Sam Lantinga
57f3d2ea0a
Don't send any commands to the GPU while hidden
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Previously we weren't doing drawing, but we were enqueuing viewport commands and so forth, which were causing GPU permission errors on iOS. We really don't want to be sending any work to the GPU when we're in the background.
2026-04-08 10:08:11 -07:00
Sam Lantinga
173adc1bf6
Enable npot texture wrapping if GL_OES_texture_npot is available
2026-04-04 08:12:51 -07:00
nmlgc
989de77f4f
render: Skip UV check when software-rendering untextured quads
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Fixes a crash when calling SDL_RenderGeometryRaw() with both `texture`
and `uv` set to `NULL`, and with geometry that is laid out in a way
that passes the quad checks.
2026-03-25 07:24:55 -07:00
Sam Lantinga
0f9292a367
Fixed incorrect sampler when changing Metal draw state
2026-03-21 14:08:40 -07:00
Ethan Lee
ee5c5cf755
render: Add Suspend/Resume calls for GDK support
2026-03-07 11:19:09 -05:00
Ethan Lee
c20a058ff4
Revert "render: Added Xbox DXIL for gpu backend".
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Turns out Xbox is okay with the PC DXIL, it just isn't as optimal without the root signature annotations.
This reverts commit f2c4c66429 .
2026-03-04 15:52:07 -05:00
Void Star Caster
2e3300e872
Functions to bind GPURenderState storage textures, buffers and sampler bindings ( #15150 )
2026-03-02 12:50:58 -08:00
MSRPP-dev
4dbf5811e9
Update SDL_render_sw.c
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Fix the bug in the standard scaling path, SDL_RENDERCMD_COPY should follow the same pattern as SW_RenderCopyEx.
2026-03-02 09:49:46 -08:00
Ethan Lee
f2c4c66429
render: Added Xbox DXIL for gpu backend
2026-03-01 19:09:55 -05:00
Ethan Lee
a4cd62ef93
render: Reduce scope of D3D12 GDK event watcher to Xbox
2026-02-25 09:23:20 -05:00
Ethan Lee
5770e013c2
gdk: Render/GPU can call SuspendX, document when to call SuspendComplete
2026-02-25 09:20:25 -05:00
Brenton Bostick
a5889b0e44
make sure #endif comment matches the macro name
2026-02-24 09:48:57 -08:00
Void Star Caster
4a4ae4a79d
Fix GetSampler() bug for INDEX8 pixel format ( #15099 )
2026-02-24 08:05:30 -08:00
Gokul Mittal
8d2b6c09c5
undefine ADD_TRIANGLE macro definition
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ADD_TRIANGLE macro function in SDL_RenderLines() was never being undefined even after it's purpose was resolved.
2026-02-15 08:37:46 -08:00
Ryan C. Gordon
fc570a1a1c
render: opengl and opengles2 renderers try to disable GL_FRAMEBUFFER_SRGB.
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Reference Issue #14898 .
2026-02-14 16:33:21 -05:00
RaceTheMaSe
f1a7a64eb4
Fix warnings: Extra semi - macro usage ( #15015 )
2026-02-08 16:58:53 -08:00
Sam Lantinga
6feb0e1333
You can't combine SDL_STRINGIFY_ARG() and SDL_FUNCTION
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Removed obsolete documentation that shows this usage and macros that attempt it.
Also allow SDL_FUNCTION to be redefined by the application.
Fixes https://github.com/libsdl-org/SDL/issues/15004
2026-02-08 11:51:34 -08:00
Sam Lantinga
4de62c35c0
Fixed checking against cached shader params (thanks @ccawley2011!)
2026-02-08 10:59:18 -08:00
RaceTheMaSe
7c7ffb9115
tests: Fix unreachable code warnings ( #14993 )
2026-02-07 20:42:59 +03:00
RaceTheMaSe
863912aa03
PS2, VITA: Fix void pointer arithmetic warnings ( #14995 )
2026-02-07 20:39:33 +03:00
Max Seidenstücker
8f8880a8eb
Merge all occurances of __func__ and __FUNCTION__ to SDL_FUNCTION
2026-02-07 07:34:11 -08:00
Ryan C. Gordon
60690ff829
render: OpenGL and GLES2 should explicitly request a not-sRGB-capable context.
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Reference Issue #14898 .
2026-02-06 13:44:20 -05:00
Sam Lantinga
fdfcfc0566
Make sure native textures have the same channel precision if possible
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Fixes https://github.com/libsdl-org/SDL/issues/14882
2026-02-06 09:50:18 -08:00
Wohlstand
a36ef1f187
SDL_render_psp.c: Also apply the similar fix to PSP
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Since this problem is the same here
2026-02-06 09:02:41 -08:00
Wohlstand
87a81bd09d
SDL_render_vita_gxm.c: Fixed the black screen due to zero cliprect
2026-02-06 09:02:41 -08:00
Wohlstand
75d1d64c75
Revert "Reverted Vita cliprect changes"
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This reverts commit aeb4b3d2fc .
2026-02-06 09:02:41 -08:00
Sam Lantinga
4970067c9a
Use SDL_PixelFormat appropriately
2026-02-02 09:46:13 -08:00
Ethan Lee
5640647e14
render: D3D12 Xbox buildfixes
2026-02-02 10:10:08 -05:00
Cameron Gutman
4743f97c39
Fix invalidation of bound textures/shaders across a renderer flush on D3D9
2026-01-31 17:17:07 -08:00
Wouter Wijsman
c1e715439a
Fix PSP_QueueGeometry funcion rendering some textures too small
2026-01-28 07:39:04 -08:00
Sam Lantinga
a929eb71b3
Set SDL_PROP_GPU_DEVICE_CREATE_METAL_ALLOW_MACFAMILY1_BOOLEAN for the GPU renderer
2026-01-25 09:14:29 -08:00
Eddy Jansson
248223592a
More prefer SDL_zero*()
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Transform clearing of arrays into SDL_zeroa(), and
clearing through a T* with size(T) into SDL_zerop().
Extends commit 83fb7b6636 .
2026-01-23 16:02:16 -08:00
Eddy Jansson
83fb7b6636
Prefer SDL_zero()/SDL_zerop()
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Replace uses of 'SDL_memset(E, 0, sizeof(E))' and similar
with the SDL_zero()/SDL_zerop() macros.
2026-01-23 11:23:27 -08:00
Cameron Cawley
07be29b625
Support 16-bit packed texture formats with the Vulkan renderer
2026-01-19 08:29:01 -08:00
Cameron Cawley
ab7d275113
Support 16-bit packed texture formats with the GPU renderer
2026-01-18 12:48:24 -08:00
Cameron Cawley
01d8e37a16
Support 16-bit packed texture formats with the Direct3D 12 renderer
2026-01-18 10:08:59 -08:00
Cameron Cawley
285147c627
Support 16-bit packed texture formats with the Direct3D 11 renderer
2026-01-18 10:08:59 -08:00
Sam Lantinga
3f0e0975d8
SDL_CreateGPURenderState() doesn't modify the createinfo parameter
2026-01-17 20:48:30 -08:00
Cameron Cawley
4af4c97e44
Support 16-bit packed texture formats with the Metal renderer
2026-01-16 17:29:39 -08:00
Void Star Caster
b1aaa41921
gpu renderer: always pass tex_coord to fragment shader
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As suggested in #14843 , pass vertex tex_coord to vertex shader and to fragment shader even when no texture is bounded so they can be used by custom fragment shaders.
2026-01-16 16:22:06 -08:00
Cameron Cawley
1077486872
Support more texture formats with the Direct3D 9 renderer
2026-01-16 11:01:14 -08:00
DarkContact
044aed1f27
Add support for GPU ARGB1555 (B5G5R5A1_UNORM) textures with DX11
2026-01-07 10:08:59 -08:00
Ethan Lee
b12a88af76
render: Add support for private-platform shaders in GPU backend
2026-01-05 09:48:34 -05:00
Sam Lantinga
5f086e7623
Updated copyright for 2026
2026-01-01 09:40:08 -08:00
Sam Lantinga
9698e20399
gpu renderer: fixed memory leak when resizing the backbuffer
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Fixes https://github.com/libsdl-org/SDL/issues/14734
2025-12-31 08:00:26 -08:00
Sam Lantinga
38345adff0
Don't set the active texture when creating a palette
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Fixes https://github.com/libsdl-org/SDL/issues/14705
2025-12-29 09:36:13 -08:00
anonymix007
89dd2426cf
Add SDL_PROP_TEXTURE_CREATE_VULKAN_LAYOUT_NUMBER
2025-12-27 10:23:12 -08:00
Sam Lantinga
63636c8403
Fixed warning: implicit conversion loses integer precision
2025-12-16 14:51:19 -08:00
Sam Lantinga
aeb4b3d2fc
Reverted Vita cliprect changes
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Temporarily backing out cliprect changes which caused logical presentation regressions.
Fixes https://github.com/libsdl-org/SDL/issues/14645
Reopens https://github.com/libsdl-org/SDL/issues/13034
2025-12-16 08:47:45 -08:00
Ryan C. Gordon
b3cdeb942a
opengl: default to vsync=0 everywhere.
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This reverts commit 3ee29f2e7a , among other
changes. This means getting a scary warning on the javascript console in
Emscripten by default, but this is easily fixed by setting a GL swap
interval at startup or creating a 2D renderer with the appropriate property
(or call to SDL_SetRenderVSync()).
Fixes #14625 .
2025-12-08 15:12:17 -05:00