kc3-lang/SDL/src/render

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Log

Author Commit Date CI Message
1db47d46 2022-03-28 15:39:13 Fix potential memory leak in QueueCmdFillRects
95ed8313 2022-03-25 15:22:10 Vita: Use preallocated memory pool for textures
7bc498d3 2022-03-27 09:12:12 direct3d: Implement missing blend operations. This is only for Direct3D 9; Direct3D 11 already had this implemented. Fixes #5375.
69d0b6e3 2022-03-25 15:18:39 Vita: Fix NULL-pointer dereference
4fe7b2cb 2022-03-24 11:00:43 static analysis: Fixed several complaints from codechecker. There are still some pending Objective-C specific issues. Reference issue #4600.
eadc064e 2022-03-23 19:14:28 Vita: add native YUV textures support. * Fail if texture init fails. * Refactor and cleanup.
c23a7ad3 2022-03-23 17:07:56 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 2022-03-22 15:25:01 SDL_render.c: remove unsused case, since renderer target has been forced to NULL previously (see bug #4213)
9dc201d4 2022-03-21 10:41:14 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 2022-03-19 10:27:31 SDL_Rect: Added floating point versions of all the rectangle APIs. Fixes #5110.
b2db570c 2022-03-16 18:09:40 SDL_triangle_blit_slow: sync code with SDL_blit_slow to handle ARGB2101010
3bebdacc 2022-03-15 10:37:17 METAL: clip rect w/h must be <= render pass
bf698689 2022-03-10 01:55:04 reduced a few ifdefs, fixed an unused warning if built w/o SDL_HAVE_YUV.
c6eef542 2022-03-09 13:48:31 Removed dead code
911ba8d3 2022-02-05 12:30:45 hide impossible branch in D3D_UnlockTexture
ea5b482b 2022-03-09 15:38:36 Remove unused warning
04256a53 2022-03-09 15:12:25 Fix compilation (see #5313)
0983fcee 2022-02-05 12:28:37 fix memory leak in D3D11_CreateRenderer
3f8b450d 2022-02-05 12:22:34 extend the code hidden by SDL_HAVE_YUV
ce1883e1 2022-02-05 12:12:21 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 2022-03-08 18:14:10 Allow GL_ARB_texture_non_power_of_two environment variable to override OpenGL 2.0 check
60ddb74c 2022-02-02 12:19:37 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 2022-02-22 10:54:21 opengl: If GL version >= 2.0, NPOT textures are supported, so favor them. Fixes #5041.
978fbc32 2022-02-21 12:02:44 Fixed compile warnings
9d86ec85 2022-02-18 09:57:10 Palette format: software Render Jitter in rotation (see #5143) - same fix applied for rotation with palette surfaces - allow other 8bits format (eg 332)
ceb09ee7 2022-02-17 23:11:02 Fixed #5143 - software Render Jitter in rotation better precision calculating rotated coordinates and interpolation
75ffa24e 2022-02-15 13:35:59 Software Render Jitter in rotation (bug #5143) The output surface doesn't necessarily to have even width and height.
61abc4e5 2022-02-15 11:34:50 PSP: SDL_RenderCopyEx rotation and global scaling around the wrong way (see #bug 3070)
18b76fcc 2022-02-15 11:33:56 Fixed bug #3070 - SDL_RenderCopyEx rotation and global scaling around the wrong way (software renderer)
e366ad12 2022-02-15 10:02:34 Fixed bug #2308: SDL_RenderCopyEx rotation center precision (software renderer)
66ee79bd 2022-02-14 10:59:25 [PSP] Don't swizzle streaming textures It was causing issues in the teststreaming demo and unswizzling later is inefficient and causes issues.
abc8198a 2022-02-09 18:07:46 Render all sides when drawing rect on PSP
54304b97 2022-02-08 18:31:43 Fix rotation direction and center point on PSP
2b572dff 2022-02-08 18:03:11 Make RenderCopyEx rotate around center This still isn't perfect. The rotation is the wrong way around and the images are upside down.
b0dd4c7d 2022-01-10 09:22:07 SDL_Render OpenGL: do batching like in the GLES2 backend (with no VBO)
90f0d2ce 2022-01-10 09:17:50 Revert OpenGL point drawing performance, do to proper batching
6d5592a2 2022-02-05 12:02:54 minor cleanup of SDL_CreateRenderer
2cfc83ea 2022-01-22 17:10:37 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 2022-01-29 10:19:08 Fixed bug #964 - SDL_RenderCopy stretch loses proportion on viewport. Handle the case when there is blending
60deadba 2022-01-17 17:22:30 re-use return value of SDL_SetError/WIN_SetErrorFromHRESULT/SDL_OutOfMemory
ebdd5366 2022-01-17 16:26:02 use SDL_InvalidParamError or SDL_assert instead of custom SDL_SetError
f5911bdc 2022-01-28 15:31:56 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 2022-01-28 14:19:10 GLES2: revert https://github.com/libsdl-org/SDL/commit/7bf8c5a388bc41dde830e4baabcb53d507e64448
a988ce55 2022-01-28 17:24:59 Fixed bug #964 - SDL_RenderCopy stretch loses proportion on viewport boundaries
7bf8c5a3 2022-01-27 14:19:52 GLES2: disable texcoord when not using it (see bug #5235)
c6ec5a07 2022-01-02 15:43:35 d3d11: Respect SDL_HINT_RENDER_DIRECT3D_THREADSAFE when creating device
426c1f4b 2022-01-19 14:27:58 opengles2: fix comment about client-side arrays.
f9b918ff 2022-01-11 16:15:45 opengles2: Use client-side arrays on everything but Emscripten. Turns out they're much faster! Fixes #5206.
a29d3acc 2022-01-09 11:11:34 Updated Bresenham line drawing to match software renderer output
1f32dd8e 2022-01-09 06:36:18 Fixed overdraw with duplicate points, fixed not drawing single point lines
c275436f 2022-01-09 00:39:02 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 2022-01-08 14:07:42 Fixed compile warning
b82af9df 2022-01-08 14:05:50 Improved OpenGL point drawing performance (thanks @slime73!) We'll do proper call batching for the SDL 2.0.22 release
1a73c45a 2022-01-08 13:34:49 Fixed incorrect color in the OpenGL driver
3cdda8f8 2022-01-08 21:58:26 PSP: use 'data' variable which is alread the driver data
4ef2529b 2022-01-08 12:37:57 More efficient calculation of render_count
5346c93b 2022-01-08 12:28:43 Fixed assertion on number of points rendered
4b719620 2022-01-08 12:02:08 Prevent overdraw with connected line segments
09ece861 2022-01-08 11:36:29 Added the hint SDL_HINT_RENDER_LINE_METHOD to select the line rendering method
c1e60798 2022-01-08 11:09:11 As an optimization, draw horizontal and vertical lines using rectangles
3da7c630 2022-01-08 11:07:03 Assert that we have drawn the expected number of points
9f56faee 2022-01-08 10:59:31 Added line drawing using Bresenham's line algorithm (thanks @rtrussell!)
fe3a33a0 2022-01-08 10:10:18 Use RenderGeometry for drawing lines at all scales
1694782b 2022-01-08 09:32:23 Remove redundant work when render scale is 1.0
2026a78d 2022-01-08 09:23:58 Don't flush in RenderDraw*WithRects() This allows these functions to be reused in the future for other primitives
18e4d9fe 2022-01-08 09:02:25 Re-enable line drawing path in render drivers This is still used for scaled line drawing in RenderDrawLinesWithRects()
4472b831 2022-01-08 11:56:56 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 2022-01-07 20:20:57 render: Fixed some compiler warnings. Fixes #5197.
6d3b5d66 2022-01-07 18:18:53 psp: draw lines with RenderGeometry, same as with the other renderers.
9cb2c549 2022-01-07 22:43:30 Remove QueueDrawLines from D3D, D3D11
b88b6b3c 2022-01-07 22:43:12 Remove QueueDrawLines from METAL
9aac5531 2022-01-07 22:42:52 Remove QueueDrawLines from GL, GLES, GLES2
8ea8b2e6 2022-01-07 22:42:13 Use QueueDrawLine if provided, otherwise use RenderGeometry
c4987274 2022-01-07 22:14:28 render: Use RenderGeometry to draw lines This patch is from @1bsyl Fixes #5061.
4b38d4c9 2022-01-07 12:37:28 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 2022-01-07 15:03:47 opengles2: Fix point drawing.
515b5f2a 2021-12-22 12:04:10 Fix build errors in PSP port
34e34ad5 2021-12-22 11:43:07 Remove debug code from PSP renderer
520c89a0 2021-01-19 20:11:36 cleaning
09f4711f 2021-01-09 12:52:55 Fix LRU when destroying texture.
c3ec62d6 2021-01-09 11:25:39 PSP lazier blend states, display mode report with 16bit option
0f5368fe 2021-01-09 10:33:38 PSP cached blending and texturing state, ABGR1555 stencil hack
fe405eb2 2020-12-28 14:00:53 fixed LRU cache code
c1f15229 2020-12-27 11:43:22 Spill render targets to ram on PSP
77d874e3 2020-12-26 19:20:17 Attempt to make render to texture work on PSP
120c76c8 2022-01-03 09:40:00 Updated copyright for 2022
8622eda9 2022-01-02 22:34:56 SDL_RenderGeometry / software: TRIANGLE_GET_TEXTCOORD interpolates up to the max values included, so reduce by 1
724468ae 2021-12-13 15:48:55 GL renderer uses glDrawArrays instead of glBegin/glEnd. Also change internal colors sent to GL to use unorm8 components instead of float, for improved performance.
44c84c0d 2021-12-17 17:44:34 GLES2/Big-endian: don“t swap datas for yuv textures (Thanks 0x1F9F1 !)
3a69828e 2021-12-17 13:15:39 Fixed GLES2 back-end on Big Endian Platform (see #5093)
3d5fcb5d 2021-12-16 11:10:07 Fix warning
4342e6bd 2021-12-16 10:53:27 SDL_render.c: lighten the cast syntax
50d49c63 2021-12-16 10:52:36 GLES2 backend: cast with SDL_Vertex and SDL_VertexSolid
0b7b0977 2020-12-27 17:51:39 fix PSP texure artifacts
0341ec93 2021-11-26 11:34:40 Improve performance when vsync is enabled and the game is not reaching the 60 FPS
3a5e148b 2021-12-14 11:02:07 Renderer backends use SDL_Color instead of int for geometry colors.
b08e57e9 2021-12-14 09:32:05 Don't try to create a vbo if we aren't using any vertices
b7885abc 2021-12-14 10:31:55 Fixed bug #5087: SDL_RenderGeometryRaw() passes colors as int* instead of SDL_Color*
323ba6c0 2021-12-13 18:27:49 d3d11 renderer: reduce vertex bandwidth and calculations.
8927d73b 2021-12-12 09:55:23 RenderGeometry: simplify casting (Thanks Daniel Gibson)