Commit Graph

944 Commits

Author SHA1 Message Date
Ryan C. Gordon
42a8139fd6 render: Clip bresenham lines against a real viewport thing.
You can't just use renderer->view->viewport, because it might be (0,0), -1x-1.

I _think_ this is more right?

Fixes #8609.
2023-11-25 01:51:35 -05:00
Ryan C. Gordon
4a40a272bd render: Patched to compile.
Bad cherry-pick on my part, sorry!

Fixes #8609.
2023-11-24 22:47:44 -05:00
Ryan C. Gordon
983f178b7d render: Clip lines before Bresenham algorithm generates points.
Otherwise, a massive line might generate gigabytes worth of points to render,
which the backend would simply throw away anyhow.

Fixes #8113.

(cherry picked from commit 4339647d90)
2023-11-24 19:34:47 -05:00
Ryan C. Gordon
6ba90f7775 render: Batching is always enabled now!
Make sure your app uses SDL_RenderFlush() before it talks to D3D/OpenGL/etc!

Fixes #8584.
2023-11-23 20:37:52 -05:00
Ryan C. Gordon
b24d6bd59a opengl: Creating a texture trashes the cached texturing state, fix it.
Reference Issue #7194.

(cherry picked from commit e9b4869372)
2023-11-23 20:01:02 -05:00
Ryan C. Gordon
dcf04559db render: GL-based renderers should treat adaptive vsync as vsync being enabled.
Fixes #8004.
2023-11-23 18:28:43 -05:00
Ozkan Sezer
5730eb67f0 add HAVE_GCC_DIAGNOSTIC_PRAGMA to SDL_internal.h, use it 2023-11-23 11:33:20 +03:00
Cameron Cawley
5db781cc3d Use the correct pixel formats for OpenGL ES on big endian 2023-11-17 15:02:44 -08:00
Sam Lantinga
924de4df48 Enable transparent windows when using the D3D11 renderer
Note that this will not work with D3D12, as DXGI_SWAP_EFFECT_DISCARD is not available there.
2023-11-14 06:06:51 -08:00
Sam Lantinga
1c64366b80 Added SDL_CreateRendererWithProperties() and SDL_CreateTextureWithProperties() 2023-11-14 06:06:51 -08:00
Sam Lantinga
0907f345cb Added property types: pointer, string, number, float 2023-11-12 10:48:38 -08:00
Sam Lantinga
843873626c Handle window resizing on the render thread in D3D11 and D3D12
This prevents crashing when a separate thread is being used for rendering

Discussion and sample code in https://github.com/libsdl-org/SDL/issues/8528
2023-11-11 12:49:53 -08:00
Sylvain Becker
04b6b2979f Re-add SDL_assert() with non boolean ptr syntax (#8530) 2023-11-11 12:28:24 +03:00
Sam Lantinga
b374105975 Replaced SDL_GetTextureDXGIResource() with texture properties
Fixes https://github.com/libsdl-org/SDL/issues/8529
2023-11-10 20:38:13 -08:00
Sylvain
d8600f717e Pointer as bool (libsdl-org#7214) 2023-11-09 14:18:36 -08:00
Sam Lantinga
6c91b28e71 Added the "SDL.renderer.d3d12.command_queue" property
Fixes https://github.com/libsdl-org/SDL/issues/8491
2023-11-08 12:01:48 -08:00
Sam Lantinga
fd4a2cce9e SDL_syswm.h has been removed and replaced with window properties 2023-11-08 12:01:48 -08:00
Sam Lantinga
aea6e6de6f Simplified SDL_SetProperty() and added SDL_SetPropertyWithCleanup()
Most of the time people won't need to set a cleanup callback, so we can simplify the more commonly used API.
2023-11-08 12:01:48 -08:00
Sam Lantinga
a1941fad6c Replaced SDL_RenderGetD3D11Device(), SDL_RenderGetD3D12Device(), and SDL_RenderGetD3D9Device() with renderer properties. 2023-11-08 12:01:48 -08:00
Sam Lantinga
8668943746 Standardized property names for internal SDL properties 2023-11-08 12:01:48 -08:00
Sam Lantinga
80b2bbad21 Removed useless branch test
Fixes https://github.com/libsdl-org/SDL/issues/8286

(cherry picked from commit e5ccc80aba)
(cherry picked from commit 7e11bd1ac1)
2023-11-08 01:36:14 -08:00
Sam Lantinga
521bbcc15e Destroy the window surface if we've created it for the software renderer
Fixes https://github.com/libsdl-org/SDL/issues/8011
2023-11-07 21:44:18 -08:00
Sam Lantinga
b5057edf29 Remove unused SDL_TextureModulate enum
Fixes https://github.com/libsdl-org/SDL/issues/6387
2023-11-07 09:23:26 -08:00
Ryan C. Gordon
c53843a961 docs: Remove Doxygen \brief tags.
Doxygen and the wiki bridge don't need them; they'll both just use the first
line/sentence instead.

Fixes #8446.
2023-11-06 10:26:06 -05:00
Sam Lantinga
f3261fedcc Code cleanup now that SDL_bool is equivalent to a C boolean expression 2023-11-03 09:54:04 -07:00
Anonymous Maarten
25ce87979d Always provide an implementation for all SDL3 symbols 2023-10-12 14:00:47 +02:00
Sam Lantinga
4368f70ff9 Added properties to various SDL objects
The following objects now have properties that can be user modified:
* SDL_AudioStream
* SDL_Gamepad
* SDL_Joystick
* SDL_RWops
* SDL_Renderer
* SDL_Sensor
* SDL_Surface
* SDL_Texture
* SDL_Window
2023-10-11 22:38:00 -07:00
Sam Lantinga
2d62c65a75 Fixed build warning 2023-10-10 12:37:38 -07:00
Sam Lantinga
2bd478ae65 Added SDL_GetTextureDXGIResource() to get the DXGI resource associated with a render texture.
Also switched the D3D11 and D3D12 renderers to use real NV12 textures for NV12 data.

The combination of these two changes allows us to implement 0-copy video decode and playback for D3D11 in testffmpeg without any access to the renderer internals.
2023-10-10 03:32:46 -07:00
Anonymous Maarten
4f0642bf47 triangle: don't read destination pixel when you're going to discard it anyways 2023-10-05 13:40:09 +02:00
Simon McVittie
7207bdce5d render: Enable clipping for zero-sized rectangles
Battle for Wesnoth apparently relies on being able to disable rendering
of UI elements by setting the clip rectangle to be empty.

Resolves: https://github.com/libsdl-org/SDL/issues/6896
Fixes: 00f05dcf "render: only enable clipping when the rectangle is valid"
Signed-off-by: Simon McVittie <smcv@collabora.com>
2023-09-09 11:12:55 -07:00
Jeremy Demeule
6ff31e10cf metal: Add hint to select low power device instead of the default one (#8182)
On some system like MacBook Pro Intel with AMD card, asking for the default device will always return the AMD GPU.
This is not an issue for 99% of the case when the renderer context is here to provide the maximum performance level like for game.
However, for video application using GPU for 1 quad and 1 texture, using the discrete GPU for that lead to an important power consumption (4 to 8W), heat increase, and fan noise.
With this patch, I successfully amend ffplay to only use the integrated GPU (i.e. the Intel one), instead of the discrete GPU (i.e. the AMD one).
2023-08-31 01:23:45 -07:00
Sam Lantinga
00fc50557e Make sure logical presentation is complete before destroying the logical render target
Fixes "testautomation --filter render_testLogicalSize"
2023-07-03 18:29:48 -07:00
Sam Lantinga
619f65af0c Fixed resource leak and crash at exit in the D3D11 renderer
Also, for some reason ID3D11DeviceContext_OMGetRenderTargets() was failing in the second read pixels call in the "testautomation --filter render_testViewport" test.

We already know the target view, so just use that.
2023-07-03 17:39:29 -07:00
Sam Lantinga
90262f274a Made error handling more consistent in D3D12_RenderReadPixels() 2023-07-03 17:37:17 -07:00
Sam Lantinga
304d425f99 The clip rect is defined in terms of the current viewport
Don't use the viewport offset when setting the clip rect in the D3D12 renderer.

This fixes "testautomation --filter render_testViewport" on Windows
2023-07-03 17:09:49 -07:00
luzpaz
37e567994d Fix remaining typos (#7921)
* Fix remaining typos

Found via `codespell -q 3 -S *.hex,*.pdf,./src/libm,./src/hidapi,./src/stdlib/SDL_malloc.c,./src/video/x11/edid.h -L caf,currenty,datas,einstance,fo,hda,lod,mata,parm,parms,pevent,pevents,pixelx,requestor,ser,statics,te,texturers,thid,uscaled,windowz`
2023-07-03 12:46:47 -07:00
Sam Lantinga
3c04be4486 The rectangles passed to SDL_BlitSurfaceUnchecked() and SDL_BlitSurfaceUncheckedScaled() are const.
The destination rectangle passed to SDL_BlitSurface() and SDL_BlitSurfaceScaled() is non-const and filled in with the final destination rectangle after clipping, and now documented as such.

Fixes https://github.com/libsdl-org/SDL/issues/7911
2023-07-02 18:45:11 -07:00
Sam Lantinga
e264bb5178 Rename SDL_PIXELFORMAT_RGB888 and SDL_PIXELFORMAT_BGR888 to SDL_PIXELFORMAT_XRGB8888 and SDL_PIXELFORMAT_XBGR8888 for clarity
Fixes https://github.com/libsdl-org/SDL/issues/7903
2023-07-01 17:58:34 -07:00
Sam Lantinga
c065a9b128 Fix some issues caught by check_stdlib_usage.py 2023-06-27 06:19:06 -07:00
Sam Lantinga
281018f169 Make it clear that you can't mix 2D rendering and the window surface API
Also added functions to query and destroy the window surface so you can switch between modes if you want.

See https://github.com/pygame-community/pygame-ce/issues/2190 for more details.
2023-06-10 08:39:20 -07:00
Sam Lantinga
ddbdd73258 Updated source to match SDL function prototype style 2023-05-23 11:29:41 -07:00
Sam Lantinga
737aa881fa Updated source to match SDL function prototype style 2023-05-23 09:37:07 -07:00
Ozkan Sezer
5c019bc97e style fixes for SDL_PROC macros. 2023-05-19 14:10:02 +03:00
Sam Lantinga
c699f3d1d8 Updated SDL high DPI support
We have gotten feedback that abstracting the coordinate system based on the display scale is unexpected and it is difficult to adapt existing applications to the proposed API.

The new approach is to provide the coordinate systems that people expect, but provide additional information that will help applications properly handle high DPI situations.

The concepts needed for high DPI support are documented in README-highdpi.md. An example of automatically adapting the content to display scale changes can be found in SDL_test_common.c, where auto_scale_content is checked.

Also, the SDL_WINDOW_ALLOW_HIGHDPI window flag has been replaced by the SDL_HINT_VIDEO_ENABLE_HIGH_PIXEL_DENSITY hint.

Fixes https://github.com/libsdl-org/SDL/issues/7709
2023-05-17 12:58:00 -07:00
Sam Lantinga
87ad71f9b2 Rename SDL mutex, semaphore and condition variable types to match SDL 3.0 naming convention 2023-04-28 12:08:33 -07:00
Sam Lantinga
92821f7a82 Fixed Visual Studio warning 4389: '==': signed/unsigned mismatch 2023-04-06 15:11:56 -07:00
Anonymous Maarten
b6ae281e97 Use #ifdef/#ifndef instead of #if defined/#if \!defined 2023-03-30 21:35:01 +00:00
Sam Lantinga
308bcbbe76 Fixed Visual Studio warning 4244 2023-03-30 14:04:32 -07:00
Sam Lantinga
0bd77a5b93 Fixed Visual Studio warning 4389 2023-03-30 14:02:04 -07:00