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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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dd72f3f0
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2022-10-24T10:37:43
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|
Added comment for #endif
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3d35c085
|
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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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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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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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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50c5d23f
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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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a28f426a
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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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147a71b9
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2022-06-30T12:57:37
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Finish dummy driver
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2660449c
|
2022-06-30T11:44:35
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Add dummy driver
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314bb5a1
|
2022-06-27T14:45:14
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Fixed bug #5850: Android EGL_BAD_ACCESS because of viewport command while turning the screen off/on.
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adc68758
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2022-06-17T10:22:28
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Added SDL_copyp to avoid size mismatch when copying values (thanks @1bsyl!)
Closes https://github.com/libsdl-org/SDL/pull/5811
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ded6c22e
|
2022-06-14T14:09:13
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render: Corrected wrong SDL_memcpy() sizes for viewport, cliprect.
Fixes #5786.
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2cc22604
|
2022-06-07T16:30:01
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Fixed bug #5768 - SDL_RenderGeometry's software backend failed to render when texture coordinates are reversed
handle flip vertical/horizontal when reconstructing rects from triangles
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40828218
|
2022-06-06T17:42:30
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DirectX 12 Renderer (#5761)
* DirectX 12 Renderer (27 squashed commits)
* Add missing SDL_hidapi.h of merge of SDL.vcxproj.filters
* Fixed OpenWatcom build failure
* Dynapi fix
Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
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9e5cbf03
|
2022-04-29T22:36:12
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|
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
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b9fe6ba0
|
2022-04-18T13:08:04
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|
Fixed compile warnings
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|
1ede941f
|
2022-04-18T21:09:48
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|
SDL_render.c: internally change viewport/cliprect type from SDL_FRect to SDL_DRect (double precision). (see bug #5547)
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0adb6701
|
2022-04-12T09:01:17
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|
avoid NullPointer in SDL_GetRenderTarget
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cb816308
|
2022-04-08T02:21:52
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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
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57118fb7
|
2022-04-02T13:49:50
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render: Fix setting the scale mode for non-native textures
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|
1db47d46
|
2022-03-28T15:39:13
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|
Fix potential memory leak in QueueCmdFillRects
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|
4fe7b2cb
|
2022-03-24T11:00:43
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|
static analysis: Fixed several complaints from codechecker.
There are still some pending Objective-C specific issues.
Reference issue #4600.
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c23a7ad3
|
2022-03-23T17:07:56
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|
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
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|
83df4a35
|
2022-03-22T15:25:01
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|
SDL_render.c: remove unsused case, since renderer target has been forced to NULL previously (see bug #4213)
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|
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 "
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|
d81fee76
|
2022-03-19T10:27:31
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|
SDL_Rect: Added floating point versions of all the rectangle APIs.
Fixes #5110.
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|
18b76fcc
|
2022-02-15T11:33:56
|
|
Fixed bug #3070 - SDL_RenderCopyEx rotation and global scaling around the wrong way (software renderer)
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|
6d5592a2
|
2022-02-05T12:02:54
|
|
minor cleanup of SDL_CreateRenderer
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|
ebdd5366
|
2022-01-17T16:26:02
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|
use SDL_InvalidParamError or SDL_assert instead of custom SDL_SetError
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|
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
|
|
3b083b99
|
2022-01-08T14:07:42
|
|
Fixed compile warning
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|
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
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|
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!)
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|
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
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|
Don't flush in RenderDraw*WithRects()
This allows these functions to be reused in the future for other primitives
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|
cc201337
|
2022-01-07T20:20:57
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|
render: Fixed some compiler warnings.
Fixes #5197.
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|
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.
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|
120c76c8
|
2022-01-03T09:40:00
|
|
Updated copyright for 2022
|
|
3d5fcb5d
|
2021-12-16T11:10:07
|
|
Fix warning
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|
4342e6bd
|
2021-12-16T10:53:27
|
|
SDL_render.c: lighten the cast syntax
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|
3a5e148b
|
2021-12-14T11:02:07
|
|
Renderer backends use SDL_Color instead of int for geometry colors.
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|
b7885abc
|
2021-12-14T10:31:55
|
|
Fixed bug #5087: SDL_RenderGeometryRaw() passes colors as int* instead of SDL_Color*
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|
8927d73b
|
2021-12-12T09:55:23
|
|
RenderGeometry: simplify casting (Thanks Daniel Gibson)
|
|
3e43d6e3
|
2021-12-11T17:19:00
|
|
SDL_RenderGeometry: remove some warning "dereferencing type-punned pointer might break strict-aliasing"
|
|
d09f80ef
|
2021-12-07T11:31:57
|
|
SDL_DrawPointsF: fix error message typo
|
|
6dafc850
|
2021-12-07T10:44:12
|
|
SDL_DrawLines: minor simpification:
- scale is 1.0f, don't need to multiply
- typo in error message
- remap SDL_DrawLines to SDL_DrawLinesF
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|
a0818a63
|
2021-12-07T10:07:15
|
|
Fixed bug #5071 - Float conversion warnings in SDL_render.c (see also #5003)
|
|
e14d1026
|
2021-11-26T13:12:22
|
|
Change viewport and cliprect to float version: from SDL_Rect to SDL_FRect
|
|
e18be04b
|
2021-11-23T08:01:02
|
|
Fixed undefined behavior in QueueCmdSetDrawColor()
Fixes https://github.com/libsdl-org/SDL/issues/4995
Patch from Andrew Kelley
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|
161dd83c
|
2021-11-22T11:15:23
|
|
DonĀ“t use "trunc" as var name, since it's also a function
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|
49369142
|
2021-11-21T17:40:48
|
|
Fixed bug #4625: with integer scale, viewport (as reported by SDL_RenderGetViewport) becomes -2147483648x-2147483648
0 isn't valid scale. Min integer scale is 1.0f
|
|
70c8d20a
|
2021-11-13T15:04:19
|
|
Revert previous commit a50ca98e2b9ca10368b62e93b6a0977dc68fd584 (see bug #4625)
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|
a50ca98e
|
2021-11-13T14:48:36
|
|
Fixed bug #4625 - SDL_RenderSetLogicalSize issues
viewport becomes -2147483648x-2147483648 when logical_w/h is greater than window size.
division should be done with floats
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|
6c4b4ee7
|
2021-11-10T09:41:43
|
|
Don't assert on API parameters
This causes lots of spam in test automation and it's not clear it's useful to developers. If we need this level of validation, we should add a log category for it.
|
|
0d987936
|
2021-11-09T22:03:42
|
|
testwm2: Fix video modes menu hit detection when highdpi or logical size used (#4936)
* SDLTest_CommonDrawWindowInfo: log SDL_RenderGetScale, SDL_RenderGetLogicalSize
* testwm2: fix video modes menu hit detection in High DPI cases
- also when logical size is specified, e.g.
`--logical 640x480 --resizable --allow-highdpi`
* add function to determine logical coordinates of renderer point when given window point
* change since to the targeted milestone
* fix typo
* rename for consistency
* Change logical coordinate type to float, since we can render with floating point precision.
* add function to convert logical to window coordinates
* testwm2: use new SDL_RenderWindowToLogical
* SDL_render.c: alternate SDL_RenderWindowToLogical/SDL_RenderLogicalToWindow
Co-authored-by: John Blat <johnblat64@protonmail.com>
Co-authored-by: John Blat <47202511+johnblat64@users.noreply.github.com>
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|
4960cc3d
|
2021-10-25T16:18:40
|
|
Fixed a few warnings
|
|
b7933945
|
2021-10-25T13:46:40
|
|
SDL_Renderer: make clear that we use render geometry for fillrect/copy/copyex when there is no specific back-end implementation (currently software, PSP, directfb)
|
|
502e9c3b
|
2021-10-24T17:16:49
|
|
SDL_Renderer simplifications:
- Factorize PrepQueueCmdDraw{,DrawTexture,Solid) into one single function
- Change SDL_Texture/Renderer r,g,b,a Uint8 into an SDL_Color, so that it can be passed directly to RenderGeometry
- Don't automatically queue a SET_DRAW_COLOR cmd for RenderGeometry (and update GLES2 renderer)
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|
70b10c75
|
2021-09-24T22:39:49
|
|
Use correct indices when using RenderGeometry / FillRects
|
|
16beed9a
|
2021-09-24T17:09:04
|
|
Less code since color is constant when done with triangles
|
|
37c39d5c
|
2021-09-23T22:45:45
|
|
Use geometry to implement FillRects
|
|
76f9fb96
|
2021-09-20T16:32:08
|
|
Use RenderGeometry to implement RenderCopy and RenderCopyEx at higher level
|
|
77acd44f
|
2021-10-01T22:30:51
|
|
DirectFB: fixed creation of palette textures
|
|
857cc7c0
|
2021-09-19T00:05:21
|
|
render: constified some local variables in SDL_AllocateRenderVertices.
|
|
4a994733
|
2021-09-14T15:51:17
|
|
`SDL_RenderSetVSync()`: Restrict `vsync` to 0 or 1
In the future, we might want to support special swap intervals. To
prevent applications from expecting nonzero values of vsync to be the
same as "on", fail with SDL_Unsupported() if the value passed is neither
0 nor 1.
|
|
4549769d
|
2021-03-07T15:20:45
|
|
Add `SDL_RenderSetVSync()`
Currently, if an application wants to toggle VSync, they'd have to tear
down the renderer and recreate it. This patch fixes that by letting
applications call SDL_RenderSetVSync().
This is the same as the patch in #3673, except it applies to all
renderers (including PSP, even thought it seems that the VSync flag is
disabled for that renderer). Furthermore, the renderer flags also change
as well, which #3673 didn't do. It is also an API instead of using hint
callbacks (which could be potentially dangerous).
Closes #3673.
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|
d49d955d
|
2021-09-08T11:44:17
|
|
render: SDL_RenderGeometry should still render when hidden, in most cases.
(otherwise render targets may fail, etc...the check is a legacy helper for
iOS apps that crash if you try to use OpenGL while in the background.)
|
|
be6bee0b
|
2021-08-27T07:47:28
|
|
SW_RenderGeometry: add a redundant check to clear static analysis (see bug #4600)
|
|
b17aa5d0
|
2021-08-27T07:16:40
|
|
SW_RenderGeometry: remove a few static analysis false positives (see bug #4600)
|
|
8270172e
|
2021-08-19T12:11:10
|
|
fix -Wshorten-64-to-32 warnings in android builds.
see: https://github.com/libsdl-org/SDL/pull/4195#issuecomment-901506386
|
|
1670104a
|
2021-04-23T12:27:35
|
|
Change 'size_indice' to 'size_indices'
|
|
a8f89a01
|
2021-04-23T12:00:14
|
|
Change 'size_indice' to 'size_indices'
|
|
47db47c1
|
2021-04-06T21:32:02
|
|
Add SDL_HAVE_RENDER_GEOMETRY to compile or not with RenderGeometry support
|
|
6e47f538
|
2021-04-01T20:18:05
|
|
Fix warnings
|
|
4ba37638
|
2021-04-01T12:43:39
|
|
Save and restore SDL renderer state after transforming triangles to rect
|
|
cd0663e0
|
2021-04-01T11:47:45
|
|
Fix declaration-after-statement and remove tabs
|
|
61d9e916
|
2021-04-01T10:16:27
|
|
For the software renderer, try to reinterpret triangles as SDL_Rect
With Dear ImGui + software renderer, it draws:
- by default at 250 fps
- drops to 70 fps if you show the color picker
- drops to 10 fps if put the color picker fullscreen
|
|
cc37c38e
|
2021-04-01T09:55:00
|
|
Add SDL_RenderGeometry based on SDL_RenderGeometryRaw
|
|
e4812611
|
2021-04-01T09:49:16
|
|
Move to SDL_RenderGeometryRaw prototype with separate xy/uv/color pointer parameters
|
|
f73c1eff
|
2021-03-17T09:58:49
|
|
Use normalized texture coordinates
|
|
6e26d320
|
2021-03-16T15:09:34
|
|
Add sysrender interface
|
|
f5794f9e
|
2021-08-10T15:17:59
|
|
Added SDL_SetTextureUserData() and SDL_GetTextureUserData() to associate a user-specified pointer with an SDL texture
|
|
fcfd19db
|
2021-08-10T12:02:17
|
|
Added support for SDL_RENDERER_PRESENTVSYNC to the software renderer
This fixes https://github.com/libsdl-org/SDL/issues/4612
|
|
4077f7a2
|
2021-08-03T20:55:45
|
|
Update the Renderer dpi_scale on SIZE_CHANGED event (fix #4580)
The Renderer logical scaling code scales mouse coordinates, and needs to
take the window DPI into account on HIGHDPI windows. However, the
variable which tracks this, renderer->dpi_scale, is set once when the
renderer is created, and then not updated. In the event that the window
is moved to another screen, or the screen DPI otherwise changes, this
will be outdates, and potentially the coordinates will be all wrong.
So let's update the dpi_scale on the SIZE_CHANGED event: it's at least a
possibility that this will be issued on some OSes when DPI changes, and
it's otherwise already handled by SDL_Renderer's event filter.
|