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038ccd76
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2023-01-22T17:16:13
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Support MIN/MAX blend on opengles2
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9670f233
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2023-01-22T12:27:52
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Support MIN/MAX blend on OpenGL + ES
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32fd45cf
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2023-01-11T23:26:22
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Using UV instead of STQ
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c5a09ca7
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2023-01-10T23:12:25
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Remove dummy flag
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0479df53
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2023-01-09T09:48:21
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Updated copyright for 2023
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c7f22f03
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2023-01-02T20:51:56
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render/SDL_yuv_sw.c: fix build after commit d234f7a
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d234f7a4
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2023-01-02T18:09:57
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SDL2: backport SDL_CalculateYUVSize() that checks for YUV size overflow (#6972)
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3dbc6a40
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2022-12-26T10:24:25
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render: only enable clipping when the rectangle is valid
Fixes https://github.com/libsdl-org/SDL/issues/6896
(cherry picked from commit 00f05dcf49602889733262fc810386592ff51736)
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3e9ae3ea
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2022-12-03T13:36:09
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Fix wrong clang-tidy modification. This is an integer division. Thanks @meyraud705 (see PR #6725)
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3bdc6221
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2022-12-01T15:11:29
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Fixed Apple build after d0bbfdbfb881e5407911d84c12899bd5b442a130
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d0bbfdbf
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2022-12-01T16:07:03
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Clang-Tidy fixes (#6725)
(cherry picked from commit 3c501b963dd8f0605a6ce7978882df39ba76f9cd)
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7b100001
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2022-11-30T15:51:17
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Reverted code formatting for Apple platforms
We didn't get the merge right, and rather than tease out exactly what happened, I'm just reverting for now.
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6926d046
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2022-11-30T13:05:57
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Fixed build after cherry-pick of 5750bcb174300011b91d1de20edb288fcca70f8c from SDL3
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b8d85c69
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2022-11-30T12:51:59
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Update for SDL3 coding style (#6717)
I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base.
In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted.
The script I ran for the src directory is added as build-scripts/clang-format-src.sh
This fixes:
#6592
#6593
#6594
(cherry picked from commit 5750bcb174300011b91d1de20edb288fcca70f8c)
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fb0ce375
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2022-11-27T17:38:43
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Cleanup add brace (#6545)
* Add braces after if conditions
* More add braces after if conditions
* Add braces after while() conditions
* Fix compilation because of macro being modified
* Add braces to for loop
* Add braces after if/goto
* Move comments up
* Remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements after merge
* Fix inconsistent patterns are xxx == NULL vs !xxx
* More "{}" for "if() break;" and "if() continue;"
* More "{}" after if() short statement
* More "{}" after "if () return;" statement
* More fix inconsistent patterns are xxx == NULL vs !xxx
* Revert some modificaion on SDL_RLEaccel.c
* SDL_RLEaccel: no short statement
* Cleanup 'if' where the bracket is in a new line
* Cleanup 'while' where the bracket is in a new line
* Cleanup 'for' where the bracket is in a new line
* Cleanup 'else' where the bracket is in a new line
(cherry picked from commit 6a2200823c66e53bd3cda4a25f0206b834392652 to reduce conflicts merging between SDL2 and SDL3)
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ddad901c
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2022-11-17T10:43:45
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Remove unneeded semicolon
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ce5da5d5
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2022-11-16T21:47:43
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Don't compare pointer against '0', but NULL
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1d7966df
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2022-11-16T21:27:16
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Remove un-needed check for NULL pointer. They were previously checked just before.
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ec58a817
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2022-10-05T19:26:09
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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.
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70656b13
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2022-11-15T10:18:41
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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
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5dc93451
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2022-11-06T20:49:37
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JANITORIAL : Correct some more spelling mistakes (#6489)
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8b9c82e1
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2022-10-30T08:50:36
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SDL_RENDER_PSP.C: Correct spelling mistakes
wether -> whether
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a8f019b1
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2022-10-28T00:52:06
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Using ST and removing warnings
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f2ebedae
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2022-10-27T00:35:20
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adding texture function
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5de01eb0
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2022-10-22T00:22:34
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Make render to use new functions
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dd72f3f0
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2022-10-24T10:37:43
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Added comment for #endif
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3d35c085
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2022-10-02T17:30:03
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fix a few 'unused but set variable' and 'unused function' warnings
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aefc6b5b
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2022-10-18T08:40:03
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Renamed variables, index is the singular of indices
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dfbb93dd
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2022-10-18T11:31:30
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SDL_Renderer / GLES2: add specific list of indice to render rect (see #6401)
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e8a4c23c
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2022-10-18T10:45:01
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Revert commit 790fa3156cfee847a7c0b34986de0cd7fdd7438f.
SDL_BLENDMODE_INVALID case is probably used for custom blendmode
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790fa315
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2022-10-18T10:41:10
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Fix warning: enumeration value 'SDL_BLENDMODE_INVALID' not explicitly handled in switch
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3d99d310
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2022-10-18T10:34:56
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Fixed bug #6401 - back-end can choose the order the triangles when rendering rects, attempt to fix small glitch rendering.
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285cbf6f
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2022-10-18T10:04:06
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Revert commit 485bb3565b6da24620e4eedde837fbfbc5cee6d2.
"Fixed bug #6401 - change the order of triangles when using RenderCopy, RenderCopyEx and RenderFillRect"
because the glitch reappears on other backend
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3903f4c8
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2022-10-17T21:59:38
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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.
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485bb356
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2022-10-17T13:30:30
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Fixed bug #6401 - change the order of triangles when using RenderCopy, RenderCopyEx and RenderFillRect
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5b9608e0
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2022-10-11T23:35:33
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Remove D3D9 workarounds for Watcom.
The linked PRs have been merged since May.
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df1bd07d
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2022-10-11T07:25:27
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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
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41c718ed
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2022-10-11T10:07:32
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Fix memory leak in PSP_CreateTexture
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8117bfe5
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2022-10-10T22:29:31
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PS2: Ignore warnings from toolchain headers.
The `gsInline.h` header creates `Wdeclaration-after-statement` warnings.
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f99fc326
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2022-10-09T11:42:39
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d3d12: fixed window resize handling
Fixes https://github.com/libsdl-org/SDL/issues/6355
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490c20f9
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2022-10-09T09:57:55
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d3d12: reset the vertex buffer size when it is released
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01498d3a
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2022-10-06T03:19:28
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SDL_render_psp.c: fix -Wshadow
Emitted by PSP's gcc
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85fd40fa
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2022-10-06T02:04:24
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Fix -Wunused-const-variable warning when using clang-cl
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321ca109
|
2022-10-03T12:00:38
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opengles2: Texture names are GLuint, not GLenum.
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01c5554f
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2022-10-03T11:57:10
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opengles2: SDL_GL_BindTexture() should bind all YUV textures.
This matches what the non-GLES OpenGL renderer does.
Fixes #6070.
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69bbe4ce
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2022-09-29T15:50:50
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Fix memory leak in VITA_GXM_CreateRenderer
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00b67f55
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2022-09-21T10:30:38
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Fix potential memory leak in GLES_CreateTexture
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82b40f09
|
2022-09-16T09:55:20
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Fixed runaway CPU usage in the metal renderer when the window is minimized
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e2753e19
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2022-09-15T08:02:14
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Calculate simulated vsync interval based on display refresh rate
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208964f0
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2022-09-15T07:05:55
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Reset the simulated vsync presentation timeline if it's been too long since the last present
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1663cb41
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2022-09-15T06:30:19
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Reset simulated presentation timeline when vsync status changes
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d744aafb
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2022-09-15T01:00:12
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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
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c23fb235
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2022-09-16T17:20:56
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SDL_render_d3d12.c: Fix uninitialized warning for CreateEventExFunc
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5bc85d67
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2022-09-16T06:15:45
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Only advertise the SDL_PIXELFORMAT_EXTERNAL_OES format if we can build the shader for it
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2970710b
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2022-09-15T07:41:29
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Pretty print shaders for debugging purposes
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bc57d3e3
|
2022-09-15T06:57:41
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Fixed OpenGL ES shader compilation on Linux
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8a15a738
|
2022-09-15T06:21:19
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Fixed uninitialized variable warning
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b5102a55
|
2022-09-14T08:03:46
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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
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7f415ce5
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2022-09-12T20:09:00
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android: fix some compiler warnings
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90a480a1
|
2022-09-08T05:44:39
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Fixed bug #6199 - Broken clip behaviour on a render target (metal)
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29f4a5ba
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2022-09-06T15:55:27
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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
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4fd6bba2
|
2022-09-06T12:29:42
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Refactored for similarity to surrounding code
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10e1ef00
|
2022-09-06T11:21:57
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Fix compatibility with Windows XP
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f1e46858
|
2022-08-26T17:58:59
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Adding specific SDL_Hint for the dynamic VSYNC
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00452e47
|
2022-08-24T11:25:13
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Adding SDL_GetWindowSizeInPixels for window size in pixels (#6112)
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50c5d23f
|
2022-08-23T07:42:48
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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
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09b6956d
|
2022-08-16T15:08:10
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opengl: Support NV12 textures on GPUs with only 2 texture units
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7d5ccae2
|
2022-08-14T12:15:55
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|
Fix memory leak when destroying texture
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cb46e1b3
|
2022-08-12T20:51:44
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|
Removed unused variable
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a28f426a
|
2022-08-12T16:13:24
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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
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20f9a1b8
|
2022-08-08T17:23:43
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Implement SetTextureScaleMode
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fbb440d1
|
2022-08-06T18:10:54
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Invalidate texture in the UnlockTextureMethod
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5858c7df
|
2022-08-05T16:17:10
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|
Fixed OpenGL ES Shaders for systems that don't understand precision keywords
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944111db
|
2022-08-02T18:47:39
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|
Cleaning up video driver
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83c11797
|
2022-08-01T12:23:58
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|
Adding SetViewPortCommand
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a9f4cda3
|
2022-08-01T12:13:28
|
|
Adding setcliprect command
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|
fb1a205e
|
2022-08-01T11:44:05
|
|
Implement blend modes
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|
075f9016
|
2022-08-01T11:43:50
|
|
Remove some unnecessary comments
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|
ed301b12
|
2022-08-01T11:43:35
|
|
Updating supported format
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|
1d1965b6
|
2022-07-18T12:34:17
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|
Removing the BGR_888 from texture supported
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f75c35c0
|
2022-07-12T23:01:28
|
|
Add invalidate texture when it changes
|
|
5bb965be
|
2022-07-08T15:47:33
|
|
Implement RenderLines
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0f0e5b44
|
2022-07-08T17:47:19
|
|
Increase size of pool for gsKit events
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|
f758cad8
|
2022-07-08T13:14:40
|
|
Remove non needed FillRects function
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|
3cb124b9
|
2022-07-07T15:00:15
|
|
Implement RenderPoints
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|
df6ebc25
|
2022-07-07T14:10:37
|
|
Implement FillRect
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a152e467
|
2022-07-07T12:09:12
|
|
Fix "implicit declaration" with memalign
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|
33cbf9ac
|
2022-07-07T12:03:46
|
|
Fix some mixed declaration warnings
|
|
acf48f14
|
2022-07-07T11:37:20
|
|
Vertex pointer revision
Now triangles are fully working
|
|
72618044
|
2022-07-07T10:36:48
|
|
Add textured triangle prim
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|
2a70d492
|
2022-07-07T16:42:42
|
|
Destroy texture properly
|
|
7b0486d4
|
2022-07-07T09:33:36
|
|
Try triangles
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|
d5305ee0
|
2022-07-07T08:48:25
|
|
Do properly color assign
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|
b48c74a3
|
2022-07-07T08:24:46
|
|
Add GeometryQueue
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3bfc8f55
|
2022-07-04T23:54:13
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|
Removing some of the QueueCopy functions because they are legacy
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be1219bd
|
2022-07-04T23:35:25
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Implement setDrawColor
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f1699ce7
|
2022-06-23T23:45:04
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Implementing Clear command and texture Update
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c472b8dd
|
2022-07-04T13:23:06
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|
Whole clean around render and video driver
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|
cdf89fde
|
2022-07-04T04:09:55
|
|
Add triangle prim support
Improve line support
Add initial texture support
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88e64f9a
|
2022-07-03T23:29:25
|
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Add natively supported colors
|