Commit Graph

98 Commits

Author SHA1 Message Date
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
Sam Lantinga eb14b635cd Fixed bug 4134 - Render targets lose scale quality after minimizing a fullscreen window
Olli-Samuli Lehmus

If one creates a window with the SDL_WINDOW_FULLSCREEN_DESKTOP flag, and creates a render target with SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"), and afterwards sets SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest"), after minimizing the window, the scale quality hint is lost on the render target. Textures however do keep their interpolation modes.
2018-05-07 19:52:25 -07:00
Sam Lantinga e3cc5b2c6b Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Sam Lantinga 87894224b6 Fixed bug 3981 - Inverted logic bug in SDL_renderer "overscan" feature
Eric wing

There is a tiny bug in the new overscan code for the SDL_renderer.

In SDL_renderer.c, line 1265, the if check for SDL_strcasecmp with "direct3d" needs to be inverted.

Instead of:
if(SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {

It should be:
if(0 == SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {

This bug causes the "overscan" mode to pretty much be completely ignored in all cases and all things remain letterboxed (as before the feature).
2017-12-12 16:34:16 -08:00
Sam Lantinga cf3d450313 Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() 2017-12-08 14:30:10 -08:00
Ryan C. Gordon 2a2c8d42ca Initial shot at a renderer target for Apple's Metal API.
This isn't complete, but is enough to run testsprite2. It's currently
Mac-only; with a little work to figure out how to properly glue in a Metal
layer to a UIView, this will likely work on iOS, too.

This is only wired up to the configure script right now, and disabled by
default. CMake and Xcode still need their bits filled in as appropriate.
2016-04-21 03:16:44 -04:00
Sam Lantinga a7c79c5e25 Normalize touch events to the render viewport (thanks Sylvain!) 2017-10-12 08:37:55 -07:00
Sam Lantinga 04e76499ea Fixed build warning 2017-08-14 20:37:07 -07:00
Sam Lantinga 9451cd81ae Fixed compiler warnings 2017-08-14 20:07:30 -07:00
Sam Lantinga aebe17d34f Fixed bug 2344 - CHECK_WINDOW_MAGIC should include __FILE__ and __LINE__
Martin Gerhardy

just for easier debugging issues in the own code...

SDL_CreateRenderer should maybe also use this macro

Ryan C. Gordon

I'll go one better: it should have an SDL_assert().
2017-08-14 16:34:54 -07:00
Sam Lantinga c59d9923b3 Implemented more flexible blending modes for accelerated renderers
This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA

	blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
	                                       SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
	                                       SDL_BLENDOPERATION_ADD,
	                                       SDL_BLENDFACTOR_ZERO,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDOPERATION_ADD);

This fixes bug 2828 - Subtractive Blending

	blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDOPERATION_SUBTRACT,
	                                       SDL_BLENDFACTOR_ZERO,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDOPERATION_SUBTRACT);


This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode

	blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
	                                       SDL_BLENDOPERATION_ADD,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
	                                       SDL_BLENDOPERATION_ADD);
2017-08-14 05:51:44 -07:00
Sam Lantinga ca5c304814 Fixed bug 3744 - missing SDLCALL in several functions
Ozkan Sezer

The attached patch adds missing SDLCALL to several functions, so that
they properly match the headers as intended.
2017-08-13 21:06:52 -07:00
Sam Lantinga af9ec8f6b5 Fixed copy-paste error, thanks Alen! 2017-08-13 20:13:11 -07:00
Philipp Wiesemann 8aa147fa09 Fixed compiler warnings about type conversions.
Found by buildbot.
2017-08-04 23:00:30 +02:00
Sam Lantinga 9dbe5a9686 Fixed bug 3311 - Broken touch positions with SDL_RenderSetLogicalSize & HIGHDPI on iOS
Eric wing

Hi, I think I found a bug when using SDL_WINDOW_ALLOW_HIGHDPI with SDL_RenderSetLogicalSize on iOS. I use SDL_RenderSetLogicalSize for all my stuff. I just tried turning on SDL_WINDOW_ALLOW_HIGHDPI on iOS and suddenly all my touch/mouse positions are really broken/far-off-the-mark.

I actually don't have a real retina device (still) so I'm seeing this using the iOS simulator with a 6plus template.

Attached is a simple test program that can reproduce the problem. It uses RenderSetLogicalSize and draws some moving happy faces (to show the boundaries/space of the LogicalSize and that it is working correctly for that part).

When you click/touch, it will draw one more happy face where your button point is.

If you comment out SDL_WINDOW_ALLOW_HIGHDPI, everything works as expected. But if you compile with it in, the mouse coordinates seem really far off the mark. (Face appears far up and to the left.)


Alex Szpakowski on the mailing list suggests the problem is
"I believe this is a bug in SDL_Render?s platform-agnostic mouse coordinate scaling code. It assumes the units of the mouse coordinates are always in pixels, which isn?t the case where high-DPI is involved (regardless of whether iOS is used) ? they?re actually in ?DPI independent? coordinates (which matches the window size, but not the renderer output size)."

Additionally, if this is correct, the Mac under Retina is also probably affected too and "as well as any other platform SDL adds high-dpi support for in the future".
2017-08-02 13:38:46 -07:00
Ryan C. Gordon 9288983682 Merged Eric Wing's overscan patch.
Fixes Bugzilla #2799.
2017-06-06 14:06:40 -04:00
Ryan C. Gordon ca0bf151d5 Fix some more compiler warnings on armcc. 2017-03-03 16:38:17 -05:00
Ryan C. Gordon c1ac4c6835 Better fix for static analysis issue in SDL_DestroyRenderer().
Follow up fix for Bugzilla #3544.
2017-01-06 21:17:33 -05:00
Sam Lantinga 3df77ced1e Just roll back the entire portion of the commit from a8253d439914 which caused bug 3544 until we figure out what the right static analysis fix is. 2017-01-06 00:40:22 -08:00
Sam Lantinga 356c2eadf4 Fixed bug 3544 - Memory freeing bug in SDL_DestroyRenderer/SDL_DestroyTexture
felix

Here's a snippet of SDL_DestroyRenderer from hg revision 10746:7540ff5d0e0e:

    SDL_Texture *texture = NULL;
    SDL_Texture *nexttexture = NULL;
    /* ... */
    for (texture = renderer->textures; texture; texture = nexttexture) {
        nexttexture = texture->next;
        SDL_DestroyTexture(texture);
    }

SDL_DestroyTexture removes the texture from the linked list pointed to by the renderer and ends up calling SDL_DestroyTextureInternal, which contains this:

    if (texture->native) {
        SDL_DestroyTexture(texture->native);
    }

If it happens that texture->native is an alias of nexttexture two stack frames up, SDL_DestroyRenderer will end up trying to destroy an already freed texture. I've had this very situation happen in dosemu2.

Bug introduced in revision 10650:a8253d439914, which has a somewhat ironic description of "Fixed all known static analysis bugs"...
2017-01-06 00:32:06 -08:00
Sam Lantinga 45b774e3f7 Updated copyright for 2017 2017-01-01 18:33:28 -08:00
Ryan C. Gordon fb5fd67ccb Fixed all known static analysis bugs, with checker-279 on macOS. 2016-11-24 21:41:09 -05:00
Sam Lantinga 8e2634eb13 Fixed divide by zero if setting integer scale without setting logical width and height 2016-10-14 00:51:57 -07:00
Sam Lantinga 27d4f09929 Implemented SDL_GetHintBoolean() to make it easier to check boolean hints 2016-10-07 23:40:44 -07:00
Eric Wing bb3cb4f42a overscan (feature for SDL_RenderSetLogicalSize): Fix to ignore overscan hint when using the Direct3D 9 backend.
D39 does not support negative viewport values which the current implementation relies on.
D3D11 does support negative viewport values so that will continue working.
Refer to Bug 2799.
2016-04-04 19:25:24 -07:00
Sam Lantinga 9c48365524 Fixed bug 3029 - software renderer cuts off edges when rotate-blitting with a multiple of 90 degrees
Adam M.

When doing a rotated texture copy with the software renderer, where the angle is a multiple of 90 degrees, one or two edges of the image get cut off. This is because of the following line in sw_rotate.c:
    if ((unsigned)dx < (unsigned)sw && (unsigned)dy < (unsigned)sh) {
which is effectively saying:
    if (dx >= 0 && dx < src->w-1 && dy >= 0 && dy < src->h-1) {

As a result, it doesn't process pixels in the right column or bottom row of the source image (except when they're accessed as part of the bilinear filtering for nearby pixels). This causes it to look like the edges are cut off, and it's especially obvious with an exact multiple of 90 degrees.
2016-10-07 18:00:30 -07:00
Sam Lantinga c8cfccc2f1 Fixed bug 3116 - renderer->hidden in SDL_RenderCopy(Ex)
Daniel

Seems like check of the visibility of renderer (renderer->hidden) is missing in SDL_RenderCopyEx.

In SDL_RenderCopy it should be done much earlier (after checking support for RenderCopyEx, line 1750).
2016-10-01 14:31:00 -07:00
Sam Lantinga 67901f537c Fixed bug 3174 - SDL_SetRenderTarget clip rect
Marcel Bakker

In SDL_SetRenderTarget(),
i think the intended behavior was to clear the clip rect when a new target is set.
2016-10-01 13:29:30 -07:00
Philipp Wiesemann 0a1999dfd2 Fixed compile warnings about type conversion.
Found by buildbot.
2016-01-16 21:25:10 +01:00
Ethan Lee 167cf14c1f SDL_RenderSetIntegerScale 2016-01-05 16:39:18 -05:00
Eric Wing d77a55738b merged SDL 2.0.4 rc2 2015-06-21 04:04:14 -07:00
Sam Lantinga b7ede6cc47 Fixed bug 1550 - SDL_RenderCopy/CopyEx in software should optionally render 8bit alpha
Adam M.

There are three problems in the code that I see.
1. SW_RenderCopyEx enables a color key on surface_scaled even if the source surface didn't have a color key.
2. SW_RenderCopyEx doesn't copy blend mode, color mod, or alpha mod from src to surface_scaled.
3. When SDL_BlitScaled(src, srcrect, surface_scaled, &tmp_rect) is called, it blends the src pixels into surface_scaled instead of overwriting them (if src has blending, etc. enabled).

I've attached a patch that 1) fixes the three problems that I mentioned, 2) adds the requested performance improvement of using the regular blit function if no rotation or flipping is needed, 3) avoids cloning the source surface if no stretching is required, and simplifies the rotation code slightly.
2015-06-19 23:20:43 -07:00
Eric Wing 27fab8f4bb merged SDL 2.0.4rc1+ 2015-06-17 20:03:08 -07:00
Sam Lantinga 6a3ad8a998 Fixed bug 2367 - Bad mouse motion coordinates with two windows where one has changed logical size
Andreas Ragnerstam

I have two windows where one has a renderer where the logical size has been changed with SDL_RenderSetLogicalSize. When I get SDL_MOUSEMOTION events belonging to the non-scaled window these will have been scaled with the factor of the scaled window, which is not expected.

Adding some printf debugging to SDL_RendererEventWatch of SDL_render.c, where (event->type == SDL_MOUSEMOTION), I found that for every mouse motion SDL_RendererEventWatch is called twice and the event->motion.x and event.motion.y are set twice for the event, once for each renderer where only the last one set will be saved to the event struct. This will work fine if both renderers have the same scale, but otherwise the motion coordinates will be scaled for the renderer belonging to another window than the mouse was moved in.

I guess one solution would be to check that window == renderer->window for SDL_MOUSEMOTION events, similar to what is done for when SDL_WINDOWEVENT events.

I get the same error on both X11 and Windows.
The same problem also exists for SDL_MOUSEBUTTONDOWN and SDL_MOUSEBUTTONUP events.
2015-05-28 12:18:05 -07:00
Sam Lantinga 42065e785d Updated copyright to 2016 2016-01-02 10:10:34 -08:00
David Ludwig 9e9ef5ad31 Fixed bug 3202 - Fix renderer visibility on a window maximized directly from the minimized state
Many thanks to id.zeta for details on the bug, and for the fix!
2015-12-27 17:55:45 -05:00
Philipp Wiesemann 0856a7ef34 Changed an error return value from 0 to NULL for consistency. 2015-08-21 23:50:37 +02:00
Philipp Wiesemann 0e45984fa0 Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
2015-06-21 17:33:46 +02:00
Ryan C. Gordon d5a578531b Drop out of SDL_UpdateTexture() early if the rectangle is zero pixels.
Hopefully makes static analysis happy about a zero-byte malloc elsewhere.
2015-05-26 16:42:36 -04:00
Sam Lantinga 2c4a6ea0a2 Updated the copyright year to 2015 2015-05-26 06:27:46 -07:00
Eric Wing 313881175d Adds support to control the scaling policy/mode of SDL_RenderSetLogicalSize for both letterbox (current behavior) and a new overscan mode (expand to fill the entire screen, even if some parts draw off the screen).
The expected use case is for games that are designed with multiple aspect ratios already in mind and leave optional margins on the edges of the game which won't hurt if they are cut off.

An example use case is a game is designed for wide-screen/16:9, but then wants to deploy on an iPad which is 4:3. Normally, SDL will letterbox, which will shrink things and result in wasted space. But the designer already thought about 4:3 and designed the edges of the game so they could be cut off without any functional loss. So rather than wasting space with letterboxing, "overscan" mode will zoom the rendering to fill up the entire screen. Parts on the edges will be drawn offscreen, but since the game was already designed with this in mind, it is fine. The end result is the iPad (4:3) experience is much better since it feels like a game designed for that screen aspect ratio.

This patch introduces a new SDL_hint: SDL_HINT_RENDER_LOGICAL_SIZE_MODE.
Valid values are "letterbox" or "0" for letterboxing and "overscan" or "1" for overscan.
The default mode is letterbox to preserve existing behavior.

// Example usage:
SDL_SetHint(SDL_HINT_RENDER_LOGICAL_SIZE_MODE, "overscan");
SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
2014-12-03 04:41:26 -08:00
Philipp Wiesemann 9c398852e6 Corrected header file documentation comment. 2014-11-22 22:20:40 +01:00
Ryan C. Gordon b72938c861 Windows: Always set the system timer resolution to 1ms by default.
An existing hint lets apps that don't need the timer resolution changed avoid
this, to save battery, etc, but this fixes several problems in timing, audio
callbacks not firing fast enough, etc.

Fixes Bugzilla #2944.
2015-04-20 12:22:44 -04:00