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2c1faa40
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2014-08-12T23:37:12
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Fixed warnings about unused local variables.
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6fef39d6
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2014-08-06T11:34:54
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Added NV12 and NV21 texture support for OpenGL and OpenGL ES 2.0 renderers
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7187b74c
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2014-07-07T11:00:25
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Fixed compiler warnings on iOS
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3d5f4a69
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2014-06-25T21:06:47
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Fixed YUV texture update with a subrect in OpenGL ES 2.0 - thanks Sylvain!
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b4deeeba
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2014-06-25T00:58:40
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Fixed bug 2595 - Padded, non-contiguous YUV does not display correctly using OpenGL ES 2.0 renderer
Sylvain
Ok, I found out : GLES2_UpdateTexture is just not handling the YUV, I will attach a patch.
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e63e1a5e
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2014-06-23T09:25:27
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Fixes OpenGL ES 2 renderer (Thanks Sylvain Becker)
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d65ac778
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2014-06-22T02:48:43
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Restore window OpenGL state if creating an OpenGL renderer fails
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5df11f8a
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2014-06-21T21:46:42
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Made SDL_PIXELFORMAT_ARGB8888 the default texture format for consistency across renderer implementations.
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62bdecc8
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2014-06-21T12:45:54
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Fixed compiler warning with new OpenGL ES header files
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e8f8e672
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2014-06-21T12:38:46
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Fixed bug 2595 - Padded, non-contiguous YUV does not display correctly using OpenGL ES 2.0 renderer
Alvin
The new OpenGL ES 2.0 YUV Texture support does not correctly display padded, non-contiguous YUV data.
I am using SDL2 95bd3d33482e (as provided by 'hg id --id') from Mercurial.
The YUV data I am using is provided by the FFMPEG family of libraries. According to FFMPEG's documentation, "The linesize [pitch] may be larger than the size of usable data -- there may be extra padding present for performance reasons."
The dimensions of the video file that I am using are 480x360. What I get from FFMPEG is a Ypitch of 512, and Upitch and Vpitch are both 256.
When I pack new Y, U and V buffers with only the "usable" data (Ypitch is 480 and Upitch and Vpitch are both 240), and use those new buffers, the image is display correctly.
It appears that the Ypitch, Upitch and Vpitch parameters are not being used by SDL_UpdateYUVTexture().
I use SDL_PIXELFORMAT_YV12 for my YUV texture, however, the same results are seen when I use SDL_PIXELFORMAT_IYUV.
Not sure if this is related or not, but when I render the YUV texture (padded and unpadded) to a RGB24 texture, the resulting image is greyscale (or could by just the Y channel).
The URL field for this bug entry is set to my email (SDL mailing list archive) which includes an example image of what I see when rendering padded, non-contiguous YUV data.
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9fb2cc10
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2014-06-07T11:36:08
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dront78 implemented YUV texture support for OpenGL ES 2.0
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1e352d79
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2014-06-06T15:45:59
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Chrome's Native Client backend implementation
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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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f9a58968
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2014-03-13T21:21:26
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Added missing copyright notices
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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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1367bf87
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2014-03-09T11:36:47
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Integrated David Ludwig's support for Windows RT
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f61602b4
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2014-02-27T20:21:46
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Improve window recreation logic in OpenGL* renderers
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4c192bc8
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2014-02-25T17:42:34
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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.
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b331ada8
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2014-02-09T01:49:01
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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.
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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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7fe277cd
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2013-12-23T17:15:32
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Fixed float to int conversion warning, which was a legitimate bug.
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472068dd
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2013-12-19T06:01:18
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fixed gles/gles2 renderer creation fail on Android when default major/minor version doesn't match
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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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b6f80d85
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2013-11-29T00:19:46
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WinRT: enable the OpenGL ES 2 SDL_Renderer backend, if and when OpenGL ES 2 support is compiled in
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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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61959aa6
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2013-11-22T13:24:53
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OpenGL ES support for Windows
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36b75917
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2013-10-05T12:29:05
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Do a 32-bit compare on RGBA values. Thsi should be inlined in optimized builds.
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5607cc45
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2013-10-05T00:29:57
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Avoid redundant state changes in the GLES2 renderer.
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500e4f6f
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2013-10-04T11:25:14
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Removed "u_colorTable" uniform from the GLES2 renderer. It's not used anywhere.
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50989846
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2013-10-03T20:48:52
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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);
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958640e5
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2013-10-02T22:16:11
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Get rid of glGetError() calls in GLES2 renderer.
It's not usually useful, and it causes pipeline stalls.
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22a972a4
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2013-09-30T22:16:14
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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()).
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ace1e98a
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2013-08-29T15:02:32
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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
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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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f60bcf8b
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2013-08-22T17:26:22
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Fix warning in GL ES2 renderer
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dad42067
|
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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