133 Commits

Author SHA1 Message Date
CarniBlood
472068dd97 fixed gles/gles2 renderer creation fail on Android when default major/minor version doesn't match 2013-12-19 06:01:18 +09:00
Sam Lantinga
8db4c5a9d3 Fixed crash if the input data pitch is larger than the locked texture pitch 2014-02-25 10:04:49 -08:00
Gabriel Jacobo
6ee12d6ccc Fixes #2296 - SDL_GL_UnbindTexture segfaults (thanks Daniel B?nzli) 2014-02-24 18:57:22 -03:00
Sam Lantinga
22e3217e59 Fixed infinite recursion in D3D_Reset() 2014-02-20 21:07:56 -08:00
Sam Lantinga
6b33f2e8ca Fixed resetting the current render target if the D3D device is reset while using a non-default render target. 2014-02-17 22:20:33 -08:00
Sam Lantinga
076a14b263 Fixed crash if render target textures are used while the device is lost 2014-02-10 13:40:02 -08:00
Sam Lantinga
ae05f178c2 Recreate render target textures when the D3D device is being reset, and notify the application using the SDL_RENDER_TARGETS_RESET event when this happens. 2014-02-10 10:02:51 -08:00
Sam Lantinga
3ab3ea642d Fixed bug 2385 - error: unknown type name 'IDirect3DDevice9'
Sandu Liviu Catalin

I'm unable to compile the latest SDL (directly from the repository) even though I disabled every DirectX option since I don't need DirectX.

I allways het these errors:
D:\DevLibs\SDL\src\render\direct3d\SDL_render_d3d.c:1897:1: error: unknown type name 'IDirect3DDevice9'
D:\DevLibs\SDL\src\render\direct3d\SDL_render_d3d.c:1898:25: error: unknown type name 'SDL_Renderer'
2014-02-09 01:56:41 -08:00
Sam Lantinga
b331ada815 Fixed bug 2354 - [ES 2.0] SDL_RenderClear clears render target with wrong color
ny00

SDL_RenderClear clears a render target with the wrong color, if the opengles2 renderer driver is used and the target texture's format is SDL_PIXELFORMAT_ARGB8888.

The bug is *not* reproduced if SDL_PIXELFORMAT_ABGR8888 is used as the texture format (the first from the renderer's list).
It is further not reproduced using any of the following renderer drivers: opengl, opengles (apparently powered by Gallium3D), software.
Finally, the correct color can be drawn using SDL_RenderFillRect (instead of SDL_RenderClear).

A few details about the current setup:
- OS: Ubuntu 12.04 for x86_64
- GPU: GeForce GTX 460
- GPU driver version: 331.20-0ubuntu1~xedgers~precise1 (from the xorg-edgers PPA)


---

Seth Williams

Sam,

It appears that the clear just needs to take the render target format into consideration.

Seth.
2014-02-09 01:49:01 -08:00
Sam Lantinga
58edac3e69 Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
2014-02-02 00:53:27 -08:00
Ryan C. Gordon
aff44ccdb5 Patched to compile...uh, everywhere. :) 2014-01-27 16:13:13 -05:00
Ryan C. Gordon
87cfee27d0 Patched to compile on Windows when not supporting Direct3D. 2014-01-27 16:10:15 -05:00
David Ludwig
446a270487 WinRT: fixed bug: SDL_RenderReadPixels didn't work with certain orientations of the physical display 2013-12-10 22:34:08 -05:00
David Ludwig
b6f80d855e WinRT: enable the OpenGL ES 2 SDL_Renderer backend, if and when OpenGL ES 2 support is compiled in 2013-11-29 00:19:46 -05:00
David Ludwig
46740a5a1c WinRT: merged with latest SDL 2.x/HG code
SDL 2.x recently accepted patches to enable OpenGL ES 2 support via Google's ANGLE library.  The thought is to try to eventually merge SDL/WinRT's OpenGL code with SDL-official's.
2013-11-28 22:09:21 -05:00
Ryan C. Gordon
7e1289af32 Make internal SDL sources include SDL_internal.h instead of SDL_config.h
The new header will include SDL_config.h, but allows for other global stuff.
2013-11-24 23:56:17 -05:00
Sam Lantinga
7fe277cd6a Fixed float to int conversion warning, which was a legitimate bug. 2013-12-23 17:15:32 -08:00
Gabriel Jacobo
ec1cb49eab Wayland support
Based on the original port to Wayland by: Joel Teichroeb, Benjamin Franzke, Scott Moreau, et al.

Additional changes in this commit, done by me:

* Wayland uses the common EGL framework
* EGL can now create a desktop OpenGL context
* testgl2 loads GL functions dynamically, no need to link to libGL anymore
* Assorted fixes to the Wayland backend

Tested on the Weston Compositor (v1.0.5) that ships with Ubuntu 13.10,
running Weston under X. Tests ran: testrendercopyex (all backends), testgl2, testgles2,testintersections
2013-12-14 20:18:43 -03:00
Gabriel Jacobo
f848adff5f Improve Android pause/resume behavior. 2013-11-29 10:06:08 -03:00
Gabriel Jacobo
61959aa67b OpenGL ES support for Windows 2013-11-22 13:24:53 -03:00
Sam Lantinga
8093cfd8ce Better fix for bug 2207 - SDL_RenderSetViewport behavior is different/incorrect on OpenGL renderer vs DirectX renderer
At least, it works better here on my Mac. :)
2013-11-15 22:07:35 -08:00
Ryan C. Gordon
4f39f0115b Fix viewport being upside down in OpenGL renderer.
Fixes Bugzilla #2207.
2013-11-15 23:20:50 -05:00
Sam Lantinga
ef97aab9cf Backed out changeset 6c59f7c8ec17 - it didn't actually do anything useful 2013-11-14 21:39:54 -08:00
Sam Lantinga
b36d98bd9c Diagonal flipping with RenderCopyEx
Ivan Rubinson

As it turns out, it was impossible to render a texture flipped diagonally (both vertically and horizontally) with one RenderCopyEx call.
With help from #SDL @ freenode, we came up with a fix.
2013-11-13 21:50:59 -08:00
Sam Lantinga
1c9cc8c9b7 Fixed performance regression caused by the fix for bug 2158 2013-11-05 21:01:25 -08:00
Philipp Wiesemann
4e270de15d Changed function to return -1 through SDL_Error() instead of plain -1. 2013-11-02 11:46:43 +01:00
David Ludwig
7cc0951637 WinRT: added support for SDL_HINT_RENDER_SCALE_QUALITY 2013-11-01 22:54:39 -04:00
David Ludwig
69c5d21d7d WinRT: merged with SDL 2.0.1 codebase 2013-10-27 21:26:46 -04:00
David Ludwig
62c781eaff WinRT: made the Direct3D 11.x 'Debug Layer' be enable-able in any app via a hint
To enable the Debug Layer, set the hint, SDL_HINT_RENDER_DIRECT3D11_DEBUG to '1'.

The Debug Layer will be turned off by default, both in Release and Debug builds (of SDL).
2013-10-25 20:31:43 -04:00
Sam Lantinga
2348e426c7 Fixed whitespace 2013-10-21 22:08:56 -07:00
Sam Lantinga
08fa8da77c Fixed bug 2129 - fix for bug 2121 breaks linking for mingw and throws multiple warnings
Andreas Ertelt

The problem in question is caused by changeset 7771 (http://hg.libsdl.org/SDL/rev/5486e579872e / https://bugzilla.libsdl.org/show_bug.cgi?id=2121)

The redefinition of __inline__ (introduced by the addition of begin_code.h:128's "|| __STRICT_ANSI__") results in mingw's gcc throwing multiple

   warning: always_inline function might not be inlinable [-Wattributes]

as well as a whole bunch of redefinitions of mingw internals which break linking of projects including the SDL2 headers.
2013-10-20 21:56:15 -07:00
Sam Lantinga
4ca34ad4a4 Prevent conflicts when linking both SDL2 and SDL2_gfx 2013-10-20 21:34:38 -07:00
Sam Lantinga
20f5167d27 Use vertex arrays for drawing points in addition to lines 2013-10-20 10:35:51 -07:00
Sam Lantinga
82b8e6df87 Fixed bug 2158 - Pixel missing in SDL_RenderDrawLines
Sean McKean

I am running Ubuntu 12.04 (GL version 1.4 Mesa 8.0.4) , and on drawing a set of lines through the renderer through SDL_RenderDrawLines() (looped or not) or SDL_RenderDrawRect() I notice a pixel missing. For RenderDrawLines() it seems to be the second point in the sequence; for RenderDrawRect() it is the lower-right. This can be fixed by specifying SDL_RenderDrawPoint(s), but wouldn't it be easier to specify each pixel in a GL_POINTS glBegin/End loop in the OpenGL code, just to make sure?

I also ran the same program on Android; the rendering seemed to be correct, which uses glDrawArrays.
2013-10-20 10:10:14 -07:00
Sam Lantinga
e343273abb Fixed bug 2162 - SDL_RenderClear not clearing entire render target
Kevin Wells

Overview:
SDL_RenderClear is only clearing part of a texture when it is the render target and a different size than the screen.

Steps to Reproduce:
1) This only occurs with the render driver set to direct3d, so: SDL_SetHint(SDL_HINT_RENDER_DRIVER,"direct3d")
Also, my window was 1280x720.

2) Create a texture for a render target with a resolution of 1024x1024:
texture=SDL_CreateTexture(main_window.renderer,SDL_PIXELFORMAT_RGBA8888,SDL_TEXTUREACCESS_TARGET,1024,1024);
SDL_SetTextureBlendMode(texture,SDL_BLENDMODE_BLEND);

3) Target the texture for rendering: SDL_SetRenderTarget(main_window.renderer,texture);

4) Set the draw color to whatever you want (problem occurs with both 0,0,0,0 and 0,0,0,255 among others) and then clear the render target:
SDL_SetRenderDrawColor(main_window.renderer,0,0,0,0);
SDL_RenderClear(main_window.renderer);

Actual Results:
Only about the top 3/4s of the texture gets cleared on calling SDL_RenderClear. The bottom 1/4 or so does not clear.

Expected Results:
Entire render target should be cleared.
2013-10-19 01:29:23 -07:00
Sam Lantinga
12ca3ce3fa Fixed building using MinGW
Our SDL_windows.h needed to be included before anything else so UNICODE is defined.
2013-10-17 23:02:29 -07:00
Sam Lantinga
06cab8575e Added support for SDL_PIXELFORMAT_UYVY surfaces on Mac OS X 2013-10-14 08:56:37 -07:00
Sam Lantinga
36b759174f Do a 32-bit compare on RGBA values. Thsi should be inlined in optimized builds. 2013-10-05 12:29:05 -07:00
Ryan C. Gordon
5607cc45c5 Avoid redundant state changes in the GLES2 renderer. 2013-10-05 00:29:57 -04:00
Ryan C. Gordon
500e4f6f9a Removed "u_colorTable" uniform from the GLES2 renderer. It's not used anywhere. 2013-10-04 11:25:14 -04:00
Sam Lantinga
509898460c Added optional error checking for OpenGL ES 2.0 in the same style as the OpenGL renderer.
You can enable it like this: SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
2013-10-03 20:48:52 -07:00
Sam Lantinga
e5ef978e13 Fixed a potential double-free bug if glGenTextures() failed. 2013-10-03 20:42:43 -07:00
Sam Lantinga
1f21484bdd Fixed const/non-const warning 2013-10-03 03:31:05 -07:00
David Ludwig
fa45a9c953 WinRT: fixed a line-rendering bug in the D3D 11.1 backend 2013-09-16 00:31:01 -04:00
David Ludwig
31235b4b99 WinRT: made rendering work with orientation changes on Windows Phone
Pointer event geometry still needs to be adjusted on Windows Phone, to note.
2013-08-28 15:27:01 -04:00
David Ludwig
91b039027f WinRT: removed a comment regarding a dealt-with TODO 2013-08-28 12:45:43 -04:00
David Ludwig
8e3886a279 WinRT: rendering orientation fixes for Windows Phone, part 1
This change should allow apps to render correctly in Portrait mode, at minimum,

Support for orientation changes is pending.

Thanks to Pierre-Yves for assistance!
2013-08-28 12:38:30 -04:00
David Ludwig
44755f8a6a WinRT: fixed a potential memory-related crash in SDL_Renderer on Windows Phone 2013-08-28 11:46:02 -04:00
David Ludwig
2cafee9de1 WinRT: experimental and preliminary support for XAML-based overlays on Windows 8/RT
The XAML support here is still rudimentary.  Bugs do exist.  You've been warned.

XAML support in Windows Phone 8 is not yet available (in SDL/WinRT).
2013-08-27 21:21:09 -04:00
David Ludwig
86ea4c4edf WinRT: made all WinRT-related TODO comments use the same prefix, "TODO, WinRT" 2013-08-27 13:03:43 -04:00