57 Commits

Author SHA1 Message Date
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
David Ludwig
7be2ad71c9 WinRT: renamed SDL_SYSWM_WINDOWSRT to SDL_SYSWM_WINRT
This is part of an overall effort to use the name, "WinRT", rather than "WindowsRT" (or "Windows RT"), as the shorthand name often seems to mean something different than the longhand name.  (WinRT is an API, Windows RT is a product name)
2013-08-27 11:44:43 -04:00
David Ludwig
eaf26ff66a WinRT: added a stub implementation of UpdateClipRect to the D3D 11.1 renderer 2013-08-13 20:33:15 -04:00
David Ludwig
d41fdc94d6 WinRT: build fixes and additional WinRT-related integrations with SDL 2.0.0 2013-08-13 20:09:52 -04:00
David Ludwig
f7049b93d5 WinRT: merged with SDL 2.0.0 codebase (aka. SDL hg rev d4ce48ff30d1) 2013-08-12 22:29:55 -04:00
Sam Lantinga
1ad936eb29 Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke

I'm running Linux Mint 15 with the Cinnamon window manager.  SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
2013-08-11 19:56:43 -07:00
Ryan C. Gordon
958640e5d1 Get rid of glGetError() calls in GLES2 renderer.
It's not usually useful, and it causes pipeline stalls.
2013-10-02 22:16:11 -04:00
Sam Lantinga
22a972a440 Fixed bug 2122 - SDL_CreateTexture allows illegal texture sizes
Lloyd Bryant

SDL_CreateTexture() is succeeding (i.e. returning a valid pointer) when the requested horizontal or vertical size of the texture exceeds the maximum allowed by the render.  This results in hard-to-understand errors showing up when later attempting to use that texture (such as with SDL_SetRenderTarget()).
2013-09-30 22:16:14 -07:00
Sam Lantinga
202528a48f Call AddRef() on the device so it doesn't accidentally get released from underneath the caller. 2013-09-28 14:07:17 -07:00
Sam Lantinga
25f607a3c2 Make it clear we're just returning a D3D9 device, allowing for new functions to get other D3D versions 2013-09-28 14:07:14 -07:00
Sam Lantinga
cf5e5a8360 Added a hint to create the D3D device in thread-safe mode: SDL_HINT_RENDER_DIRECT3D_THREADSAFE 2013-09-28 14:07:08 -07:00
Sam Lantinga
803965bcc2 Added platform specific call: SDL_RenderGetD3DDevice() 2013-09-28 14:07:05 -07:00
Sam Lantinga
9f390e7967 Moved SDL_Direct3D9GetAdapterIndex() to SDL_windowsvideo.c since it doesn't belong in the window code. 2013-09-28 14:06:59 -07:00
Sam Lantinga
89c31bb42a Implemented SDL_UpdateYUVTexture() for Direct3D 2013-09-28 14:06:55 -07:00
Sam Lantinga
17c9ff85e2 Added missing SDL_assert.h 2013-09-28 14:06:51 -07:00
Sam Lantinga
57bd514707 Added optimized YUV texture upload path with SDL_UpdateYUVTexture() 2013-09-28 14:06:47 -07:00
Sam Lantinga
b6be1435c5 Moved D3D_LoadDLL and SDL_Direct3D9GetAdapterIndex to SDL_windowswindow.c at Jorgen's insistence. That file is wrapped in a more appropriate define check so it will work if somebody builds a binary without D3D support.
Added a reference to SDL_Direct3D9GetAdapterIndex to SDL_test_common.c so SDL will fail to compile if the new symbol isn't included properly.

CR: Jorgen
2013-09-28 14:06:20 -07:00
Edward Rudd
869a707612 add in High DPI support (aka Retina)
- based on J?rgen's patch with a few bug fixes
2013-09-20 13:43:00 -04:00
Sam Lantinga
fae4190dca Added SDL_Direct3D9GetAdapterIndex(), which returns the adapter index you would pass into CreateDevice to get your device on the right monitor in full screen mode. This fixes the default adapter in SDL_render_d3d.c, which means that tests will work fullscreen off the main monitor now.
CR: Sam
2013-09-13 17:42:46 -07:00
Gabriel Jacobo
ace1e98a18 Fixes bug #2040, prepare SDL_GL_CONTEXT_EGL for deprecation on v2.1
SDL_GL_CONTEXT_EGL = 1 is now internally treated as profile_mask = SDL_GL_CONTEXT_PROFILE_ES
2013-08-29 15:02:32 -03:00
Sam Lantinga
3e2930defe Christoph Mallon: Remove pointless if (x) before SDL_FreeSurface(x) 2013-08-29 08:29:51 -07:00
Sam Lantinga
f79fc33a39 Christoph Mallon: Remove pointless if (x) before SDL_free(x) 2013-08-29 08:29:21 -07:00
Gabriel Jacobo
f60bcf8b50 Fix warning in GL ES2 renderer 2013-08-22 17:26:22 -03:00
Gabriel Jacobo
2490166d2d Fixes for -Wdeclaration-after-statement 2013-08-21 10:12:16 -03:00
Gabriel Jacobo
1e49b1ed6e OCD fixes: Adds a space after /* (glory to regular expressions!) 2013-08-21 09:47:10 -03:00
Gabriel Jacobo
695344d163 OCD fixes: Adds a space before */ 2013-08-21 09:43:09 -03:00
Gabriel Jacobo
552b04c58a More non C89 compliant comments 2013-08-20 20:34:40 -03:00