chalonverse
6f69bbc541
D3D11: Fix SDL_TEXTUREACCESS_TARGET not working if SDL_HAVE_YUV was 0
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Added a couple of missing SDL_zeros in CreateTexture
2022-06-08 12:51:09 -07:00
chalonverse
8303c5d0a3
Added missing SDL_zero for renderTargetViewDesc
2022-06-08 12:51:09 -07:00
chalonverse
7a335df9cf
Updated CMakeLists.txt and configure.asc/script so that it checks for the required Windows SDK version before it enables the d3d12 renderer. Also fixed reported warnings in some builds.
2022-06-07 17:07:33 -07:00
Sylvain
2cc2260435
Fixed bug #5768 - SDL_RenderGeometry's software backend failed to render when texture coordinates are reversed
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handle flip vertical/horizontal when reconstructing rects from triangles
2022-06-07 16:30:01 +02:00
chalonverse
4082821822
DirectX 12 Renderer ( #5761 )
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* DirectX 12 Renderer (27 squashed commits)
* Add missing SDL_hidapi.h of merge of SDL.vcxproj.filters
* Fixed OpenWatcom build failure
* Dynapi fix
Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
2022-06-06 17:42:30 -07:00
Sam Lantinga
ae2cc29f8b
Make sure initial state is set correctly for the D3D renderer
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Fixes https://github.com/libsdl-org/SDL/issues/5749
2022-06-03 09:44:34 -07:00
Cameron Cawley
9dfa000bc0
Initial support for building for Windows with OpenWatcom
2022-05-19 20:11:10 +03:00
Cameron Cawley
c8eea02071
Fix C89 build errors in Windows builds
2022-05-18 15:03:15 -07:00
Alex Szpakowski
ec8fa57750
macOS: always use Objective-C ARC (automatic ref counting).
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Change Cocoa SDL_VideoData and SDL_WindowData implementations from C structs to Objective-C objects, since bridging between C and ObjC is easier that way.
2022-05-09 21:53:40 -07:00
Eddy Jansson
9e5cbf034a
Disallow non-positive allocation.
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Ensure that we're not trying to call SDL_small_alloc()
with a count of zero.
Transforming the code like this fixes a
-Wmaybe-uninitialized warning from GCC 12.0.1
2022-04-29 18:34:13 -07:00
Eddy Jansson
6c2928b4be
Switch uses of MIN() to SDL_min()
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We're excluding files in src/hidapi to minimize the
diff against the upstream project.
2022-04-29 10:39:51 -07:00
Sam Lantinga
981e1e3c44
Fixed logical size synchronization issue on macOS
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https://discourse.libsdl.org/t/sdl-2-0-22-prerelease/35306/6
2022-04-23 10:35:05 -07:00
Jaylon Gowie
d9009388c8
SceKernelMemBlockType to unsigned int
2022-04-19 14:17:27 -07:00
Jaylon Gowie
3753a7b1c3
Fix recent changes in VitaSDK
2022-04-19 14:17:27 -07:00
Sam Lantinga
b9fe6ba0e7
Fixed compile warnings
2022-04-18 13:09:08 -07:00
Sylvain
1ede941f5c
SDL_render.c: internally change viewport/cliprect type from SDL_FRect to SDL_DRect (double precision). (see bug #5547 )
2022-04-18 12:26:32 -07:00
pionere
0adb67017b
avoid NullPointer in SDL_GetRenderTarget
2022-04-15 15:47:35 -04:00
Ethan Lee
ba0ba9ef16
direct3d11: Set the swapchain target immediately after creating it.
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Fixes #4782
2022-04-07 23:47:20 -07:00
Ethan Lee
cb81630816
render: Update the size/scale/viewport on moves, in addition to resizes.
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For OpenGL this means resetting the viewport state shadowing flag too.
Fixes #1504
2022-04-07 23:38:33 -07:00
Cameron Cawley
57118fb7de
render: Fix setting the scale mode for non-native textures
2022-04-02 09:51:28 -07:00
Ivan Epifanov
95c0fec518
Vita: PVROGL: fix indentation and ifdef guards
2022-03-31 06:02:50 -07:00
Jaylon Gowie
8c542a3591
Desktop OpenGL 1.X/2.X PSVita Support
2022-03-31 00:02:56 -04:00
Mathieu Eyraud
1db47d468a
Fix potential memory leak in QueueCmdFillRects
2022-03-28 08:34:32 -07:00
Ivan Epifanov
95ed83137f
Vita: Use preallocated memory pool for textures
2022-03-27 10:07:49 -07:00
Ryan C. Gordon
7bc498d325
direct3d: Implement missing blend operations.
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This is only for Direct3D 9; Direct3D 11 already had this implemented.
Fixes #5375 .
2022-03-27 09:14:07 -04:00
Ivan Epifanov
69d0b6e3c6
Vita: Fix NULL-pointer dereference
2022-03-25 09:29:20 -04:00
Ryan C. Gordon
4fe7b2cbd1
static analysis: Fixed several complaints from codechecker.
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There are still some pending Objective-C specific issues.
Reference issue #4600 .
2022-03-24 11:00:43 -04:00
Ivan Epifanov
eadc064e2c
Vita: add native YUV textures support.
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* Fail if texture init fails.
* Refactor and cleanup.
2022-03-24 07:51:20 -04:00
Sylvain Becker
c23a7ad38a
Add SDL_RenderGetWindow() API to get the window associated with a renderer ( #5440 )
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Add SDL_RenderGetWindow() API to get the window associated with a renderer
2022-03-23 17:07:56 +01:00
Sylvain
83df4a354e
SDL_render.c: remove unsused case, since renderer target has been forced to NULL previously (see bug #4213 )
2022-03-22 15:25:01 +01:00
Sylvain
9dc201d448
Fixed bug #2962 - when SDL_RenderReadPixels format = 0, used format of the target texture
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include/SDL_render.h, format:
"0 to use the format of the rendering target "
2022-03-21 10:41:14 +01:00
Ryan C. Gordon
d81fee7623
SDL_Rect: Added floating point versions of all the rectangle APIs.
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Fixes #5110 .
2022-03-19 10:35:24 -04:00
Sylvain
b2db570ce9
SDL_triangle_blit_slow: sync code with SDL_blit_slow to handle ARGB2101010
2022-03-16 18:09:40 +01:00
Sylvain Becker
3bebdaccb7
METAL: clip rect w/h must be <= render pass
2022-03-15 10:37:17 +01:00
Ozkan Sezer
bf69868924
reduced a few ifdefs, fixed an unused warning if built w/o SDL_HAVE_YUV.
2022-03-10 01:55:04 +03:00
Sam Lantinga
c6eef542ab
Removed dead code
2022-03-09 13:48:31 -08:00
pionere
911ba8d343
hide impossible branch in D3D_UnlockTexture
2022-03-09 20:17:55 +01:00
Sylvain
ea5b482bff
Remove unused warning
2022-03-09 15:38:36 +01:00
Sylvain
04256a5372
Fix compilation (see #5313 )
2022-03-09 15:12:25 +01:00
pionere
0983fcee5e
fix memory leak in D3D11_CreateRenderer
2022-03-09 15:03:49 +01:00
pionere
3f8b450de2
extend the code hidden by SDL_HAVE_YUV
2022-03-09 15:03:30 +01:00
pionere
ce1883e1e7
fix compile error with disabled SDL_HAVE_YUV (vita)
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- UpdateTextureYUV is not defined if SDL_HAVE_YUV is not defined/zero
+ calling SDL_free suffice if the VITA_GXM_RenderData was just allocated
2022-03-09 15:02:44 +01:00
Sam Lantinga
b064ad6ac5
Allow GL_ARB_texture_non_power_of_two environment variable to override OpenGL 2.0 check
2022-03-08 18:14:10 -08:00
Ryan C. Gordon
60ddb74cfe
video: rework how we prepare a texture framebuffer.
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Now we see if we can create an SDL_Renderer, and if that renderer reports
itself as "accelerated," and added some initial heuristics to the OpenGL
renderer to make better decisions about what qualifies as "accelerated."
This adds some FIXMEs that might be merely hypothetical, and removes the
old OpenGL checks from the video subsystem that probably weren't meaningful
in modern times. This will definitely need to improve the existing list
in the GL renderer, to catch things like llvmpipe, etc.
Reference issue #4624 .
2022-02-23 09:36:06 -05:00
Ryan C. Gordon
293a0aa80e
opengl: If GL version >= 2.0, NPOT textures are supported, so favor them.
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Fixes #5041 .
2022-02-22 10:54:21 -05:00
Sam Lantinga
978fbc3250
Fixed compile warnings
2022-02-21 12:02:44 -08:00
Sylvain
9d86ec8573
Palette format: software Render Jitter in rotation (see #5143 )
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- same fix applied for rotation with palette surfaces
- allow other 8bits format (eg 332)
2022-02-18 09:57:10 +01:00
Sylvain
ceb09ee740
Fixed #5143 - software Render Jitter in rotation
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better precision calculating rotated coordinates and interpolation
2022-02-17 23:11:02 +01:00
Sylvain
75ffa24e3a
Software Render Jitter in rotation (bug #5143 )
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The output surface doesn't necessarily to have even width and height.
2022-02-15 13:35:59 +01:00
Sylvain
61abc4e5b6
PSP: SDL_RenderCopyEx rotation and global scaling around the wrong way (see #bug 3070)
2022-02-15 11:34:50 +01:00