Commit Graph

50 Commits

Author SHA1 Message Date
Sam Lantinga b2e76d860f Fixed Windows RT build 2019-03-19 16:52:09 -07:00
Sylvain Becker b28e956b8c Fixed bug 4542 - Image flipped vertically when rendering on texture
Have to recompute  viewport because projection/glOrtho is different
wether rendering is on target texture or not
2019-03-12 07:59:53 +01:00
Ryan C. Gordon 40a52ceef7 render: Fix OpenGL draw state cache for various points of texture binding. 2019-02-04 18:55:39 -05:00
Sam Lantinga 5e13087b0f Updated copyright for 2019 2019-01-04 22:01:14 -08:00
Alex Szpakowski dc3443602b render: Fix internal state getting out of sync when destroying a texture that was just rendered and then creating a new one, in the GL and GLES2 backends. Fixes bug #4433. 2018-12-21 20:53:31 -04:00
Sam Lantinga 9719f89db2 Back out change initializing renderer blend mode incorrectly. 2018-11-17 12:12:29 -08:00
Sam Lantinga 29e15ce62d The default draw blendmode is SDL_BLENDMODE_NONE 2018-11-17 00:58:45 -08:00
Ryan C. Gordon 62494a2e27 Merge SDL-ryan-batching-renderer branch to default. 2018-10-31 15:03:41 -04:00
Cameron Gutman 329f2eb99e Fix crash when GL_LoadFunctions()/GLES2_LoadFunctions() fails
https://bugzilla.libsdl.org/show_bug.cgi?id=4350

We can't safely call GL_DestroyRenderer() until GL_LoadFunctions()
succeeds because we will be missing functions that we try to use
when activating the renderer for destruction if we have an GL context.
2018-10-31 20:17:53 -07:00
Micha? Janiszewski 91820998fc Add and update include guards
Include guards in most changed files were missing, I added them keeping
the same style as other SDL files. In some cases I moved the include
guards around to be the first thing the header has to take advantage of
any possible improvements compiler may have for inclusion guards.
2018-10-28 21:36:48 +01:00
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 0c2e10dce4 render: Make the GL backends cache and defer more state changes. 2018-10-01 22:53:45 -04:00
Ryan C. Gordon d04e55240e render: OpenGL renderer now caches some state, to improve non-batching mode.
(other minor bug fixes in here, too)
2018-09-25 19:20:31 -04:00
Ryan C. Gordon c01da21756 render: get rid of the predeclared functions in the GL and Metal renderers.
(others to come as I continue to update render backends!)
2018-09-24 12:30:47 -04:00
Ryan C. Gordon 051d1cfcd1 render: Make opengl backend take advantage of new high-level features. 2018-09-24 02:08:34 -04:00
Ryan C. Gordon 2241b33f55 render: Update Metal and GL backends to use new high-level features, etc.
Now nothing is uploaded as dynamic data with Metal's setVertexBytes, etc; it's
all in the one big vertex buffer, now.
2018-09-23 23:22:56 -04:00
Ryan C. Gordon 55cb9966db render: first shot at reworking opengl backend for new batching system. 2018-09-20 16:36:54 -04:00
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
sezero 40b27fd51b revert the recent typecast assignment changes (see bug #4079)
also change the void* typedefs for the two vulkan function
pointers added in vulkan_internal.h  into generic function
pointer typedefs.
2018-02-12 17:00:00 +03:00
Sam Lantinga 90e72bf4e2 Fixed ISO C99 compatibility
SDL now builds with gcc 7.2 with the following command line options:
-Wall -pedantic-errors -Wno-deprecated-declarations -Wno-overlength-strings --std=c99
2018-01-30 18:08:34 -08:00
Sam Lantinga e3cc5b2c6b Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Sam Lantinga a6a4e27ae8 Updated SDL's YUV support, many thanks to Adrien Descamps
New functions get and set the YUV colorspace conversion mode:
	SDL_SetYUVConversionMode()
	SDL_GetYUVConversionMode()
	SDL_GetYUVConversionModeForResolution()

SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats.

Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
2017-11-12 22:51:12 -08:00
Sam Lantinga e9652b1987 Fixed bug 3857 - SDL_ConvertPixels misses YUV conversions
Sylvain

Few issues with YUV on SDL2 when using odd dimensions, and missing conversions from/back to YUV formats.

1) The big part is that SDL_ConvertPixels() does not convert to/from YUV in most cases. This now works with any format and also with odd dimensions,
  by adding two internal functions SDL_ConvertPixels_YUV_to_ARGB8888 and SDL_ConvertPixels_ARGB8888_to_YUV (could it be XRGB888 ?).
  The target format is hard coded to ARGB888 (which is the default in the internal of the software renderer).
  In case of different YUV conversion, it will do an intermediate conversion to a ARGB8888 buffer.

  SDL_ConvertPixels_YUV_to_ARGB8888 is somehow redundant with all the "Color*Dither*Mod*".
  But it allows some completeness of SDL_ConvertPixels to handle all YUV format.
  It also works with odd dimensions.

  Moreover, I did some benchmark(SDL_ConvertPixel vs Color32DitherYV12Mod1X and Color32DitherYUY2Mod1X).
  gcc-6.3 and clang-4.0. gcc performs better than clang. And, with gcc, SDL_ConvertPixels() performs better (20%) than the two C function Color32Dither*().
  For instance, to convert 10 times a 3888x2592 image, it takes ~195 ms with SDL_ConvertPixels and ~235 ms with Color32Dither*().
  Especially because of gcc vectorize feature that optimises all conversion loops (-ftree-loop-vectorize).

  Nb: I put no image pitch for the YUV buffers. because it complexify a little bit the code and the API :
  There would be some ambiguity when setting the pitch exactly to image width:
  would it a be pitch of image width (for luma and chroma). or just contiguous data ? (could set pitch=0 for the later).


2) Small issues with odd dimensions:
  If width "w" is odd, luma plane width is still "w" whereas chroma planes will be "(w + 1)/2". Almost the same for odd h.
  Solution is to strategically substitute "w" by "(w+1)/2" at the good places ...

- In the repository, SDL_ConvertPixels() handles YUV only if yuv source format is exactly the same as YUV destination format.
  It basically does a memcpy of pixels, but it's done incorrectly when width or height is odd (wrong size of chroma planes). This is fixed.

- SDL Renderers don't support odd width/height for YUV textures.
  This is fixed for software, opengl, opengles2. (opengles 1 does not support it and fallback to software rendering).
  This is *not* fixed for D3D and D3D11 ... (and others, psp ?)
  Only *two* Dither function are fixed ... not sure if others are really used.

- This is not possible to create a NV12/NV12 texture with the software renderer, whereas other renderers allow it.
  This is fixed, by using SDL_ConvertPixels underneath.

- It was not possible to SDL_UpdateTexture() of format NV12/NV21 with the software renderer. this is fixed.

Here's also two testcases:
- that do all combination of conversion.
- to test partial UpdateTexture
2017-10-06 16:50:24 -07:00
Ozkan Sezer c68d3ab785 Watcom supports __FUNCTION__ identifier (and surely not __PRETTY_FUNCTION__)
Partially fixes Bugzilla #3758.
2017-08-17 21:35:46 -04:00
Sam Lantinga 9451cd81ae Fixed compiler warnings 2017-08-14 20:07:30 -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 6f843b902d Fixed bug 3243 - SDL_SetRenderDrawColor() behaves wrong with RGBA=0
Simon Hug

The bug is in the GL_ResetState and GLES_ResetState functions which get called after a new GL context is created. These functions set the cached current color to transparent black, but the GL specification says the initial color is opaque white.

The attached patch changes the values to 0xffffffff to reflect the initial state of the current color. Should the ResetState functions get called anywhere else in the future, this probably has to call the GL functions itself to ensure that the colors match.
2017-08-12 12:59:22 -07:00
Ryan C. Gordon 02773811b3 render: GL_DestroyRender() should activate first.
Otherwise, we might destroy a different GL context's resources.
2017-05-18 21:00:11 -04:00
Philipp Wiesemann 266816b4aa Removed newlines from error messages. 2017-03-26 21:00:19 +02:00
Sam Lantinga 13433c4a61 Fixed bug 3569 - GL_UpdateViewport leaves PROJECTION matrix selected
Tom Seddon

GL_ActivateRenderer may call GL_UpdateViewport, which leaves the GL_PROJECTION matrix selected. But after GL_ResetState, the GL_MODELVIEW matrix is selected, suggesting that's the intended default state.

It seems at least like these should be consistent. Presumably GL_UpdateViewport should be doing a glMatrixMode(GL_MODELVIEW) before it finishes.
2017-01-27 21:23:27 -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
Ryan C. Gordon e93e91f0b5 Pacify some GCC strict-aliasing compiler warnings. 2016-11-23 21:52:48 -05:00
Philipp Wiesemann 97aa577589 Fixed empty parameter list in signatures of internal functions. 2016-11-16 22:08:51 +01:00
Sam Lantinga 57d01d7d67 Patch from Sylvain to fix clang warnings 2016-11-13 22:57:41 -08:00
Sam Lantinga e4af8ce968 Fixed typo getting the drawable size 2016-10-13 04:57:31 -07:00
Sam Lantinga 662f966cd9 Fixed bug 3355 - false "Invalid renderer" after creating an "opengles2" renderer.
Call SDL_GL_GetDrawableSize() directly because we may be in the initialization path and SDL_GetRendererOutputSize() will fail because the renderer magic isn't set up yet.
2016-10-13 08:46:34 -07:00
Steffen Pankratz 564c790f33 Fixed a memory leak in function GL_RenderReadPixels 2016-10-11 17:31:29 +02:00
Sam Lantinga 27d4f09929 Implemented SDL_GetHintBoolean() to make it easier to check boolean hints 2016-10-07 23:40:44 -07:00
Philipp Wiesemann 67bf5cac1a Fixed wrong pixel format if reading pixels from OpenGL renderer. 2016-10-02 22:32:35 +02:00
Sam Lantinga fa0f417631 Fixed build warnings and errors 2016-10-01 14:48:18 -07:00
Sam Lantinga 77305d47c2 Fixed bug 3345 - SDL_RenderClear inconsistency with ClipRect
Simon Hug

The description of the SDL_RenderClear function in the SDL_render.h header says the following:

"This function clears the entire rendering target, ignoring the viewport."

The word "entire" implies that the clipping rectangle set with SDL_RenderSetClipRect also gets ignored. This is left somewhat ambiguous if only the viewport is mentioned. Minor thing, but let's see what the implementations actually do.

The software renderer ignores the clipping rectangle when clearing. It even has a comment on this: /* By definition the clear ignores the clip rect */

Most other render drivers (opengl, opengles, opengles2, direct3d, and psp [I assume. Can't test it.]) use the scissor test for the ClipRect and don't disable it when clearing. Clearing will only happen within the clipping rectangle for these drivers.

An exception is direct3d11 which uses a clear function that ignores the scissor test.
2016-10-01 11:46:32 -07:00
Sam Lantinga 061cc5e75f Fixed bug 3349 - GLES2_RenderReadPixels doesn't use target texture format
Simon Hug

The OpenGL ES 2 renderer does not check the target texture format when using SDL_RenderReadPixels and just always uses ABGR8888. This can result in swapped or wrong colors.

The attached patch adds a check and selects the target texture format, if a texture is set as the target.
2016-10-01 11:38:53 -07:00
Sam Lantinga 51d6371ec1 Fixed bug 3350 - GL renderers don't need to flip rows after reading back pixels from the target texture
Simon Hug

All OpenGL renderers always flip the rows of the pixels that come from glReadPixels. This is unnecessary for target textures since these are already top down.

Also, the rect->y value can be used directly for target textures for the same reason. I don't see any code that would handle the logical render size for target textures. Or am I missing something?

The attached patch makes the renderers only the flip rows if the data comes from the default framebuffer.
2016-10-01 11:34:04 -07:00
Sam Lantinga a42c396a57 Fixed bug 3361 - Texture color modulation doesn't work with active NONE blend mode (opengl and opengles)
Simon Hug

The GL_SetBlendMode and GLES_SetBlendMode functions of the opengl and opengles renderers call the glTexEnvf to set the texture env mode to either GL_MODULATE (the default) or GL_REPLACE for the NONE blend mode. Using GL_REPLACE disables color and alpha modulation for textures.

These glTexEnv calls were put in the SetBlendMode function back in 2006 [1], but there the NONE code still used the GL_DECAL mode. The GL_REPLACE mode came in 2008 [2]. I'm a bit confused why that wasn't always GL_MODULATE and a bit surprised nobody reported that yet (unless I missed it). I guess only a few use the gles renderer and the newish shaders mask the issue.
2016-10-01 11:04:45 -07:00
Sam Lantinga 3f1b1629c4 Fixed bug 3362 - OpenGL renderer doesn't check if framebuffers are supported when creating target textures
Simon Hug

The GL_CreateTexture function doesn't have any checks for the case where the driver doesn't support the framebuffer object extension. It will call into GL_GetFBO which will call the non-existent glGenFramebuffersEXT.

Also, for some reason GL_CreateContext always sets the SDL_RENDERER_TARGETTEXTURE info flag, even if it is not supported. Changeset cc226dce7536 [1] makes this change, but doesn't explain why. It seems to me like the code would already have taken care of this [2].

The attached patch adds some checks and stops SDL from reporting render target support if there is none. The application can then properly inform the user instead of just crashing.
2016-10-01 10:52:24 -07:00
Sam Lantinga 42065e785d Updated copyright to 2016 2016-01-02 10:10:34 -08:00
Ryan C. Gordon f893ce3d3e OpenGL+GLES renderers: Fixed incorrect clip rectangle coords (thanks, Marcel!).
Fixes Bugzilla #2700.
2015-12-28 15:15:58 -05:00
Alex Szpakowski 0c463d770b SDL_GL_GetAttribute: If a GL context isn't active, only return failure when the specified attribute needs an active GL context to be queried. 2015-12-10 20:25:34 -04:00
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