kc3-lang/SDL/src/render

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Log

Author Commit Date CI Message
4960cc3d 2021-10-25 16:18:40 Fixed a few warnings
b7933945 2021-10-25 13:46:40 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)
b3f9d8f3 2021-10-25 07:05:50 remove unused local vars after the latest commits.
79732c9d 2021-09-25 11:35:20 Remove FillRects from back-end, where RenderGeometry can be used
c27e1249 2021-09-20 17:17:34 Remove SDL_HAVE_RENDER_GEOMETRY define
77026f67 2021-09-20 17:09:44 Metal: remove RenderCopy and RenderCopyEx from back-end
f02ad282 2021-09-25 11:31:18 Remove FillRects from back-end, where RenderGeometry can be used
0e5160a0 2021-09-20 17:01:33 VITA: remove RenderCopy and RenderCopyEx from back-end
73f4ab4c 2021-09-20 16:57:21 Direct3D11: remove RenderCopy and RenderCopyEx from back-end
70b10c75 2021-09-24 22:39:49 Use correct indices when using RenderGeometry / FillRects
ab758398 2021-09-20 16:53:03 Direct3D: remove RenderCopy and RenderCopyEx from back-end
1fe7e361 2021-09-20 16:46:16 OpenGL: a few opengl functions become unused
16beed9a 2021-09-24 17:09:04 Less code since color is constant when done with triangles
88548070 2021-09-20 16:40:47 OpenGLES: remove RenderCopy and RenderCopyEx from back-end
d1925154 2021-09-20 16:33:49 OpenGL: remove RenderCopy and RenderCopyEx from back-end
502e9c3b 2021-10-24 17:16:49 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)
99a34643 2021-09-24 09:42:04 OpenGLES2: LINES and POINTS successive commands are combined into a single draw call (using the same case for DRAW_GEOMETRY)
b92056bb 2021-09-20 16:33:03 OpenGLES2: remove RenderCopy and RenderCopyEx from back-end
76f9fb96 2021-09-20 16:32:08 Use RenderGeometry to implement RenderCopy and RenderCopyEx at higher level
f0cdc1d0 2021-09-24 09:38:25 OpenGLES2: remove FillRects, since it's can be done with RenderGeometry
08797ada 2021-09-19 00:39:28 opengles2: Attempt to batch RenderCopy calls into a single glDrawArrays call.
37c39d5c 2021-09-23 22:45:45 Use geometry to implement FillRects
b0eef52f 2021-09-23 22:32:29 GLES2 batching: probably need to check for blendMode changes
b360965d 2021-10-21 20:48:05 Added a hint for alternate OpenGL NV12 data format
a34fe816 2021-10-21 12:28:35 Added the ability to bind NV12 textures in the OpenGL renderer
f080273a 2021-10-04 22:00:16 PSP: add implementation for RenderGeometry
dd9b2daf 2021-10-04 21:56:42 PSP: fixed build
77acd44f 2021-10-01 22:30:51 DirectFB: fixed creation of palette textures
114d1d46 2021-09-27 23:18:25 direct3d: Remove unnecessary render target support check. Direct3D 9 dictates that caps.NumSimultaneousRTs must always be at least 1, which is to say that Direct3D 9 level hardware must always support render targets. (caps.NumSimultaneousRTs is meant to show if you can draw to multiple render targets in a single draw call.) We had already hardcoded SDL_RENDERER_TARGETTEXTURE as available earlier in the function anyhow. Fixes #4781.
14f22519 2021-09-26 18:11:22 Use SDL_calloc for allocation of gxm_texture
52921563 2021-09-22 21:23:42 End Scene on RunCommandQueue on Vita
eb3bf80f 2021-09-21 18:15:09 Fixed compiler warnings using Visual Studio 2019
3b2fbb1c 2021-09-20 23:44:22 End current scene before destroying the texture on Vita
fc4296c1 2021-09-20 23:02:43 Use aligned stride in sceGxmColorSurfaceInit
7080bc2a 2021-09-20 23:02:01 Fallback to SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE if CDRAM texture allocation fails
ca9a3217 2021-09-19 15:47:24 render: GL/GLES now draw lines almost perfectly matching software renderer. One place known to differ in a significant way is a single line segment that starts and ends on the same point; the GL renderers will light up a single pixel here, whereas the software renderer will not. My current belief is this is a bug in the software renderer, based on the wording of the docs: "SDL_RenderDrawLine() draws the line to include both end points." You can see an example program that triggers that difference in Bug #2006. As it stands, the GL renderers might _also_ render diagonal lines differently, as the the Bresenham step might vary between implementations (one does three pixels and then two, the other does two and then three, etc). But this patch causes those lines to start and end on the correct pixel, and that's the best we can do, and all anyone really needs here. Not closing any bugs with this patch (yet!), but here are several that it appears to fix. If no other corner cases pop up, we'll call this done. Reference Bug #2006. Reference Bug #1626. Reference Bug #4001. ...and probably others...
857cc7c0 2021-09-19 00:05:21 render: constified some local variables in SDL_AllocateRenderVertices.
5faea84c 2021-09-18 11:54:25 render: Mark viewport/cliprect dirty when window is resized. Fixes #4751.
79ec8986 2021-09-16 12:47:45 Vita: refactor gxm texture render and add SDL_RenderGeometry support
4a994733 2021-09-14 15:51:17 `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 2021-03-07 15:20:45 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.
10d3df44 2021-09-09 12:46:28 Vita: fix copyright dates
d49d955d 2021-09-08 11:44:17 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.)
183eb067 2021-09-01 15:46:32 Fixed bug #4711: prevent opengl SDL_renderer from crashing if GL_ARB_multitexture isn't supported
be6bee0b 2021-08-27 07:47:28 SW_RenderGeometry: add a redundant check to clear static analysis (see bug #4600)
54ca1d19 2021-08-27 07:44:03 SW_RenderGeometry: add a redundant check to clear static analysis (see bug #4600)
b17aa5d0 2021-08-27 07:16:40 SW_RenderGeometry: remove a few static analysis false positives (see bug #4600)
e426bb80 2021-08-20 07:50:30 Fixed bug #4671 - D3D_QueueGeometry: use "count / 3" (Thanks alittlesail!)
ae5336a3 2021-08-19 14:03:10 Fixed bug #4669: D3D_QueueGeometry: -0.5f offset position of vertexs This similar to D3D_QueueCopy positions
8270172e 2021-08-19 12:11:10 fix -Wshorten-64-to-32 warnings in android builds. see: https://github.com/libsdl-org/SDL/pull/4195#issuecomment-901506386
154384a7 2021-08-18 23:59:27 Add (uintptr_t) casts
1670104a 2021-04-23 12:27:35 Change 'size_indice' to 'size_indices'
a8f89a01 2021-04-23 12:00:14 Change 'size_indice' to 'size_indices'
47db47c1 2021-04-06 21:32:02 Add SDL_HAVE_RENDER_GEOMETRY to compile or not with RenderGeometry support
b9bd9da7 2021-04-04 22:34:17 OpenGLES2: transfert color as 4 bytes, instead of 4 floats
c6ceaaeb 2021-04-04 21:32:40 METAL: use Uchar4Normalized format to transfert color as 4 bytes, instead of 4 floats
eff840bb 2021-04-01 23:30:59 Add OpenGLES implementation
32e79101 2021-04-01 20:27:22 Fix warnings
6e47f538 2021-04-01 20:18:05 Fix warnings
4869a3d2 2021-04-01 14:36:31 Add Direct3D9 implementation (not tested)
4ba37638 2021-04-01 12:43:39 Save and restore SDL renderer state after transforming triangles to rect
cd0663e0 2021-04-01 11:47:45 Fix declaration-after-statement and remove tabs
cd4663df 2021-04-01 11:11:12 Update D3D11 for SDL_RenderGeometryRaw
9f591707 2021-04-01 10:37:45 Update METAL backend for SDL_RenderGeometryRaw
61d9e916 2021-04-01 10:16:27 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 2021-04-01 09:55:00 Add SDL_RenderGeometry based on SDL_RenderGeometryRaw
e4812611 2021-04-01 09:49:16 Move to SDL_RenderGeometryRaw prototype with separate xy/uv/color pointer parameters
111c70e1 2021-03-26 09:09:08 Use 64 bits precision to prevent overflow when interpolating color / texture with wide triangles
f73c1eff 2021-03-17 09:58:49 Use normalized texture coordinates
5828cc41 2021-03-16 21:54:27 Update METAL backend: fix a typo in drawline
9a8a8e65 2021-03-16 16:04:33 Update SDL_render_d3d11.c Fix D3D11 compilation
121114d0 2021-03-16 15:44:49 Update METAL compiled shaders
2d01573b 2021-03-16 15:44:33 Add METAL shaders
1e77dae7 2021-03-16 15:44:04 Add METAL implementation
1ebef073 2021-03-16 15:15:43 Add D3D11 implementation (not yet tested)
3ee511d7 2021-03-16 15:14:58 Add software renderer implementation
37f78fc1 2021-03-16 15:13:15 Add OpenGL implementation
faded41a 2021-03-16 15:11:13 Add OpenGLES2 implementation
6e26d320 2021-03-16 15:09:34 Add sysrender interface
53a2608b 2021-03-14 22:32:17 Renderer opengles2: turn color Uniform into Attribute. all attributes are copied interleaved (based on rmg-nik initial patch+ + minor clean up of data structure + add check for colorswap
f5794f9e 2021-08-10 15:17:59 Added SDL_SetTextureUserData() and SDL_GetTextureUserData() to associate a user-specified pointer with an SDL texture
fcfd19db 2021-08-10 12:02:17 Added support for SDL_RENDERER_PRESENTVSYNC to the software renderer This fixes https://github.com/libsdl-org/SDL/issues/4612
a91ab883 2021-08-06 12:28:03 Fixed building on Windows with cmake, ninja, and clang
5fc13fcb 2021-08-04 07:00:17 direct3d: Commit viewport state before clearing, attempt 2. This reintroduces the fix from 0e16ee8330606603, but just marks the viewport state as dirty after a clear that needs to expand the viewport to fill the render target, as we'll need to also reset the orthographic projection state elsewhere, and that won't happen if we clear the dirty flag here. Fixes #4210. (again.) (...sorry...!)
4077f7a2 2021-08-03 20:55:45 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.
9d64e6b4 2021-08-03 00:29:33 Revert "direct3d: Commit dirty viewport state before clearing." This reverts commit 0e16ee833060660318cc324cf99c9736f4d48499.
0e16ee83 2021-08-03 02:07:47 direct3d: Commit dirty viewport state before clearing. Otherwise you might have set the viewport to the full size of the render target in SDL's API but this change hasn't been transmitted to Direct3D yet by the time we attempt to clear. Fixes #4210.
8f06a629 2021-07-30 22:31:17 render: Fix -Wmaybe-uninitialized warning in RenderDrawLinesWithRects{,F} The RenderDrawLinesWithRects and RenderDrawLinesWithRectsF functions can sometimes call QueueCmdFillRects() with the data pointed to by frects uninitialised. This can occur if none of the lines can be replaced with rects, in which case the frects array is empty, and nrects is 0. gcc 10.3.0 will detect this possibility, and print a warning like: /home/david/Development/SDL/src/render/SDL_render.c: In function 'RenderDrawLinesWithRectsF': /home/david/Development/SDL/src/render/SDL_render.c:2725:15: warning: '<unknown>' may be used uninitialized [-Wmaybe-uninitialized] 2725 | retval += QueueCmdFillRects(renderer, frects, nrects); | ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /home/david/Development/SDL/src/render/SDL_render.c:499:1: note: by argument 2 of type 'const SDL_FRect *' to 'QueueCmdFillRects' declared here 499 | QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect * rects, const int count) | ^~~~~~~~~~~~~~~~~ This is harmless, because when this is uninitialised, nrects is always 0, so QueueCmdFillRects() does nothing anyway. We therefore can work around this by only calling QueueCmdFillRects() when nrects is nonzero. Somewhat impressively, gcc recognises that this is now safe.
585c11c5 2021-07-30 00:33:15 direct3d: Fix possibly-incorrect scissor test when clearing. Thanks to @JayFoxRox who did the detective work on this! Fixes #3357.
8f38ba4d 2021-07-29 18:02:47 Fix casts that should be using uintptr_t This is needed to support CHERI, and thus Arm's experimental Morello prototype, where pointers are implemented using unforgeable capabilities that include bounds and permissions metadata to provide fine-grained spatial and referential memory safety, as well as revocation by sweeping memory to provide heap temporal memory safety. On most systems (anything with a flat memory hierarchy rather than using segment-based addressing), size_t and uintptr_t are the same type. However, on CHERI, size_t is just an integer offset, whereas uintptr_t is still a capability as described above. Casting a pointer to size_t will strip the metadata and validity tag, and casting from size_t to a pointer will result in a null-derived capability whose validity tag is not set, and thus cannot be dereferenced without faulting. The audio and cursor casts were harmless as they intend to stuff an integer into a pointer, but using uintptr_t is the idiomatic way to do that and silences our compiler warnings (which our build tool makes fatal by default as they often indicate real problems). The iconv and egl casts were true positives as SDL_iconv_t and iconv_t are pointer types, as is NativeDisplayType on most OSes, so this would have trapped at run time when using the round-tripped pointers. The gles2 casts were also harmless; the OpenGL API defines this argument to be a pointer type (and uses the argument name "pointer"), but it in fact represents an integer offset, so like audio and cursor the additional idiomatic cast is needed to silence the warning.
f806064e 2021-07-19 13:12:10 Remove 'support' for rgb/bgr textures, that was causing issues with them
817976da 2021-07-13 13:45:28 VITA: Rewrite and fix RenderCopyEx rotation
3b6e9992 2021-06-23 14:57:04 Vita: remove unused variable and allow Razor perf analysis
b55ee12f 2021-06-21 23:56:04 Vita: fix clip rectangle
e41d3e61 2021-06-21 23:15:37 VIta: fix render clearing
6b122805 2021-06-21 23:14:56 Vita: proper syntax
32deb6f7 2021-06-21 23:14:40 Vita: fix point size
8da0dd17 2021-06-15 18:54:52 Oops. Renderer already queues viewport change
1fc51988 2021-06-15 18:49:55 Reset/re-apply viewport on frame start/target change. Fixes SDL_RenderSetLogicalSize on PSVita
a4442476 2021-06-10 12:14:14 Cleanup dead and duplicate code