|
2c558ca2
|
2014-03-10T17:19:19
|
|
Fixed D3D9 initialization on Windows 8, which doesn't have D3DX
|
|
9c2fb684
|
2014-03-10T15:00:59
|
|
Implemented fullscreen <-> windowed transition on Windows 8
|
|
7e8b2553
|
2014-03-10T14:35:37
|
|
Fixed line endings
|
|
3df586ce
|
2014-03-10T12:49:15
|
|
Fixed creating the rendering context on a specific device
|
|
9aa5b1d4
|
2014-03-10T05:44:34
|
|
Implemented YV12 and IYUV texture support for the D3D11 renderer
|
|
965cdf10
|
2014-03-10T02:13:44
|
|
Minor style tweaks
|
|
1a35f32b
|
2014-03-10T01:51:03
|
|
Converted David Ludwig's D3D11 renderer to C and optimized it.
The D3D11 renderer is now slightly faster than D3D9 on my Windows 8 machine (testsprite2 runs at 3400 FPS vs 3100 FPS)
This will need tweaking to fix the Windows RT build.
|
|
a8f540fe
|
2014-03-09T22:48:38
|
|
Fixed renderer flags to include support for target textures after the renderer is created.
|
|
1367bf87
|
2014-03-09T11:36:47
|
|
Integrated David Ludwig's support for Windows RT
|
|
05c23063
|
2014-03-09T11:06:11
|
|
Fixed line endings on WinRT source code
|
|
f61602b4
|
2014-02-27T20:21:46
|
|
Improve window recreation logic in OpenGL* renderers
|
|
4c192bc8
|
2014-02-25T17:42:34
|
|
Fixes #2308, recreate window if GL requirements for the renderer are not met
If the window has been created with values for SDL_GL_CONTEXT_PROFILE_MASK,
SDL_GL_CONTEXT_MAJOR_VERSION and SDL_GL_CONTEXT_MINOR_VERSION not matching those
required by the renderer, attempt to recreate the window.
This is needed on platforms where both GL and GLES 1/2 surfaces are supported
by the video backend, requiring that the window be recreated when switching
between context types.
|
|
8db4c5a9
|
2014-02-25T10:04:49
|
|
Fixed crash if the input data pitch is larger than the locked texture pitch
|
|
6ee12d6c
|
2014-02-24T18:57:22
|
|
Fixes #2296 - SDL_GL_UnbindTexture segfaults (thanks Daniel B?nzli)
|
|
22e3217e
|
2014-02-20T21:07:56
|
|
Fixed infinite recursion in D3D_Reset()
|
|
6b33f2e8
|
2014-02-17T22:20:33
|
|
Fixed resetting the current render target if the D3D device is reset while using a non-default render target.
|
|
076a14b2
|
2014-02-10T13:40:02
|
|
Fixed crash if render target textures are used while the device is lost
|
|
ae05f178
|
2014-02-10T10:02:51
|
|
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.
|
|
3ab3ea64
|
2014-02-09T01:56:41
|
|
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'
|
|
b331ada8
|
2014-02-09T01:49:01
|
|
Fixed bug 2354 - [ES 2.0] SDL_RenderClear clears render target with wrong color
ny00
SDL_RenderClear clears a render target with the wrong color, if the opengles2 renderer driver is used and the target texture's format is SDL_PIXELFORMAT_ARGB8888.
The bug is *not* reproduced if SDL_PIXELFORMAT_ABGR8888 is used as the texture format (the first from the renderer's list).
It is further not reproduced using any of the following renderer drivers: opengl, opengles (apparently powered by Gallium3D), software.
Finally, the correct color can be drawn using SDL_RenderFillRect (instead of SDL_RenderClear).
A few details about the current setup:
- OS: Ubuntu 12.04 for x86_64
- GPU: GeForce GTX 460
- GPU driver version: 331.20-0ubuntu1~xedgers~precise1 (from the xorg-edgers PPA)
---
Seth Williams
Sam,
It appears that the clear just needs to take the render target format into consideration.
Seth.
|
|
58edac3e
|
2014-02-02T00:53:27
|
|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
|
|
aff44ccd
|
2014-01-27T16:13:13
|
|
Patched to compile...uh, everywhere. :)
|
|
87cfee27
|
2014-01-27T16:10:15
|
|
Patched to compile on Windows when not supporting Direct3D.
|
|
44b0e901
|
2013-12-30T11:59:04
|
|
WinRT: d3d11 blend mode bug fixes
The destination target's alpha wasn't getting set correctly in many cases. Among other problems, this prevented some alpha-blended textures from displaying correctly in Windows Phone 8's multitasking screen.
The d3d11 renderer now uses the same blending settings found in the d3d9 renderer.
|
|
0562e53f
|
2013-12-26T11:04:35
|
|
WinRT: minor header file usage cleanup in the d3d11 renderer
|
|
94233675
|
2013-12-26T11:03:43
|
|
WinRT: simplified the d3d11 vertex shader a bit
The projection and view matrices are now computed ahead of time, as they both get computed in the same spot, and typically not often. If this does, however, become a performance problem later on, this change can always be reverted.
|
|
7ef05d26
|
2013-12-26T10:18:33
|
|
WinRT: implemented SDL_RenderSetClipRect for the d3d11 renderer
|
|
700f82de
|
2013-12-25T23:46:19
|
|
WinRT: corrected a minor error in an end-of-file comment
|
|
8b2694f9
|
2013-12-25T23:45:07
|
|
WinRT: minor rotation/orientation code cleanup in the d3d11 renderer
|
|
b93ab1e6
|
2013-12-25T23:25:25
|
|
WinRT: removed a bit of dead d3d11 code
|
|
f0e406e9
|
2013-12-25T22:27:58
|
|
WinRT: d3d11 compiled-shader code cleanup
I'm surprised this code even compiled, before this change. It did, but regardless, here's a cleanup.
|
|
4d16628f
|
2013-12-25T22:05:18
|
|
WinRT: made sure d3d11 debug mode doesn't get enabled by default
D3D11 debug mode got inadvertently enabled, in all cases, via changeset c0e68f3. This change reverts that.
|
|
ce805722
|
2013-12-25T21:39:48
|
|
WinRT: compiled the d3d11 renderer's shaders into SDL itself
Previously, the shaders would get compiled separately, the output of which would need to be packaged into the app. This change should make SDL's dll be the only binary needed to include SDL in a WinRT app.
|
|
8db33416
|
2013-12-25T14:20:40
|
|
WinRT: added a TODO note regarding texture-[un]locking in the d3d11 renderer
|
|
187f52e8
|
2013-12-25T14:17:49
|
|
WinRT: renamed d3d11-internal struct, SDL_VertexShaderConstants, to just VertexShaderConstants
This is primarily to keep naming consistent with other shader-bound structs.
|
|
22254931
|
2013-12-25T13:13:15
|
|
WinRT: moved contents of the d3d11 renderer's header file into its implementation file
|
|
d4ae3929
|
2013-12-25T13:00:41
|
|
WinRT: simplified a potentially-common error message from D3D11_SetRenderTarget
|
|
b0df9157
|
2013-12-25T12:58:37
|
|
WinRT: removed an unnecessary use of std::string in the d3d11 renderer
|
|
10f2de1e
|
2013-12-25T12:52:16
|
|
WinRT: utilized SDL_SetError's return value in the d3d11 renderer
|
|
43e27aa8
|
2013-12-25T12:48:47
|
|
WinRT: minor d3d11 code cleanups
|
|
8c8feb83
|
2013-12-25T12:47:39
|
|
WinRT: made d3d11-spawned error messages trickle down
Some error messages had the potential to be overwritten/obscured.
|
|
5fba7db2
|
2013-12-25T12:43:26
|
|
WinRT: made d3d11-spawned error messages include the function name of failed calls
|
|
7fe277cd
|
2013-12-23T17:15:32
|
|
Fixed float to int conversion warning, which was a legitimate bug.
|
|
5e6aba06
|
2013-12-22T21:13:35
|
|
WinRT: better rendering performance via D3D11_USAGE_DYNAMIC
|
|
472068dd
|
2013-12-19T06:01:18
|
|
fixed gles/gles2 renderer creation fail on Android when default major/minor version doesn't match
|
|
ec1cb49e
|
2013-12-14T20:18:43
|
|
Wayland support
Based on the original port to Wayland by: Joel Teichroeb, Benjamin Franzke, Scott Moreau, et al.
Additional changes in this commit, done by me:
* Wayland uses the common EGL framework
* EGL can now create a desktop OpenGL context
* testgl2 loads GL functions dynamically, no need to link to libGL anymore
* Assorted fixes to the Wayland backend
Tested on the Weston Compositor (v1.0.5) that ships with Ubuntu 13.10,
running Weston under X. Tests ran: testrendercopyex (all backends), testgl2, testgles2,testintersections
|
|
446a2704
|
2013-12-10T22:34:08
|
|
WinRT: fixed bug: SDL_RenderReadPixels didn't work with certain orientations of the physical display
|
|
f848adff
|
2013-11-29T10:06:08
|
|
Improve Android pause/resume behavior.
|
|
b6f80d85
|
2013-11-29T00:19:46
|
|
WinRT: enable the OpenGL ES 2 SDL_Renderer backend, if and when OpenGL ES 2 support is compiled in
|
|
46740a5a
|
2013-11-28T22:09:21
|
|
WinRT: merged with latest SDL 2.x/HG code
SDL 2.x recently accepted patches to enable OpenGL ES 2 support via Google's ANGLE library. The thought is to try to eventually merge SDL/WinRT's OpenGL code with SDL-official's.
|
|
7e1289af
|
2013-11-24T23:56:17
|
|
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.
|
|
61959aa6
|
2013-11-22T13:24:53
|
|
OpenGL ES support for Windows
|
|
8093cfd8
|
2013-11-15T22:07:35
|
|
Better fix for bug 2207 - SDL_RenderSetViewport behavior is different/incorrect on OpenGL renderer vs DirectX renderer
At least, it works better here on my Mac. :)
|
|
4f39f011
|
2013-11-15T23:20:50
|
|
Fix viewport being upside down in OpenGL renderer.
Fixes Bugzilla #2207.
|
|
ef97aab9
|
2013-11-14T21:39:54
|
|
Backed out changeset 6c59f7c8ec17 - it didn't actually do anything useful
|
|
b36d98bd
|
2013-11-13T21:50:59
|
|
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.
|
|
1c9cc8c9
|
2013-11-05T21:01:25
|
|
Fixed performance regression caused by the fix for bug 2158
|
|
4e270de1
|
2013-11-02T11:46:43
|
|
Changed function to return -1 through SDL_Error() instead of plain -1.
|
|
7cc09516
|
2013-11-01T22:54:39
|
|
WinRT: added support for SDL_HINT_RENDER_SCALE_QUALITY
|
|
69c5d21d
|
2013-10-27T21:26:46
|
|
WinRT: merged with SDL 2.0.1 codebase
|
|
62c781ea
|
2013-10-25T20:31:43
|
|
WinRT: made the Direct3D 11.x 'Debug Layer' be enable-able in any app via a hint
To enable the Debug Layer, set the hint, SDL_HINT_RENDER_DIRECT3D11_DEBUG to '1'.
The Debug Layer will be turned off by default, both in Release and Debug builds (of SDL).
|
|
2348e426
|
2013-10-21T22:08:56
|
|
Fixed whitespace
|
|
08fa8da7
|
2013-10-20T21:56:15
|
|
Fixed bug 2129 - fix for bug 2121 breaks linking for mingw and throws multiple warnings
Andreas Ertelt
The problem in question is caused by changeset 7771 (http://hg.libsdl.org/SDL/rev/5486e579872e / https://bugzilla.libsdl.org/show_bug.cgi?id=2121)
The redefinition of __inline__ (introduced by the addition of begin_code.h:128's "|| __STRICT_ANSI__") results in mingw's gcc throwing multiple
warning: always_inline function might not be inlinable [-Wattributes]
as well as a whole bunch of redefinitions of mingw internals which break linking of projects including the SDL2 headers.
|
|
4ca34ad4
|
2013-10-20T21:34:38
|
|
Prevent conflicts when linking both SDL2 and SDL2_gfx
|
|
20f5167d
|
2013-10-20T10:35:51
|
|
Use vertex arrays for drawing points in addition to lines
|
|
82b8e6df
|
2013-10-20T10:10:14
|
|
Fixed bug 2158 - Pixel missing in SDL_RenderDrawLines
Sean McKean
I am running Ubuntu 12.04 (GL version 1.4 Mesa 8.0.4) , and on drawing a set of lines through the renderer through SDL_RenderDrawLines() (looped or not) or SDL_RenderDrawRect() I notice a pixel missing. For RenderDrawLines() it seems to be the second point in the sequence; for RenderDrawRect() it is the lower-right. This can be fixed by specifying SDL_RenderDrawPoint(s), but wouldn't it be easier to specify each pixel in a GL_POINTS glBegin/End loop in the OpenGL code, just to make sure?
I also ran the same program on Android; the rendering seemed to be correct, which uses glDrawArrays.
|
|
e343273a
|
2013-10-19T01:29:23
|
|
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.
|
|
12ca3ce3
|
2013-10-17T23:02:29
|
|
Fixed building using MinGW
Our SDL_windows.h needed to be included before anything else so UNICODE is defined.
|
|
06cab857
|
2013-10-14T08:56:37
|
|
Added support for SDL_PIXELFORMAT_UYVY surfaces on Mac OS X
|
|
36b75917
|
2013-10-05T12:29:05
|
|
Do a 32-bit compare on RGBA values. Thsi should be inlined in optimized builds.
|
|
5607cc45
|
2013-10-05T00:29:57
|
|
Avoid redundant state changes in the GLES2 renderer.
|
|
500e4f6f
|
2013-10-04T11:25:14
|
|
Removed "u_colorTable" uniform from the GLES2 renderer. It's not used anywhere.
|
|
50989846
|
2013-10-03T20:48:52
|
|
Added optional error checking for OpenGL ES 2.0 in the same style as the OpenGL renderer.
You can enable it like this: SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
|
|
e5ef978e
|
2013-10-03T20:42:43
|
|
Fixed a potential double-free bug if glGenTextures() failed.
|
|
1f21484b
|
2013-10-03T03:31:05
|
|
Fixed const/non-const warning
|
|
958640e5
|
2013-10-02T22:16:11
|
|
Get rid of glGetError() calls in GLES2 renderer.
It's not usually useful, and it causes pipeline stalls.
|
|
22a972a4
|
2013-09-30T22:16:14
|
|
Fixed bug 2122 - SDL_CreateTexture allows illegal texture sizes
Lloyd Bryant
SDL_CreateTexture() is succeeding (i.e. returning a valid pointer) when the requested horizontal or vertical size of the texture exceeds the maximum allowed by the render. This results in hard-to-understand errors showing up when later attempting to use that texture (such as with SDL_SetRenderTarget()).
|
|
202528a4
|
2013-09-28T14:07:17
|
|
Call AddRef() on the device so it doesn't accidentally get released from underneath the caller.
|
|
25f607a3
|
2013-09-28T14:07:14
|
|
Make it clear we're just returning a D3D9 device, allowing for new functions to get other D3D versions
|
|
cf5e5a83
|
2013-09-28T14:07:08
|
|
Added a hint to create the D3D device in thread-safe mode: SDL_HINT_RENDER_DIRECT3D_THREADSAFE
|
|
803965bc
|
2013-09-28T14:07:05
|
|
Added platform specific call: SDL_RenderGetD3DDevice()
|
|
9f390e79
|
2013-09-28T14:06:59
|
|
Moved SDL_Direct3D9GetAdapterIndex() to SDL_windowsvideo.c since it doesn't belong in the window code.
|
|
89c31bb4
|
2013-09-28T14:06:55
|
|
Implemented SDL_UpdateYUVTexture() for Direct3D
|
|
17c9ff85
|
2013-09-28T14:06:51
|
|
Added missing SDL_assert.h
|
|
57bd5147
|
2013-09-28T14:06:47
|
|
Added optimized YUV texture upload path with SDL_UpdateYUVTexture()
|
|
b6be1435
|
2013-09-28T14:06:20
|
|
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
|
|
869a7076
|
2013-09-20T13:43:00
|
|
add in High DPI support (aka Retina)
- based on J?rgen's patch with a few bug fixes
|
|
fa45a9c9
|
2013-09-16T00:31:01
|
|
WinRT: fixed a line-rendering bug in the D3D 11.1 backend
|
|
fae4190d
|
2013-09-13T17:42:46
|
|
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
|
|
ace1e98a
|
2013-08-29T15:02:32
|
|
Fixes bug #2040, prepare SDL_GL_CONTEXT_EGL for deprecation on v2.1
SDL_GL_CONTEXT_EGL = 1 is now internally treated as profile_mask = SDL_GL_CONTEXT_PROFILE_ES
|
|
3e2930de
|
2013-08-29T08:29:51
|
|
Christoph Mallon: Remove pointless if (x) before SDL_FreeSurface(x)
|
|
f79fc33a
|
2013-08-29T08:29:21
|
|
Christoph Mallon: Remove pointless if (x) before SDL_free(x)
|
|
31235b4b
|
2013-08-28T15:27:01
|
|
WinRT: made rendering work with orientation changes on Windows Phone
Pointer event geometry still needs to be adjusted on Windows Phone, to note.
|
|
91b03902
|
2013-08-28T12:45:43
|
|
WinRT: removed a comment regarding a dealt-with TODO
|
|
8e3886a2
|
2013-08-28T12:38:30
|
|
WinRT: rendering orientation fixes for Windows Phone, part 1
This change should allow apps to render correctly in Portrait mode, at minimum,
Support for orientation changes is pending.
Thanks to Pierre-Yves for assistance!
|
|
44755f8a
|
2013-08-28T11:46:02
|
|
WinRT: fixed a potential memory-related crash in SDL_Renderer on Windows Phone
|
|
2cafee9d
|
2013-08-27T21:21:09
|
|
WinRT: experimental and preliminary support for XAML-based overlays on Windows 8/RT
The XAML support here is still rudimentary. Bugs do exist. You've been warned.
XAML support in Windows Phone 8 is not yet available (in SDL/WinRT).
|
|
86ea4c4e
|
2013-08-27T13:03:43
|
|
WinRT: made all WinRT-related TODO comments use the same prefix, "TODO, WinRT"
|
|
7be2ad71
|
2013-08-27T11:44:43
|
|
WinRT: renamed SDL_SYSWM_WINDOWSRT to SDL_SYSWM_WINRT
This is part of an overall effort to use the name, "WinRT", rather than "WindowsRT" (or "Windows RT"), as the shorthand name often seems to mean something different than the longhand name. (WinRT is an API, Windows RT is a product name)
|
|
f60bcf8b
|
2013-08-22T17:26:22
|
|
Fix warning in GL ES2 renderer
|