Sylvain e8a4c23c 2022-10-18T10:45:01 Revert commit 790fa3156cfee847a7c0b34986de0cd7fdd7438f. SDL_BLENDMODE_INVALID case is probably used for custom blendmode
Sylvain 790fa315 2022-10-18T10:41:10 Fix warning: enumeration value 'SDL_BLENDMODE_INVALID' not explicitly handled in switch
Sylvain 3d99d310 2022-10-18T10:34:56 Fixed bug #6401 - back-end can choose the order the triangles when rendering rects, attempt to fix small glitch rendering.
Sylvain 285cbf6f 2022-10-18T10:04:06 Revert commit 485bb3565b6da24620e4eedde837fbfbc5cee6d2. "Fixed bug #6401 - change the order of triangles when using RenderCopy, RenderCopyEx and RenderFillRect" because the glitch reappears on other backend
Wouter Wijsman 3903f4c8 2022-10-17T21:59:38 PSP: Use vramalloc instead of conflicting valloc function The libpspvram library was offering a function with conflicted with valloc. This has been renamed now, so SDL2 had to be updated for it.
Sylvain 485bb356 2022-10-17T13:30:30 Fixed bug #6401 - change the order of triangles when using RenderCopy, RenderCopyEx and RenderFillRect
Pierre Wendling 5b9608e0 2022-10-11T23:35:33 Remove D3D9 workarounds for Watcom. The linked PRs have been merged since May.
Sam Lantinga df1bd07d 2022-10-11T07:25:27 d3d12: actually execute the pending commands before processing resize This makes sure all the resources are in the expected state Fix the D3D12 case in https://github.com/libsdl-org/SDL/issues/6376
zhailiangliang 41c718ed 2022-10-11T10:07:32 Fix memory leak in PSP_CreateTexture
Pierre Wendling 8117bfe5 2022-10-10T22:29:31 PS2: Ignore warnings from toolchain headers. The `gsInline.h` header creates `Wdeclaration-after-statement` warnings.
Sam Lantinga f99fc326 2022-10-09T11:42:39 d3d12: fixed window resize handling Fixes https://github.com/libsdl-org/SDL/issues/6355
Sam Lantinga 490c20f9 2022-10-09T09:57:55 d3d12: reset the vertex buffer size when it is released
Anonymous Maarten 01498d3a 2022-10-06T03:19:28 SDL_render_psp.c: fix -Wshadow Emitted by PSP's gcc
Anonymous Maarten 85fd40fa 2022-10-06T02:04:24 Fix -Wunused-const-variable warning when using clang-cl
Ryan C. Gordon 321ca109 2022-10-03T12:00:38 opengles2: Texture names are GLuint, not GLenum.
Ryan C. Gordon 01c5554f 2022-10-03T11:57:10 opengles2: SDL_GL_BindTexture() should bind all YUV textures. This matches what the non-GLES OpenGL renderer does. Fixes #6070.
zll 69bbe4ce 2022-09-29T15:50:50 Fix memory leak in VITA_GXM_CreateRenderer
zhailiangliang 00b67f55 2022-09-21T10:30:38 Fix potential memory leak in GLES_CreateTexture
Sam Lantinga 82b40f09 2022-09-16T09:55:20 Fixed runaway CPU usage in the metal renderer when the window is minimized
Sam Lantinga e2753e19 2022-09-15T08:02:14 Calculate simulated vsync interval based on display refresh rate
Sam Lantinga 208964f0 2022-09-15T07:05:55 Reset the simulated vsync presentation timeline if it's been too long since the last present
Sam Lantinga 1663cb41 2022-09-15T06:30:19 Reset simulated presentation timeline when vsync status changes
Sam Lantinga d744aafb 2022-09-15T01:00:12 Added support for simulated vsync in the renderer This kicks in if the platform doesn't support vsync directly, or if the present fails for some reason (e.g. minimized on some platforms) Fixes https://github.com/libsdl-org/SDL/issues/5134
Ozkan Sezer c23fb235 2022-09-16T17:20:56 SDL_render_d3d12.c: Fix uninitialized warning for CreateEventExFunc
Sam Lantinga 5bc85d67 2022-09-16T06:15:45 Only advertise the SDL_PIXELFORMAT_EXTERNAL_OES format if we can build the shader for it
Sam Lantinga 2970710b 2022-09-15T07:41:29 Pretty print shaders for debugging purposes
Sam Lantinga bc57d3e3 2022-09-15T06:57:41 Fixed OpenGL ES shader compilation on Linux
Sam Lantinga 8a15a738 2022-09-15T06:21:19 Fixed uninitialized variable warning
Sam Lantinga b5102a55 2022-09-14T08:03:46 Fixed OpenGLES shaders failing after renderer has been created Cache all the shaders up front, so we can verify that they won't silently fail at runtime. If compiling the fragment shaders with the precision hint fails, try again without specifying precision. Fixes https://github.com/libsdl-org/SDL/issues/6166 Fixes https://github.com/libsdl-org/SDL/issues/6174
Amir 7f415ce5 2022-09-12T20:09:00 android: fix some compiler warnings
Sylvain 90a480a1 2022-09-08T05:44:39 Fixed bug #6199 - Broken clip behaviour on a render target (metal)
Sam Lantinga 29f4a5ba 2022-09-06T15:55:27 Add GLES2 shader prologue infrastructure. (by @eloj) There is supposedly an OpenGL ES2 target that does not support precision specifiers. However, the existing logic to detect this is currently broken in two ways: 1) There's a typo of the `#ifdef` as `#if`. 2) Checking for `GL_FRAGMENT_PRECISION_HIGH` can not be the correct way to detect this platform. Other targets, including some desktops, will also not have this defined (for various reasons). Because some of the shader code is missing precision specifiers, and because a default is ONLY provided if `GL_FRAGMENT_PRECISION_HIGH` is set, these other targets break. Instead of 'hard-coding' the prologue string into shaders in the C source, use our ability to provide a list of strings to `glShaderSource` instead, leaving the determination to run-time. This commit closes https://github.com/libsdl-org/SDL/pull/6182
Sam Lantinga 4fd6bba2 2022-09-06T12:29:42 Refactored for similarity to surrounding code
Cameron Cawley 10e1ef00 2022-09-06T11:21:57 Fix compatibility with Windows XP
Francisco Javier Trujillo Mata f1e46858 2022-08-26T17:58:59 Adding specific SDL_Hint for the dynamic VSYNC
Noel Berry 00452e47 2022-08-24T11:25:13 Adding SDL_GetWindowSizeInPixels for window size in pixels (#6112)
Sam Lantinga 50c5d23f 2022-08-23T07:42:48 Round coordinates so very small floating point values don't turn into 0x80000000 e.g. SDL_RenderDrawLineF(renderer, -1e20, -1e20, 10, 10); Fixes https://github.com/libsdl-org/SDL/issues/6116
Cameron Cawley 09b6956d 2022-08-16T15:08:10 opengl: Support NV12 textures on GPUs with only 2 texture units
Francisco Javier Trujillo Mata 7d5ccae2 2022-08-14T12:15:55 Fix memory leak when destroying texture
Sam Lantinga cb46e1b3 2022-08-12T20:51:44 Removed unused variable
Ethan Lee a28f426a 2022-08-12T16:13:24 render: Only update size/scale/viewport when moving to a new display, rather than all window movement. We really only care about DPI changes here, so this both reduces work and also avoids weird cases where viewport state can be corrupted by trivial window events. This doesn't _completely_ get rid of the issue but this is somewhat intentional, since apps will definitely want to do a full reset when changing displays anyhow (otherwise DPI/adapter changes will screw things up, and that's out of our control as long as both window size and drawable size are exposed at the same time. Note that OpenGL still captures window events because of weird platform-specific issues like macOS and viewport stretching! Fixes #5949
Francisco Javier Trujillo Mata 20f9a1b8 2022-08-08T17:23:43 Implement SetTextureScaleMode
Francisco Javier Trujillo Mata fbb440d1 2022-08-06T18:10:54 Invalidate texture in the UnlockTextureMethod
Sam Lantinga 5858c7df 2022-08-05T16:17:10 Fixed OpenGL ES Shaders for systems that don't understand precision keywords
Francisco Javier Trujillo Mata 944111db 2022-08-02T18:47:39 Cleaning up video driver
Francisco Javier Trujillo Mata 83c11797 2022-08-01T12:23:58 Adding SetViewPortCommand
Francisco Javier Trujillo Mata a9f4cda3 2022-08-01T12:13:28 Adding setcliprect command
Francisco Javier Trujillo Mata fb1a205e 2022-08-01T11:44:05 Implement blend modes
Francisco Javier Trujillo Mata 075f9016 2022-08-01T11:43:50 Remove some unnecessary comments
Francisco Javier Trujillo Mata ed301b12 2022-08-01T11:43:35 Updating supported format
Francisco Javier Trujillo Mata 1d1965b6 2022-07-18T12:34:17 Removing the BGR_888 from texture supported
Francisco Javier Trujillo Mata f75c35c0 2022-07-12T23:01:28 Add invalidate texture when it changes
Daniel Santos 5bb965be 2022-07-08T15:47:33 Implement RenderLines
Francisco Javier Trujillo Mata 0f0e5b44 2022-07-08T17:47:19 Increase size of pool for gsKit events
Francisco Javier Trujillo Mata f758cad8 2022-07-08T13:14:40 Remove non needed FillRects function
Daniel Santos 3cb124b9 2022-07-07T15:00:15 Implement RenderPoints
Daniel Santos df6ebc25 2022-07-07T14:10:37 Implement FillRect
Daniel Santos a152e467 2022-07-07T12:09:12 Fix "implicit declaration" with memalign
Daniel Santos 33cbf9ac 2022-07-07T12:03:46 Fix some mixed declaration warnings
Daniel Santos acf48f14 2022-07-07T11:37:20 Vertex pointer revision Now triangles are fully working
Daniel Santos 72618044 2022-07-07T10:36:48 Add textured triangle prim
Francisco Javier Trujillo Mata 2a70d492 2022-07-07T16:42:42 Destroy texture properly
Daniel Santos 7b0486d4 2022-07-07T09:33:36 Try triangles
Daniel Santos d5305ee0 2022-07-07T08:48:25 Do properly color assign
Daniel Santos b48c74a3 2022-07-07T08:24:46 Add GeometryQueue
Francisco Javier Trujillo Mata 3bfc8f55 2022-07-04T23:54:13 Removing some of the QueueCopy functions because they are legacy
Francisco Javier Trujillo Mata be1219bd 2022-07-04T23:35:25 Implement setDrawColor
Francisco Javier Trujillo Mata f1699ce7 2022-06-23T23:45:04 Implementing Clear command and texture Update
Francisco Javier Trujillo Mata c472b8dd 2022-07-04T13:23:06 Whole clean around render and video driver
Daniel Santos cdf89fde 2022-07-04T04:09:55 Add triangle prim support Improve line support Add initial texture support
Francisco Javier Trujillo Mata 88e64f9a 2022-07-03T23:29:25 Add natively supported colors
Daniel Santos 90e0e5c2 2022-06-30T19:50:22 Add point, line and rect support
Daniel Santos 147a71b9 2022-06-30T12:57:37 Finish dummy driver
Daniel Santos 2660449c 2022-06-30T11:44:35 Add dummy driver
slime 65647b34 2022-07-22T22:07:52 SDL_Render: use high precision texcoords in ES2 shaders, when possible Fixes #5884
Sam Lantinga b299cb3d 2022-07-17T08:31:16 Added a utility function to calculate the next power of 2 for a value
chalonverse f317d619 2022-07-01T13:59:14 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)
chalonverse 4f732197 2022-06-30T00:25:26 Fixed D3D12 renderer not working with batching, and got rid of the vertex buffer size limit
Pierre Wendling 6c536afd 2022-06-27T15:43:17 Fix C89 declaration for macOS modules. Since Clang 14, `-Wdeclaration-after-statement` is enforced on every standard.
chalonverse 3b191580 2022-06-27T17:19:39 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
Sylvain 314bb5a1 2022-06-27T14:45:14 Fixed bug #5850: Android EGL_BAD_ACCESS because of viewport command while turning the screen off/on.
Ivan Epifanov b2f07d94 2022-06-26T15:53:13 Vita: create rendertarget color surface with same format as texture. Fixes #5844
unknown ebe4f47f 2022-06-26T19:04:25 Fixed __VA_ARGS__ in gcc when no args
unknown 51c6488f 2022-06-26T18:47:34 Add support for SDL_render_d3d12.c to compile in C++ mode
Sam Lantinga adc68758 2022-06-17T10:22:28 Added SDL_copyp to avoid size mismatch when copying values (thanks @1bsyl!) Closes https://github.com/libsdl-org/SDL/pull/5811
Sam Lantinga 1eb247fa 2022-06-16T15:44:18 Fixed building D3D12 renderer with latest mingw-64