UMU
#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
I think SDL_STRINGIFY_ARG should be removed.
#define SDL_COMPOSE_ERROR(str) __FUNCTION__ ", " str
(verified with Visual Studio 2019)
C.W. Betts
I tested building commit http://hg.libsdl.org/SDL/rev/7adf3fdc19f3 on Mac Catalyst and found some issues:
* MTLFeatureSet_iOS_* enums aren't available under Mac Catalyst.
* OpenGL ES is unavailable under Mac Catalyst.
* Some Metal features are available under Catalyst but not iOS, such as displaySyncEnabled.
* Set Metal as the default renderer on Mac Catalyst
Attaching a patch that will make SDL2 build for Mac Catalyst.
Vincent Hamm
Xcode11 and ios13 added support for metal simulator.
Here is a quick and dirty patch to enable it. Pretty early and only tested on a few samples for now. Required mostly to enable metal support on correct version of ios, generate simulator compatible shaders and enforce buffer alignments on simulator (same as osx).
OpenGL leaves the final line segment open, SDL's software renderer does not,
so we need a tiny bit of trigonometry here to move one more pixel in the right
direction.
We now handle HiDPI correctly, and touches are clamped to the viewport. So
if you are rendering to a logical 640x480 in a 720p window, and touch the
letterboxing at point (640,700), it will report the touch at (0.5,1.0) instead
of outside the documented range.
This fixes a case where you render to the backbuffer, then render to a render
target, set the current target back to the backbuffer, and then present
without drawing anything else; in this circumstance, the Present command
would never happen.
Fixes Bugzilla #5011.
From hmk:
"When scaling is enabled (e.g. via SDL_RenderSetLogicalSize, size not equal
to window size), mouse motion events are also scaled. Small motions are
rounded up (SDL_max() when the value after scaling is less than 1), while
larger motions are truncated by the floating point -> integer conversion.
https://hg.libsdl.org/SDL/file/b18197f9bf9d/src/render/SDL_render.c#l658
The end result feels something like mouse reverse mouse acceleration + angle
snapping at low speeds, but less consistent (amount of truncation & rounding
depends on how fast the mouse is moved) and potentially much worse if the
scaling factor is large. This pretty much makes it useless for anything
where you need precise mouse aiming (think of games). I suspect this is why
aiming gets so terrible in some games that let you use scaling to reduce the
render resolution (e.g. Ion Fury).
With 4x4 scaling, I can reproduce a situation where it takes three fast flicks
of the mouse across the pad to undo one slow sweep across the pad. In other
words, extreme reverse acceleration. This does not happen when scaling is
disabled.
Furthermore, any game that uses relative mouse motion events for 3D camera
rotation probably wants the raw mouse deltas and not a value that depends on
scaling and resolution and rounding and truncation. Ideal camera rotation
just takes mouse input, multiplies it by sensitivity, and adds it to the
angle-in-radians or whatever measure is used for yaw & pitch. Pixels and
screen resolution or window dimensions should not be a part of the equation
at all, even if it could be implemented without rounding errors.
[...]
This [patch] completely eliminates angle snapping for me, and makes
sensitivity consistent. In other words, it's completely usable for, say,
aiming in a first person shooter."
Partially fixes Bugzilla #4811.
Konrad
It appears that I cannot use SDL_RenderReadPixels on a bound framebuffer (SDL_Texture set as render target) as it simply results in gibberish data. However, drawing that framebuffer into the default target (window surface) does render it correctly. Other backends (OpenGL, software, Direct3D) do work fine.
It looks to me like D3D11_RenderReadPixels just gets the general backbuffer and not the current render target and its backbuffer.
Here is the patch which actually fetches the current render target and its underlying ID3D11Resource which is ID3D11Texture2D.
Otherwise our cached state goes out of sync when updating a texture. Since
these state changes aren't necessary, they were removed instead of updating
the cached state.
Fixes Bugzilla #4998.
cmediaplayer
Hi, i already mentioned in the SDL discourse a bug that recreating of a texture occours pixel shader problem on direct3d renderer. There is no problem for direct3d11. You can see the issue by using my app named C Media Player which is available for Windows for free using my web site www.cmediaplayer.com. Just follow the steps:
*Open a media file
*When playing the file change the scale quality under the video menu.
*You will see the problem.
This is the OpenGL line drawing fix for Bugzilla #3182, but there's some
disagreement about what the renderers should do here, so I'm backing this out
until after 2.0.12 ships, and then we'll reevaluate all the renderer backends
to decide what's correct, and make them all work the same.
Likewise for the GLES1 and GLES2 renderers.
This solves the missing pixel at the end of a line and removes all the
heuristics for various platforms/drivers. It's possible we could still use
GL_LINE_STRIP with this and save some vertex buffer space, assuming this
doesn't upset some driver somewhere, but this seems to be a clean fix that
makes the GL renderers match the software renderer output.
Diamond-exit rule explanation:
http://graphics-software-engineer.blogspot.com/2012/04/rasterization-rules.html
Fixes Bugzilla #3182.
Konrad
This kind of blending is rather quite useful and in my opinion should be available for all renderers. I do need it myself, but since I didn't want to use a custom blending mode which is supported only by certain renderers (e.g. not in software which is quite important for me) I did write implementation of SDL_BLENDMODE_MUL for all renderers altogether.
SDL_BLENDMODE_MUL implements following equation:
dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA))
dstA = (srcA * dstA) + (dstA * (1-srcA))
Background:
https://i.imgur.com/UsYhydP.png
Blended texture:
https://i.imgur.com/0juXQcV.png
Result for SDL_BLENDMODE_MOD:
https://i.imgur.com/wgNSgUl.png
Result for SDL_BLENDMODE_MUL:
https://i.imgur.com/Veokzim.png
I think I did cover all possibilities within included patch, but I didn't write any tests for SDL_BLENDMODE_MUL, so it would be lovely if someone could do it.
Konrad
This was something rather trivial to add, but asked at least several times before (I did google about it as well).
It should be possible to dynamically change scaling mode of the texture. It is actually trivial task, but until now it was only possible with a hint before creating a texture.
I needed it for my game as well, so I took the liberty of writing it myself.
This patch adds following functions:
SDL_SetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode scaleMode);
SDL_GetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode *scaleMode);
That way you can change texture scaling on the fly.
warning: either cast from 'int' to 'size_t' (aka 'unsigned long') is ineffective, or there is loss of precision before the conversion [bugprone-misplaced-widening-cast]