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de3d381c
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2014-08-17T14:44:53
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Fixed bug 2685 - SDL_RenderReadPixels() doesn't work with offscreen targets
Andreas Falkenhahn
SDL_RenderReadPixels() doesn't seem to work when trying to read pixels from a texture that has been created using SDL_TEXTUREACCESS_TARGET and has been selected as the render target using SDL_SetRenderTarget().
I am attaching a small program that demonstrates the issue. I get the following result here:
READ PIXEL RETURN: 0 --- COLOR CHECK: ff000000
But it should be:
READ PIXEL RETURN: 0 --- COLOR CHECK: ffff0000
Tested with SDL 2.0.3 on Windows 7.
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d673d8c3
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2014-08-16T23:17:47
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Fixed bugs 2677 and 2625, made it possible to lock render targets in D3D
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1ee96bb9
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2014-07-07T10:26:28
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Fixed mingw64 build and warnings
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2748e282
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2014-07-03T10:22:12
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The YUV offset is 16 / 255, not 16 / 256
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4fd03b95
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2014-06-04T10:57:52
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Setting the window size changes the fullscreen display mode, unless a window display mode has been set.
Testing:
* Ran testsprite2 --fullscreen, used Ctrl+ and Ctrl- to change window sizes, verified that the display mode changed as well.
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c15e26d7
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2014-06-04T10:57:40
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Fixed crash and lost pixel data when recovering from a lost device situation (e.g. alt-tab from fullscreen)
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49c53fd2
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2014-05-31T11:37:12
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Use D3D9Ex when available
This hopefully works around crashes in Intel D3D9 support in Windows 8.1.
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9bc47465
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2014-05-18T21:11:30
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Changed C++ style comments.
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defd90b6
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2014-04-19T13:15:41
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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
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3dcb451f
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2014-04-09T21:29:19
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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.
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2c558ca2
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2014-03-10T17:19:19
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Fixed D3D9 initialization on Windows 8, which doesn't have D3DX
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a8f540fe
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2014-03-09T22:48:38
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Fixed renderer flags to include support for target textures after the renderer is created.
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8db4c5a9
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2014-02-25T10:04:49
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Fixed crash if the input data pitch is larger than the locked texture pitch
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22e3217e
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2014-02-20T21:07:56
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Fixed infinite recursion in D3D_Reset()
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6b33f2e8
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2014-02-17T22:20:33
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Fixed resetting the current render target if the D3D device is reset while using a non-default render target.
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076a14b2
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2014-02-10T13:40:02
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Fixed crash if render target textures are used while the device is lost
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ae05f178
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2014-02-10T10:02:51
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Recreate render target textures when the D3D device is being reset, and notify the application using the SDL_RENDER_TARGETS_RESET event when this happens.
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3ab3ea64
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2014-02-09T01:56:41
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Fixed bug 2385 - error: unknown type name 'IDirect3DDevice9'
Sandu Liviu Catalin
I'm unable to compile the latest SDL (directly from the repository) even though I disabled every DirectX option since I don't need DirectX.
I allways het these errors:
D:\DevLibs\SDL\src\render\direct3d\SDL_render_d3d.c:1897:1: error: unknown type name 'IDirect3DDevice9'
D:\DevLibs\SDL\src\render\direct3d\SDL_render_d3d.c:1898:25: error: unknown type name 'SDL_Renderer'
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58edac3e
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2014-02-02T00:53:27
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Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
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aff44ccd
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2014-01-27T16:13:13
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Patched to compile...uh, everywhere. :)
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87cfee27
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2014-01-27T16:10:15
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Patched to compile on Windows when not supporting Direct3D.
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f848adff
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2013-11-29T10:06:08
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Improve Android pause/resume behavior.
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7e1289af
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2013-11-24T23:56:17
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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.
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ef97aab9
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2013-11-14T21:39:54
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Backed out changeset 6c59f7c8ec17 - it didn't actually do anything useful
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b36d98bd
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2013-11-13T21:50:59
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Diagonal flipping with RenderCopyEx
Ivan Rubinson
As it turns out, it was impossible to render a texture flipped diagonally (both vertically and horizontally) with one RenderCopyEx call.
With help from #SDL @ freenode, we came up with a fix.
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2348e426
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2013-10-21T22:08:56
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Fixed whitespace
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e343273a
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2013-10-19T01:29:23
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Fixed bug 2162 - SDL_RenderClear not clearing entire render target
Kevin Wells
Overview:
SDL_RenderClear is only clearing part of a texture when it is the render target and a different size than the screen.
Steps to Reproduce:
1) This only occurs with the render driver set to direct3d, so: SDL_SetHint(SDL_HINT_RENDER_DRIVER,"direct3d")
Also, my window was 1280x720.
2) Create a texture for a render target with a resolution of 1024x1024:
texture=SDL_CreateTexture(main_window.renderer,SDL_PIXELFORMAT_RGBA8888,SDL_TEXTUREACCESS_TARGET,1024,1024);
SDL_SetTextureBlendMode(texture,SDL_BLENDMODE_BLEND);
3) Target the texture for rendering: SDL_SetRenderTarget(main_window.renderer,texture);
4) Set the draw color to whatever you want (problem occurs with both 0,0,0,0 and 0,0,0,255 among others) and then clear the render target:
SDL_SetRenderDrawColor(main_window.renderer,0,0,0,0);
SDL_RenderClear(main_window.renderer);
Actual Results:
Only about the top 3/4s of the texture gets cleared on calling SDL_RenderClear. The bottom 1/4 or so does not clear.
Expected Results:
Entire render target should be cleared.
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12ca3ce3
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2013-10-17T23:02:29
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Fixed building using MinGW
Our SDL_windows.h needed to be included before anything else so UNICODE is defined.
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202528a4
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2013-09-28T14:07:17
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Call AddRef() on the device so it doesn't accidentally get released from underneath the caller.
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25f607a3
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2013-09-28T14:07:14
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Make it clear we're just returning a D3D9 device, allowing for new functions to get other D3D versions
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cf5e5a83
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2013-09-28T14:07:08
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Added a hint to create the D3D device in thread-safe mode: SDL_HINT_RENDER_DIRECT3D_THREADSAFE
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803965bc
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2013-09-28T14:07:05
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Added platform specific call: SDL_RenderGetD3DDevice()
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9f390e79
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2013-09-28T14:06:59
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Moved SDL_Direct3D9GetAdapterIndex() to SDL_windowsvideo.c since it doesn't belong in the window code.
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89c31bb4
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2013-09-28T14:06:55
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Implemented SDL_UpdateYUVTexture() for Direct3D
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b6be1435
|
2013-09-28T14:06:20
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Moved D3D_LoadDLL and SDL_Direct3D9GetAdapterIndex to SDL_windowswindow.c at Jorgen's insistence. That file is wrapped in a more appropriate define check so it will work if somebody builds a binary without D3D support.
Added a reference to SDL_Direct3D9GetAdapterIndex to SDL_test_common.c so SDL will fail to compile if the new symbol isn't included properly.
CR: Jorgen
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fae4190d
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2013-09-13T17:42:46
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Added SDL_Direct3D9GetAdapterIndex(), which returns the adapter index you would pass into CreateDevice to get your device on the right monitor in full screen mode. This fixes the default adapter in SDL_render_d3d.c, which means that tests will work fullscreen off the main monitor now.
CR: Sam
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f79fc33a
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2013-08-29T08:29:21
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Christoph Mallon: Remove pointless if (x) before SDL_free(x)
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1e49b1ed
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2013-08-21T09:47:10
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OCD fixes: Adds a space after /* (glory to regular expressions!)
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695344d1
|
2013-08-21T09:43:09
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OCD fixes: Adds a space before */
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552b04c5
|
2013-08-20T20:34:40
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More non C89 compliant comments
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b4426769
|
2013-08-19T11:02:44
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Fixed leaking of pixel shader object in D3D renderer (thanks, Peter!).
Fixes Bugzilla #2047.
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1455a947
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2013-08-17T17:14:15
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Fixed Windows build
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6995ff18
|
2013-08-17T09:54:30
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Do full state initialization in D3D_Reset(), this fixes blend mode issues when resizing the window on Windows 8.
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dad42067
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2013-08-12T11:13:50
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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.
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1ad936eb
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2013-08-11T19:56:43
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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.
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