Commit Graph

192 Commits

Author SHA1 Message Date
Sylvain 4960cc3dcb
Fixed a few warnings 2021-10-25 16:18:40 +02:00
Sylvain b793394590
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) 2021-10-25 13:46:40 +02:00
Sylvain 502e9c3b45 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)
2021-10-24 22:27:56 -04:00
Sylvain 70b10c753d Use correct indices when using RenderGeometry / FillRects 2021-10-24 22:27:56 -04:00
Sylvain 16beed9aeb Less code since color is constant when done with triangles 2021-10-24 22:27:56 -04:00
Sylvain 37c39d5cb4 Use geometry to implement FillRects 2021-10-24 22:27:56 -04:00
Sylvain 76f9fb96d9 Use RenderGeometry to implement RenderCopy and RenderCopyEx at higher level 2021-10-24 22:27:56 -04:00
Sylvain 77acd44f28
DirectFB: fixed creation of palette textures 2021-10-01 22:30:51 +02:00
Ryan C. Gordon 857cc7c0c9
render: constified some local variables in SDL_AllocateRenderVertices. 2021-09-19 00:38:06 -04:00
Misa 4a9947336c `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.
2021-09-14 16:18:02 -07:00
Misa 4549769d7d 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.
2021-09-14 09:56:29 -07:00
Ryan C. Gordon d49d955d73
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.)
2021-09-08 11:44:17 -04:00
Sylvain be6bee0b5a
SW_RenderGeometry: add a redundant check to clear static analysis (see bug #4600) 2021-08-27 07:47:28 +02:00
Sylvain b17aa5d080
SW_RenderGeometry: remove a few static analysis false positives (see bug #4600) 2021-08-27 07:16:40 +02:00
Ozkan Sezer 8270172e74 fix -Wshorten-64-to-32 warnings in android builds.
see: https://github.com/libsdl-org/SDL/pull/4195#issuecomment-901506386
2021-08-19 12:11:10 +03:00
Sylvain 1670104ad8 Change 'size_indice' to 'size_indices' 2021-08-19 00:10:59 +02:00
Sylvain a8f89a01aa Change 'size_indice' to 'size_indices' 2021-08-19 00:10:59 +02:00
Sylvain 47db47c1cc Add SDL_HAVE_RENDER_GEOMETRY to compile or not with RenderGeometry support 2021-08-19 00:10:59 +02:00
Sylvain 6e47f53869 Fix warnings 2021-08-19 00:10:59 +02:00
Sylvain 4ba3763897 Save and restore SDL renderer state after transforming triangles to rect 2021-08-19 00:10:59 +02:00
Sylvain cd0663e053 Fix declaration-after-statement and remove tabs 2021-08-19 00:10:59 +02:00
Sylvain 61d9e9164f 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
2021-08-19 00:10:59 +02:00
Sylvain cc37c38e30 Add SDL_RenderGeometry based on SDL_RenderGeometryRaw 2021-08-19 00:10:59 +02:00
Sylvain e481261173 Move to SDL_RenderGeometryRaw prototype with separate xy/uv/color pointer parameters 2021-08-19 00:10:59 +02:00
Sylvain f73c1eff10 Use normalized texture coordinates 2021-08-19 00:10:59 +02:00
Sylvain 6e26d320c6 Add sysrender interface 2021-08-19 00:10:59 +02:00
Sam Lantinga f5794f9eeb Added SDL_SetTextureUserData() and SDL_GetTextureUserData() to associate a user-specified pointer with an SDL texture 2021-08-10 15:17:59 -07:00
Sam Lantinga fcfd19db86 Added support for SDL_RENDERER_PRESENTVSYNC to the software renderer
This fixes https://github.com/libsdl-org/SDL/issues/4612
2021-08-10 12:02:59 -07:00
David Gow 4077f7a2d9 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.
2021-08-03 09:30:43 -07:00
David Gow 8f06a629aa 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.
2021-07-30 10:53:49 -04:00
Ivan Epifanov dd2a285825 Remove leftovers 2021-06-11 13:21:07 -04:00
Sylvain e87c7940f5
Fixed bug 3829 - Don't FOURCC format for target textures
FOURCC isn't supported by renderer back-ends for target access
So use a correct format and fallback to with native/yuv path
2021-04-13 14:42:38 +02:00
Ryan C. Gordon 57c2a4566f
render: draw when hidden, except on iOS and Android.
Fixes #2979.
2021-04-02 14:01:41 -04:00
Vanfanel e14fb54e3f [KMSDRM] Undo SDL_CreateRenderer() modifications aimed at create opengles2 when KMSDRM is in use because it's a harmful solution. 2021-03-16 11:07:54 -07:00
Vanfanel 108bb5aabe [KMSDRM] Modify SDL_CreateRenderer() to create an opengles2 renderer when the KMSDRM backend is being used and no renderer name has been specified. 2021-03-15 18:47:22 -07:00
Ivan Epifanov 6c3bf56503 Unified build with both renderers 2021-03-08 09:07:12 -08:00
Ivan Epifanov 6ba8497518 Remove vita2d render, add raw gxm render 2021-03-08 09:07:12 -08:00
Ivan Epifanov ef0bbfd6c6 Include anf fix vita2d renderer 2021-03-08 09:07:12 -08:00
Ivan Epifanov dbb730d395 Separate vita piglet renderer. Add proper render initialization and window re-creation. 2021-03-08 09:07:12 -08:00
Sylvain Becker 70b353d1a5 SDL_Update{YUV,NV}Texture: also intersect rect with texture dimension 2021-02-10 10:22:17 -05:00
Sylvain Becker 13626c3681 SDL_UpdateTexture: intersect update rect with texture dimension
- fix crash with software renderer
- fix non texture update with opengl/gles2
2021-02-10 10:22:17 -05:00
Sylvain Becker be4cfd51c3 Add SDL_UpdateNVTexture() to update NV12/21 Texture (bug #5430)
for renderer software, opengl, and opengles2
2021-01-05 11:56:22 +01:00
Sam Lantinga 9130f7c377 Updated copyright for 2021 2021-01-02 10:25:38 -08:00
Sylvain Becker 3edf337d66 Simplify RenderGetViewportSize 2021-01-02 17:29:34 +01:00
Sylvain Becker 2af765da11 SDL_RenderGetViewportF: only need the size of viewport (see bug #5424) 2021-01-02 17:18:13 +01:00
Sylvain Becker 41597249e8 SDL_RenderGetViewportF: remove debug messages 2021-01-02 16:15:22 +01:00
Sylvain Becker 8c48c4238a Add SDL_RenderGetViewportF: fix lost of precision while scaling (see bug #5424) 2021-01-02 16:12:30 +01:00
Sylvain Becker 590a5469ed Fixed bug 5424 - Renderer doesn't use entirely the viewport when scaling is used
Viewport/Clip dimensions are calculated usingg SDL_ceil whereas all renders use SDL_floor
2020-12-30 16:12:14 +01:00
Sylvain Becker 5dabc4d72f Revert changeset 14590 544ac819e8b3 , does not fully fix 2020-12-28 18:17:25 +01:00
Sylvain Becker 9efdafd43d SDL_RenderCopy: scale before doing intersection
this prevents drawing 1 pixel outside the screen, in letterbox mode
2020-12-28 18:07:03 +01:00
Sam Lantinga cb36189692 Fixed bug 5235 - All internal sources should include SDL_assert.h
Ryan C. Gordon

We should really stick this in SDL_internal.h or something so it's always available.
2020-12-09 07:16:22 -08:00
Sam Lantinga 88cb4962cd Fixed bug 5291 - SDL_SetRenderTarget unnecessarily changes target when current target is the native texture of the passed in texture 2020-12-09 06:42:31 -08:00
Ryan C. Gordon a720d1a294 render: fixes to how we convert touch events for logical scaling.
We now handle HiDPI correctly, and touches are clamped to the viewport. So
if you are rendering to a logical 640x480 in a 720p window, and touch the
letterboxing at point (640,700), it will report the touch at (0.5,1.0) instead
of outside the documented range.
2020-08-09 00:55:39 -04:00
Sylvain Becker 39690a0478 Fix static analysis warning in SDL_render.c 2020-05-15 21:33:47 +02:00
Ryan C. Gordon a96d8a4355 render: Fixed compiler warning about implicit cast. 2020-04-13 22:05:36 -04:00
hmk 0918903f3c render: add a hint for toggling relative scaling
Fixes Bugzilla #4811.
2019-09-30 22:54:16 +03:00
hmk aa188048f1 render: Scale relative mouse motion better for logical sizing
From hmk:

"When scaling is enabled (e.g. via SDL_RenderSetLogicalSize, size not equal
to window size), mouse motion events are also scaled.  Small motions are
rounded up (SDL_max() when the value after scaling is less than 1), while
larger motions are truncated by the floating point -> integer conversion.

https://hg.libsdl.org/SDL/file/b18197f9bf9d/src/render/SDL_render.c#l658

The end result feels something like mouse reverse mouse acceleration + angle
snapping at low speeds, but less consistent (amount of truncation & rounding
depends on how fast the mouse is moved) and potentially much worse if the
scaling factor is large.  This pretty much makes it useless for anything
where you need precise mouse aiming (think of games).  I suspect this is why
aiming gets so terrible in some games that let you use scaling to reduce the
render resolution (e.g. Ion Fury).

With 4x4 scaling, I can reproduce a situation where it takes three fast flicks
of the mouse across the pad to undo one slow sweep across the pad.  In other
words, extreme reverse acceleration.  This does not happen when scaling is
disabled.

Furthermore, any game that uses relative mouse motion events for 3D camera
rotation probably wants the raw mouse deltas and not a value that depends on
scaling and resolution and rounding and truncation.  Ideal camera rotation
just takes mouse input, multiplies it by sensitivity, and adds it to the
angle-in-radians or whatever measure is used for yaw & pitch.  Pixels and
screen resolution or window dimensions should not be a part of the equation
at all, even if it could be implemented without rounding errors.

[...]

This [patch] completely eliminates angle snapping for me, and makes
sensitivity consistent.  In other words, it's completely usable for, say,
aiming in a first person shooter."

Partially fixes Bugzilla #4811.
2020-04-10 12:23:08 -04:00
Sam Lantinga b6afbe6317 Added SDL_log.h to SDL_internal.h so logging is available everywhere 2020-04-07 09:38:57 -07:00
Sylvain Becker e6189f4046 Fix warnining implicit declaration of SDL_DetectPalette (Thanks meyraud705) 2020-03-17 15:47:30 +01:00
Sylvain Becker 838bbf1f7a Fixed bug 5037 - Regression 2.0.12 Alpha value of 0 on palette may become opaque
(see also bug 3827)
2020-03-17 09:35:42 +01:00
Sylvain Becker 9a7c2b2246 Fixed bug 4999 - Palette surface always promoted to alpha (Thanks Cameron Gutman!)
MSVC Static analysis: Incorrect alpha_value check in SDL_render.c
(see also bug 4425)
2020-02-23 09:59:52 +01:00
Sam Lantinga b5e3d264f2 Added a single SDL_LEAN_AND_MEAN define to turn on minimal SDL builds
Protected more code with #ifdefs to reduce the size of minimal shared library builds
2020-01-23 01:00:52 -08:00
Sylvain Becker 7df22cf2c2 A few #defines to reduce SDL2 footprint.
Only applied when library is statically linked
2020-01-21 21:33:40 +01:00
Sam Lantinga a8780c6a28 Updated copyright date for 2020 2020-01-16 20:49:25 -08:00
Sam Lantinga 981e0d367c Fixed bug 4903 - Lack of color multiply with alpha (SDL_BLENDMODE_MOD + SDL_BLENDMODE_BLEND) blending mode for all renderers
Konrad

This kind of blending is rather quite useful and in my opinion should be available for all renderers. I do need it myself, but since I didn't want to use a custom blending mode which is supported only by certain renderers (e.g. not in software which is quite important for me) I did write implementation of SDL_BLENDMODE_MUL for all renderers altogether.

SDL_BLENDMODE_MUL implements following equation:

dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA))
dstA = (srcA * dstA) + (dstA * (1-srcA))

Background:

https://i.imgur.com/UsYhydP.png

Blended texture:

https://i.imgur.com/0juXQcV.png

Result for SDL_BLENDMODE_MOD:

https://i.imgur.com/wgNSgUl.png

Result for SDL_BLENDMODE_MUL:

https://i.imgur.com/Veokzim.png

I think I did cover all possibilities within included patch, but I didn't write any tests for SDL_BLENDMODE_MUL, so it would be lovely if someone could do it.
2020-01-16 08:52:59 -08:00
Sam Lantinga 5e19e66c73 Fixed bug 4914 - Expose SDL_ScaleMode and add SDL_SetTextureScaleMode/SDL_GetTextureScaleMode
Konrad

This was something rather trivial to add, but asked at least several times before (I did google about it as well).

It should be possible to dynamically change scaling mode of the texture. It is actually trivial task, but until now it was only possible with a hint before creating a texture.

I needed it for my game as well, so I took the liberty of writing it myself.

This patch adds following functions:

SDL_SetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode scaleMode);
SDL_GetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode *scaleMode);

That way you can change texture scaling on the fly.
2019-12-22 13:39:44 -08:00
Sylvain Becker fe20c35be8 Fixed race condition when scaling Touch events, and changing the renderer
target.
Always read the output size of the main renderer.
(similar to bug 2107)
2019-10-14 16:40:46 +02:00
Sylvain Becker 7d47f526a7 SDL_LockTextureToSurface: robustness of locked region compared to texture size 2019-10-01 09:26:30 +02:00
Sylvain Becker 1ae61f1009 Added a helper function SDL_LockTextureToSurface()
Similar to SDL_LockTexture(), except the locked area is exposed as a SDL surface.
2019-09-30 20:58:44 +02:00
Alex Szpakowski ff7888e698 render: fix colors not being set properly after the previous change 2019-08-18 09:35:11 -03:00
Alex Szpakowski 1be03b4089 render: avoid a couple redundant memcmp calls in all drawing functions. Improves performance slightly. 2019-08-17 22:26:33 -03:00
Alex Szpakowski 69c6924ccc render: simplify vertex and uniform data allocation. Improves performance of various SDL_Render functions (bug #4764). 2019-08-17 00:43:44 -03:00
Sylvain Becker 22a2decf64 Android: concurrency issues, make sure Activity is in running State when calling
functions like SDL_CreateWindow, SDL_CreateRenderer, Android_GLES_CreateContext

Bugs 4694, 4681, 4142
2019-06-28 16:38:42 +02:00
Sylvain Becker cfed0b7738 Add an "error" label in SDL_CreateRenderer (no op) 2019-06-28 16:14:50 +02:00
Sam Lantinga b5e9ebbafa Fixed compiler warning
warning C4018: '<' : signed/unsigned mismatch
2019-06-08 19:12:05 -07:00
Sam Lantinga 41c718db85 Fixed bug 4469 - make SDL_CreateTextureFromSurface pick a more appropriate format
Sylvain

Currently SDL_CreateTextureFromSurface picks first valid format, and do a conversion.

    format = renderer->info.texture_formats[0];
    for (i = 0; i < renderer->info.num_texture_formats; ++i) {
        if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
            SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
            format = renderer->info.texture_formats[i];
            break;

It could try to find a better format, for instance :

 if SDL_Surface has no Amask, but a colorkey :
   if surface fmt is RGB888, try to pick ARGB8888 renderer fmt
   if surface fmt is BGR888, try to pick ABGR8888 renderer fmt
 else
   try to pick the same renderer format as surface fmt

if no format has been picked, use the fallback.


I think it goes with bug 4290 fastpath BlitNtoN
when you expand a surface with pixel format of size 24 to 32, there is a fast path possible.


So with this issue:

- if you have a surface with colorkey (RGB or BGR, not palette), it takes a renderer format where the conversion is faster.
  (it avoids, if possible, RGB -> ABGR which means switching RGB to BGR)

- if you have a surface ABGR format, it try to take the ABGR from the renderer.
  (it avoids, if possible, ABGR -> ARGB, which means switch RGB to BGR)
2019-05-19 12:04:06 -07:00
Sam Lantinga b2e76d860f Fixed Windows RT build 2019-03-19 16:52:09 -07:00
Sylvain Becker 07548602d6 Fixed bug 3657 - Color-key doesn't work when an alpha channel is present
When surface format is the same as renderer format, it still needs an
intermediate conversion to transform colorkey to alpha.
2019-01-19 16:47:43 +01:00
Sam Lantinga 5e13087b0f Updated copyright for 2019 2019-01-04 22:01:14 -08:00
Ryan C. Gordon 0a70590118 render: Prefer the Metal renderer over OpenGL.
This is the best option for macOS and iOS, the only platforms with Metal.

Pre-Metal versions of these platforms will fall back to OpenGL (ES), as
appropriate.

Huge thanks to Alexander Szpakowski, who worked incredibly hard to get the
Metal renderer to such a high-quality state!
2018-12-19 18:10:02 -05:00
Sylvain Becker e5476c653d Fixed bug 4425 - promote to alpha format, palette surface with alpha values.
SDL_CreateTextureFromSurface() forgets to choose a texture format with alpha for
surfaces that have palettes with alpha values.
2018-12-15 14:50:12 +01:00
Sylvain Becker 252dc85e95 Fix warnings detected on Android build 2018-12-06 09:22:00 +01:00
Ryan C. Gordon 939bf1c4d8 render: fix some static analysis warnings. 2018-12-03 02:06:17 -05:00
Ozkan Sezer 0d79a8a1b2 fix build using Watcom :
./src/render/SDL_render.c(2168): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2168): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2175): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2175): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant

./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
2018-11-01 20:04:24 +03:00
Ryan C. Gordon 4659e73892 merge fallout: Patched to compile, fixed some compiler warnings, etc. 2018-11-01 12:31:45 -04:00
Ryan C. Gordon 62494a2e27 Merge SDL-ryan-batching-renderer branch to default. 2018-10-31 15:03:41 -04:00
Ryan C. Gordon 8340b0f0e2 render: Add floating point versions of various draw APIs. 2018-10-23 01:34:03 -04:00
Ryan C. Gordon b262b0ebc9 Small stack allocations fall back to malloc if they're unexpectedly large. 2018-10-22 20:50:32 -04:00
Ryan C. Gordon 1ecf4dfc5f render: Added SDL_RenderFlush(). 2018-10-04 16:34:44 -04:00
Ryan C. Gordon fdc52a65dd render: patched to compile on C89 compilers, other untested code fixes. 2018-09-29 04:00:38 +00:00
Ryan C. Gordon c20a858da5 render: moved opengles2 over to new interface. 2018-09-28 19:47:44 -04:00
Ryan C. Gordon 06461bba73 render: Move non-batching flushes to different place.
This lets us batch up a few commands that are all related to the same API
call.
2018-09-25 17:04:47 -04:00
Ryan C. Gordon 8ac5c00a43 render: Add command queue debug logging. 2018-09-24 02:07:35 -04:00
Ryan C. Gordon cc56de44a4 render: A bunch of high-level improvements.
- high-level filters out duplicate render commands from the queue so
  backends don't have to.
- Setting draw color is now a render command, so backends can put color
  information into the vertex buffer to upload with everything else instead
  of setting it with slower dynamic data later.
- backends can request that they always batch, even for legacy programs,
  since the lowlevel API can deal with it (Metal, and eventually Vulkan
  and such...)
- high-level makes sure the queue has at least one setdrawcolor and
  setviewport command before any draw calls, so the backends don't ever have
  to manage cases where this hasn't been explicitly set yet.
- backends allocating vertex buffer space can specify alignment, and the
  high-level will keep track of gaps in the buffer between the last used
  positions and the aligned data that can be used for later allocations
  (Metal and such need to specify some constant data on 256 byte boundaries,
  but we don't want to waste all that space we had to skip to meet alignment
  requirements).
2018-09-23 23:20:40 -04:00
Ryan C. Gordon 5fb67f9f55 render: Move to a batching system for rendering (work in progress). 2018-09-20 15:46:02 -04:00
Sam Lantinga 7df0f4fdac Fixed bug 4277 - warnings patch
Sylvain

Patch a few warnings when using:
-Wmissing-prototypes -Wdocumentation -Wdocumentation-unknown-command

They are automatically enabled with -Wall
2018-09-27 14:56:29 -07:00
Sam Lantinga 60afec79bf Removed redundant SDL_GetColorKey() call. (thanks Sylvain!) 2018-09-25 19:53:16 -07:00
Sam Lantinga ef34704875 Fixed bug 4264 - SDL_CreateTextureFromSurface generates error message but returns ok
Anthony @ POW Games

SDL_CreateTextureFromSurface makes an internal call to SDL_GetColorKey which can return an error and spams the error log with "Surface doesn't have a colorkey" even though the original function didn't return an error.
2018-09-24 16:41:55 -07:00
Sam Lantinga 74ec7cabdb Fixed race condition where Android touch events could get scaled by a render target's viewport 2018-06-18 13:13:56 -07:00
Ozkan Sezer fe032ff4c9 do the direct3d tap dance for overscan hint only if SDL_VIDEO_RENDER_D3D == 1 2018-05-10 08:25:23 +03:00