Commit Graph

140 Commits

Author SHA1 Message Date
Sylvain 502e9c3b45 SDL_Renderer simplifications:
- Factorize PrepQueueCmdDraw{,DrawTexture,Solid) into one single function
- Change SDL_Texture/Renderer r,g,b,a Uint8 into an SDL_Color, so that it can be passed directly to RenderGeometry
- Don't automatically queue a SET_DRAW_COLOR cmd for RenderGeometry (and update GLES2 renderer)
2021-10-24 22:27:56 -04:00
Sylvain 70b10c753d Use correct indices when using RenderGeometry / FillRects 2021-10-24 22:27:56 -04:00
Sylvain 16beed9aeb Less code since color is constant when done with triangles 2021-10-24 22:27:56 -04:00
Sylvain 37c39d5cb4 Use geometry to implement FillRects 2021-10-24 22:27:56 -04:00
Sylvain 76f9fb96d9 Use RenderGeometry to implement RenderCopy and RenderCopyEx at higher level 2021-10-24 22:27:56 -04:00
Sylvain 77acd44f28
DirectFB: fixed creation of palette textures 2021-10-01 22:30:51 +02:00
Ryan C. Gordon 857cc7c0c9
render: constified some local variables in SDL_AllocateRenderVertices. 2021-09-19 00:38:06 -04:00
Misa 4a9947336c `SDL_RenderSetVSync()`: Restrict `vsync` to 0 or 1
In the future, we might want to support special swap intervals. To
prevent applications from expecting nonzero values of vsync to be the
same as "on", fail with SDL_Unsupported() if the value passed is neither
0 nor 1.
2021-09-14 16:18:02 -07:00
Misa 4549769d7d Add `SDL_RenderSetVSync()`
Currently, if an application wants to toggle VSync, they'd have to tear
down the renderer and recreate it. This patch fixes that by letting
applications call SDL_RenderSetVSync().

This is the same as the patch in #3673, except it applies to all
renderers (including PSP, even thought it seems that the VSync flag is
disabled for that renderer). Furthermore, the renderer flags also change
as well, which #3673 didn't do. It is also an API instead of using hint
callbacks (which could be potentially dangerous).

Closes #3673.
2021-09-14 09:56:29 -07:00
Ryan C. Gordon d49d955d73
render: SDL_RenderGeometry should still render when hidden, in most cases.
(otherwise render targets may fail, etc...the check is a legacy helper for
iOS apps that crash if you try to use OpenGL while in the background.)
2021-09-08 11:44:17 -04:00
Sylvain be6bee0b5a
SW_RenderGeometry: add a redundant check to clear static analysis (see bug #4600) 2021-08-27 07:47:28 +02:00
Sylvain b17aa5d080
SW_RenderGeometry: remove a few static analysis false positives (see bug #4600) 2021-08-27 07:16:40 +02:00
Ozkan Sezer 8270172e74 fix -Wshorten-64-to-32 warnings in android builds.
see: https://github.com/libsdl-org/SDL/pull/4195#issuecomment-901506386
2021-08-19 12:11:10 +03:00
Sylvain 1670104ad8 Change 'size_indice' to 'size_indices' 2021-08-19 00:10:59 +02:00
Sylvain a8f89a01aa Change 'size_indice' to 'size_indices' 2021-08-19 00:10:59 +02:00
Sylvain 47db47c1cc Add SDL_HAVE_RENDER_GEOMETRY to compile or not with RenderGeometry support 2021-08-19 00:10:59 +02:00
Sylvain 6e47f53869 Fix warnings 2021-08-19 00:10:59 +02:00
Sylvain 4ba3763897 Save and restore SDL renderer state after transforming triangles to rect 2021-08-19 00:10:59 +02:00
Sylvain cd0663e053 Fix declaration-after-statement and remove tabs 2021-08-19 00:10:59 +02:00
Sylvain 61d9e9164f For the software renderer, try to reinterpret triangles as SDL_Rect
With Dear ImGui + software renderer, it draws:
- by default at 250 fps
- drops to 70 fps if you show the color picker
- drops to 10 fps if put the color picker fullscreen
2021-08-19 00:10:59 +02:00
Sylvain cc37c38e30 Add SDL_RenderGeometry based on SDL_RenderGeometryRaw 2021-08-19 00:10:59 +02:00
Sylvain e481261173 Move to SDL_RenderGeometryRaw prototype with separate xy/uv/color pointer parameters 2021-08-19 00:10:59 +02:00
Sylvain f73c1eff10 Use normalized texture coordinates 2021-08-19 00:10:59 +02:00
Sylvain 6e26d320c6 Add sysrender interface 2021-08-19 00:10:59 +02:00
Sam Lantinga f5794f9eeb Added SDL_SetTextureUserData() and SDL_GetTextureUserData() to associate a user-specified pointer with an SDL texture 2021-08-10 15:17:59 -07:00
Sam Lantinga fcfd19db86 Added support for SDL_RENDERER_PRESENTVSYNC to the software renderer
This fixes https://github.com/libsdl-org/SDL/issues/4612
2021-08-10 12:02:59 -07:00
David Gow 4077f7a2d9 Update the Renderer dpi_scale on SIZE_CHANGED event (fix #4580)
The Renderer logical scaling code scales mouse coordinates, and needs to
take the window DPI into account on HIGHDPI windows. However, the
variable which tracks this, renderer->dpi_scale, is set once when the
renderer is created, and then not updated. In the event that the window
is moved to another screen, or the screen DPI otherwise changes, this
will be outdates, and potentially the coordinates will be all wrong.

So let's update the dpi_scale on the SIZE_CHANGED event: it's at least a
possibility that this will be issued on some OSes when DPI changes, and
it's otherwise already handled by SDL_Renderer's event filter.
2021-08-03 09:30:43 -07:00
David Gow 8f06a629aa render: Fix -Wmaybe-uninitialized warning in RenderDrawLinesWithRects{,F}
The RenderDrawLinesWithRects and RenderDrawLinesWithRectsF functions can
sometimes call QueueCmdFillRects() with the data pointed to by frects
uninitialised. This can occur if none of the lines can be replaced with
rects, in which case the frects array is empty, and nrects is 0.

gcc 10.3.0 will detect this possibility, and print a warning like:
/home/david/Development/SDL/src/render/SDL_render.c: In function 'RenderDrawLinesWithRectsF':
/home/david/Development/SDL/src/render/SDL_render.c:2725:15: warning: '<unknown>' may be used uninitialized [-Wmaybe-uninitialized]
 2725 |     retval += QueueCmdFillRects(renderer, frects, nrects);
      |               ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/home/david/Development/SDL/src/render/SDL_render.c:499:1: note: by argument 2 of type 'const SDL_FRect *' to 'QueueCmdFillRects' declared here
  499 | QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect * rects, const int count)
      | ^~~~~~~~~~~~~~~~~

This is harmless, because when this is uninitialised, nrects is always
0, so QueueCmdFillRects() does nothing anyway. We therefore can work
around this by only calling QueueCmdFillRects() when nrects is nonzero.
Somewhat impressively, gcc recognises that this is now safe.
2021-07-30 10:53:49 -04:00
Ivan Epifanov dd2a285825 Remove leftovers 2021-06-11 13:21:07 -04:00
Sylvain e87c7940f5
Fixed bug 3829 - Don't FOURCC format for target textures
FOURCC isn't supported by renderer back-ends for target access
So use a correct format and fallback to with native/yuv path
2021-04-13 14:42:38 +02:00
Ryan C. Gordon 57c2a4566f
render: draw when hidden, except on iOS and Android.
Fixes #2979.
2021-04-02 14:01:41 -04:00
Vanfanel e14fb54e3f [KMSDRM] Undo SDL_CreateRenderer() modifications aimed at create opengles2 when KMSDRM is in use because it's a harmful solution. 2021-03-16 11:07:54 -07:00
Vanfanel 108bb5aabe [KMSDRM] Modify SDL_CreateRenderer() to create an opengles2 renderer when the KMSDRM backend is being used and no renderer name has been specified. 2021-03-15 18:47:22 -07:00
Ivan Epifanov 6c3bf56503 Unified build with both renderers 2021-03-08 09:07:12 -08:00
Ivan Epifanov 6ba8497518 Remove vita2d render, add raw gxm render 2021-03-08 09:07:12 -08:00
Ivan Epifanov ef0bbfd6c6 Include anf fix vita2d renderer 2021-03-08 09:07:12 -08:00
Ivan Epifanov dbb730d395 Separate vita piglet renderer. Add proper render initialization and window re-creation. 2021-03-08 09:07:12 -08:00
Sylvain Becker 70b353d1a5 SDL_Update{YUV,NV}Texture: also intersect rect with texture dimension 2021-02-10 10:22:17 -05:00
Sylvain Becker 13626c3681 SDL_UpdateTexture: intersect update rect with texture dimension
- fix crash with software renderer
- fix non texture update with opengl/gles2
2021-02-10 10:22:17 -05:00
Sylvain Becker be4cfd51c3 Add SDL_UpdateNVTexture() to update NV12/21 Texture (bug #5430)
for renderer software, opengl, and opengles2
2021-01-05 11:56:22 +01:00
Sam Lantinga 9130f7c377 Updated copyright for 2021 2021-01-02 10:25:38 -08:00
Sylvain Becker 3edf337d66 Simplify RenderGetViewportSize 2021-01-02 17:29:34 +01:00
Sylvain Becker 2af765da11 SDL_RenderGetViewportF: only need the size of viewport (see bug #5424) 2021-01-02 17:18:13 +01:00
Sylvain Becker 41597249e8 SDL_RenderGetViewportF: remove debug messages 2021-01-02 16:15:22 +01:00
Sylvain Becker 8c48c4238a Add SDL_RenderGetViewportF: fix lost of precision while scaling (see bug #5424) 2021-01-02 16:12:30 +01:00
Sylvain Becker 590a5469ed Fixed bug 5424 - Renderer doesn't use entirely the viewport when scaling is used
Viewport/Clip dimensions are calculated usingg SDL_ceil whereas all renders use SDL_floor
2020-12-30 16:12:14 +01:00
Sylvain Becker 5dabc4d72f Revert changeset 14590 544ac819e8b3 , does not fully fix 2020-12-28 18:17:25 +01:00
Sylvain Becker 9efdafd43d SDL_RenderCopy: scale before doing intersection
this prevents drawing 1 pixel outside the screen, in letterbox mode
2020-12-28 18:07:03 +01:00
Sam Lantinga cb36189692 Fixed bug 5235 - All internal sources should include SDL_assert.h
Ryan C. Gordon

We should really stick this in SDL_internal.h or something so it's always available.
2020-12-09 07:16:22 -08:00
Sam Lantinga 88cb4962cd Fixed bug 5291 - SDL_SetRenderTarget unnecessarily changes target when current target is the native texture of the passed in texture 2020-12-09 06:42:31 -08:00