|
9dfa000b
|
2022-05-18T20:20:03
|
|
Initial support for building for Windows with OpenWatcom
|
|
c8eea020
|
2022-05-18T21:14:20
|
|
Fix C89 build errors in Windows builds
|
|
ec8fa577
|
2022-05-07T21:57:23
|
|
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.
|
|
9e5cbf03
|
2022-04-29T22:36:12
|
|
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
|
|
6c2928b4
|
2022-04-29T19:30:47
|
|
Switch uses of MIN() to SDL_min()
We're excluding files in src/hidapi to minimize the
diff against the upstream project.
|
|
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
|
|
d9009388
|
2022-04-19T14:55:58
|
|
SceKernelMemBlockType to unsigned int
|
|
3753a7b1
|
2022-04-19T14:42:39
|
|
Fix recent changes in VitaSDK
|
|
b9fe6ba0
|
2022-04-18T13:08:04
|
|
Fixed compile warnings
|
|
1ede941f
|
2022-04-18T21:09:48
|
|
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
|
|
avoid NullPointer in SDL_GetRenderTarget
|
|
ba0ba9ef
|
2022-04-08T01:20:36
|
|
direct3d11: Set the swapchain target immediately after creating it.
Fixes #4782
|
|
cb816308
|
2022-04-08T02:21:52
|
|
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
|
|
57118fb7
|
2022-04-02T13:49:50
|
|
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
|
|
Desktop OpenGL 1.X/2.X PSVita Support
|
|
1db47d46
|
2022-03-28T15:39:13
|
|
Fix potential memory leak in QueueCmdFillRects
|
|
95ed8313
|
2022-03-25T15:22:10
|
|
Vita: Use preallocated memory pool for textures
|
|
7bc498d3
|
2022-03-27T09:12:12
|
|
direct3d: Implement missing blend operations.
This is only for Direct3D 9; Direct3D 11 already had this implemented.
Fixes #5375.
|
|
69d0b6e3
|
2022-03-25T15:18:39
|
|
Vita: Fix NULL-pointer dereference
|
|
4fe7b2cb
|
2022-03-24T11:00:43
|
|
static analysis: Fixed several complaints from codechecker.
There are still some pending Objective-C specific issues.
Reference issue #4600.
|
|
eadc064e
|
2022-03-23T19:14:28
|
|
Vita: add native YUV textures support.
* Fail if texture init fails.
* Refactor and cleanup.
|
|
c23a7ad3
|
2022-03-23T17:07:56
|
|
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 "
|
|
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
|
|
METAL: clip rect w/h must be <= render pass
|
|
bf698689
|
2022-03-10T01:55:04
|
|
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
|
|
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
|
|
b064ad6a
|
2022-03-08T18:14:10
|
|
Allow GL_ARB_texture_non_power_of_two environment variable to override OpenGL 2.0 check
|
|
60ddb74c
|
2022-02-02T12:19:37
|
|
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.
|
|
293a0aa8
|
2022-02-22T10:54:21
|
|
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
|
|
2026a78d
|
2022-01-08T09:23:58
|
|
Don't flush in RenderDraw*WithRects()
This allows these functions to be reused in the future for other primitives
|
|
18e4d9fe
|
2022-01-08T09:02:25
|
|
Re-enable line drawing path in render drivers
This is still used for scaled line drawing in RenderDrawLinesWithRects()
|
|
4472b831
|
2022-01-08T11:56:56
|
|
PSP_RunCommandQueue: fix argument to PSP_SetBlendState()
src/render/psp/SDL_render_psp.c: In function 'PSP_RunCommandQueue':
src/render/psp/SDL_render_psp.c:1200: warning: passing argument 1 of 'PSP_SetBlendState' from incompatible pointer type
|
|
cc201337
|
2022-01-07T20:20:57
|
|
render: Fixed some compiler warnings.
Fixes #5197.
|
|
6d3b5d66
|
2022-01-07T18:18:53
|
|
psp: draw lines with RenderGeometry, same as with the other renderers.
|
|
9cb2c549
|
2022-01-07T22:43:30
|
|
Remove QueueDrawLines from D3D, D3D11
|
|
b88b6b3c
|
2022-01-07T22:43:12
|
|
Remove QueueDrawLines from METAL
|
|
9aac5531
|
2022-01-07T22:42:52
|
|
Remove QueueDrawLines from GL, GLES, GLES2
|
|
8ea8b2e6
|
2022-01-07T22:42:13
|
|
Use QueueDrawLine if provided, otherwise use RenderGeometry
|
|
c4987274
|
2022-01-07T22:14:28
|
|
render: Use RenderGeometry to draw lines
This patch is from @1bsyl
Fixes #5061.
|
|
4b38d4c9
|
2022-01-07T12:37:28
|
|
Leave the Metal view active on the window when recreating the Metal renderer
Fixes https://github.com/libsdl-org/SDL/issues/5140
Also move the metal tag definition to SDL_syswm.h so it can be used by applications
|
|
88ac517d
|
2022-01-07T15:03:47
|
|
opengles2: Fix point drawing.
|
|
515b5f2a
|
2021-12-22T12:04:10
|
|
Fix build errors in PSP port
|
|
34e34ad5
|
2021-12-22T11:43:07
|
|
Remove debug code from PSP renderer
|
|
520c89a0
|
2021-01-19T20:11:36
|
|
cleaning
|
|
09f4711f
|
2021-01-09T12:52:55
|
|
Fix LRU when destroying texture.
|
|
c3ec62d6
|
2021-01-09T11:25:39
|
|
PSP lazier blend states, display mode report with 16bit option
|
|
0f5368fe
|
2021-01-09T10:33:38
|
|
PSP cached blending and texturing state, ABGR1555 stencil hack
|
|
fe405eb2
|
2020-12-28T14:00:53
|
|
fixed LRU cache code
|
|
c1f15229
|
2020-12-27T11:43:22
|
|
Spill render targets to ram on PSP
|