Commit Graph

177 Commits

Author SHA1 Message Date
Sam Lantinga aecb62e30d Improved API consistency for flag data types
Flag data types are always unsigned and have the valid values following the typedef.
2024-05-07 12:24:37 -07:00
Sam Lantinga 14f584a94b SDL_CreateWindowAndRenderer() takes the window title as the first parameter
Fixes https://github.com/libsdl-org/SDL/issues/9626
2024-04-25 20:00:14 -07:00
Frank Praznik bede245395 Remove references to renderers being destroyed with windows in the documentation 2024-04-19 12:23:40 -04:00
Anonymous Maarten 7dd4f1ec22 SDL3 removed SDL_HINT_RENDER_SCALE_QUALITY hint
textures now default to linear filtering, use SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_NEAREST) if you want nearest pixel mode instead
2024-04-17 16:38:15 -07:00
SDL Wiki Bot 202bd7b0ff Sync SDL3 wiki -> header 2024-04-13 13:24:25 +00:00
Ryan C. Gordon f01b34fd8d
include: Removed some SDL2 references in the documentation. 2024-04-13 09:23:37 -04:00
Ryan C. Gordon 0df988389c
include: Add `\since` to all documentation that was missing it. 2024-04-11 13:34:29 -04:00
Ryan C. Gordon e044318a8e
Sync SDL3 wiki -> headers 2024-04-09 00:50:03 -04:00
Ryan C. Gordon ad090d2444
include: A ton of little documentation tweaks, fixes, and improvements.
This is just stuff I noticed while working on the wikiheaders updates. A
thorough pass over all the docs would not be terrible, and maybe a simple
script to check for consistency (does everything have a `\since` on it? etc)
might be nice, too.
2024-04-09 00:50:02 -04:00
Sam Lantinga 5fa87e29e7 Removed SDL_RENDERER_ACCELERATED and SDL_RENDERER_SOFTWARE
These flags are unnecessary and have always been a source of confusion.
2024-04-04 13:30:49 -07:00
Petar Popovic 3f8dba3713 Including SD_error.h into headers with error-returning functions 2024-04-04 11:12:58 -07:00
Sam Lantinga a82ed82bc7 SDL_QueryTexture() fills in a pointer to SDL_PixelFormatEnum 2024-04-01 15:45:22 -07:00
Frank Praznik 5abcfad352 video: Document that renderer lifetimes are tied to their associated windows 2024-03-27 11:01:41 -07:00
Sam Lantinga 823ab13b9c SDL_CreateTexture() takes a SDL_PixelFormatEnum format parameter 2024-03-26 10:40:40 -07:00
Sam Lantinga d8a54cd4f8 Updated "see also" references to be more consistent
Fixes https://github.com/libsdl-org/SDL/issues/9282
2024-03-17 12:28:11 -07:00
Sam Lantinga 3875ef4552 Removed duplicated line (thanks @sechshelme!)
Fixes https://github.com/libsdl-org/SDL/issues/9264
2024-03-13 13:47:32 -07:00
Susko3 ce44eff3d2 Use `SDL_WindowFlags` in public headers 2024-03-06 15:08:12 -08:00
Susko3 424616e032 Use SDL_PixelFormatEnum as type 2024-03-06 15:02:13 -08:00
Sylvain cea717e5d3 Removed some uneeded 'unsigned': renderer.num_texture_format and SDL_Vulkan_GetInstanceExtensions() prototype 2024-03-05 13:31:28 -08:00
SDL Wiki Bot ffef13e1e1 Sync SDL3 wiki -> header 2024-03-04 17:30:25 +00:00
Sam Lantinga 48471f7dbd Added SDL_AddVulkanRenderSemaphores() for external synchronization with SDL rendering 2024-03-04 09:29:36 -08:00
SDL Wiki Bot 7ff9be7398 Sync SDL3 wiki -> header 2024-03-01 01:39:28 +00:00
Sam Lantinga 0454e1fdb4 Vulkan: added support for wrapping existing textures 2024-02-29 17:38:10 -08:00
SDL Wiki Bot 68588b232c Sync SDL3 wiki -> header 2024-02-28 15:13:26 +00:00
Sam Lantinga 614630df69 Allow using an external Vulkan device with the vulkan renderer 2024-02-28 07:12:15 -08:00
SDL Wiki Bot fbe7301aba Sync SDL3 wiki -> header 2024-02-25 23:55:23 +00:00
Sam Lantinga be51b7acea Use the maximum potential headroom if EDR content isn't currently being displayed.
Also document that the HDR properties can change dynamically at runtime.
2024-02-25 15:54:34 -08:00
SDL Wiki Bot dfd8073a8f Sync SDL3 wiki -> header 2024-02-22 22:59:24 +00:00
Dan Ginsburg cab20117e6
Vulkan Renderer (#9114)
This pull request adds an implementation of a Vulkan Render backend to SDL.  I have so far tested this primarily on Windows, but also smoke tested on Linux and macOS (MoltenVK).  I have not tried it yet on Android, but it should be usable there as well (sans any bugs I missed).  This began as a port of the SDL Direct3D12 Renderer, which is the closest thing to Vulkan as existed in the SDL codebase. The shaders are more or less identical (with the only differences being in descriptor bindings vs root descriptors).  The shaders are built using the HLSL frontend of glslang.

Everything in the code is pure Vulkan 1.0 (no extensions), with the exception of HDR support which requires the Vulkan instance extension `VK_EXT_swapchain_colorspace`.  The code could have been simplified considerably if I used dynamic rendering, push descriptors, extended dynamic state, and other modern Vulkan-isms, but I felt it was more important to make the code as vanilla Vulkan as possible so that it would run on any Vulkan implementation.

The main differences with the Direct3D12 renderer are:
* Having to manage renderpasses for performing clears.  There is likely some optimization that would still remain for more efficient use of TBDR hardware where there might be some unnecessary load/stores, but it does attempt to do clears using renderpasses.
* Constant buffer data couldn't be directly updated in the command buffer since I didn't want to rely on push descriptors, so there is a persistently mapped buffer with increasing offset per swapchain image where CB data gets written.
* Many more resources are dependent on the swapchain resizing due to i.e. Vulkan requiring the VkFramebuffer to reference the VkImageView of the swapchain, so there is a bit more code around handling that than was necessary in D3D12.
* For NV12/NV21 textures, rather than there being plane data in the texture itself, the UV data is placed in a separate `VkImage`/`VkImageView`.

I've verified that `testcolorspace` works with both sRGB and HDR linear.  I've tested `testoverlay` works with the various YUV/NV12/NV21 formats.  I've tested `testsprite`.  I've checked that window resizing and swapchain out-of-date handling when minimizing are working.  I've run through `testautomation` with the render tests.  I also have run several of the tests with Vulkan validation and synchronization validation.  Surely I will have missed some things, but I think it's in a good state to be merged and build out from here.
2024-02-22 14:58:11 -08:00
SDL Wiki Bot 2132ba8985 Sync SDL3 wiki -> header 2024-02-22 03:26:22 +00:00
Sam Lantinga 4ba6aeee9d A second take on HDR support with an SDR white point and HDR headroom
This better reflects how HDR content is actually used, e.g. most content is in the SDR range, with specular highlights and bright details beyond the SDR range, in the HDR headroom.

This more closely matches how HDR is handled on Apple platforms, as EDR.

This also greatly simplifies application code which no longer has to think about color scaling. SDR content is rendered at the appropriate brightness automatically, and HDR content is scaled to the correct range for the display HDR headroom.
2024-02-21 19:25:49 -08:00
Sam Lantinga 2f7c24e4be Removed SDL_HINT_RENDER_SCALE_QUALITY
Textures now default to linear filtering, use SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_NEAREST) if you want nearest pixel mode instead.
2024-02-12 09:54:33 -08:00
Zack Middleton 5af7113842 Rename property define names to have a type suffix
Renamed the following property define names to have a type suffix to
match other property names.

SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET (number)
SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET (number)
SDL_PROP_WINDOW_CREATE_WAYLAND_SCALE_TO_DISPLAY (boolean)
SDL_PROP_WINDOW_RENDERER (pointer)
SDL_PROP_WINDOW_TEXTUREDATA (pointer)
2024-02-12 09:54:11 -08:00
SDL Wiki Bot 1ec0e22bcd Sync SDL3 wiki -> header 2024-02-10 00:38:20 +00:00
Sam Lantinga 1162097135 Added SDL_RenderViewportSet() to tell whether the viewport was previously set to a specific rectangle.
Fixes https://github.com/libsdl-org/SDL/issues/9029
2024-02-09 16:37:04 -08:00
Sam Lantinga 3158342441 Use SDL_Color for SDL_RenderGeometryRaw() and add SDL_RenderGeometryRawFloat()
Eventually we can re-add a fast path for that data down to the individual renderers. Setting color scale would still require converting to float, and most hardware accelerated renderers prefer to consume colors as float, so this requires some thought and performance testing.

Fixes https://github.com/libsdl-org/SDL/issues/9009
2024-02-06 18:16:41 -08:00
SDL Wiki Bot ed86cec07f Sync SDL3 wiki -> header 2024-02-06 23:41:23 +00:00
Sam Lantinga 2039c46d2c Added support for creating an SDL texture from a CVPixelBufferRef 2024-02-06 15:40:47 -08:00
SDL Wiki Bot 451dc41427 Sync SDL3 wiki -> header 2024-02-06 10:49:24 +00:00
Sam Lantinga 30e176d6ba Added HDR display properties and related event
Also added an HDR calibration stage to testcolorspace
2024-02-06 02:48:05 -08:00
Sam Lantinga d4caef5b89 Generalize SDR white level handling into a color scale
This gives applications better control over how and when light levels are adjusted when working with HDR content and display.
2024-02-06 02:48:05 -08:00
SDL Wiki Bot a6374123c7 Sync SDL3 wiki -> header 2024-02-04 21:10:23 +00:00
Sam Lantinga 327b976bc4 SDL_COLORSPACE_JPEG is the default YUV colorspace 2024-02-04 13:09:40 -08:00
Sam Lantinga 89b9d6cbdc SDL_RenderReadPixels() now returns a surface
Fixes https://github.com/libsdl-org/SDL/issues/8977
2024-02-03 11:49:15 -08:00
SDL Wiki Bot ab571633d1 Sync SDL3 wiki -> header 2024-02-03 15:37:23 +00:00
Sam Lantinga 50a805cdd1 Use YUV colorspaces instead of a global YUV conversion mode
Fixes https://github.com/libsdl-org/SDL/issues/8669
2024-02-03 07:36:18 -08:00
SDL Wiki Bot 2819988f8b Sync SDL3 wiki -> header 2024-02-03 04:40:24 +00:00
Sam Lantinga a2c45f61bb Updated scRGB render colorspace documentation 2024-02-02 20:38:48 -08:00
SDL Wiki Bot c007c7ed55 Sync SDL3 wiki -> header 2024-02-02 21:14:23 +00:00
Sam Lantinga 9591b2cfb4 Finalized the SDL render API colorspaces
The renderer will always use the sRGB colorspace for drawing, and will default to the sRGB output colorspace. If you want blending in linear space and HDR support, you can select the scRGB output colorspace, which is supported by the direct3d11 and direct3d12
2024-02-02 13:13:53 -08:00
SDL Wiki Bot dcfb069c75 Sync SDL3 wiki -> header 2024-02-01 20:18:29 +00:00
Sam Lantinga dd28ab0489 Added SDL_SetRenderDrawColorspace() and SDL_GetRenderDrawColorspace() 2024-02-01 12:17:35 -08:00
SDL Wiki Bot d15fb9e063 Sync SDL3 wiki -> header 2024-01-30 17:49:26 +00:00
Sam Lantinga f257eb4481 Added the concept of colorspace to the SDL renderer
This allows color operations to happen in linear space between sRGB input and sRGB output. This is currently supported on the direct3d11, direct3d12 and opengl renderers.

This is a good resource on blending in linear space vs sRGB space:
https://blog.johnnovak.net/2016/09/21/what-every-coder-should-know-about-gamma/

Also added testcolorspace to verify colorspace changes
2024-01-30 09:48:02 -08:00
Sam Lantinga 554f0625d3 Renderer colors now have floating point precision 2024-01-30 09:48:02 -08:00
SDL Wiki Bot aba3038353 Sync SDL3 wiki -> header 2024-01-27 21:01:19 +00:00
Sam Lantinga 3b55c7d1f4 Shortened SDL property names 2024-01-27 13:00:50 -08:00
SDL Wiki Bot 1885e6b2e0 Sync SDL3 wiki -> header 2024-01-27 20:47:21 +00:00
Sam Lantinga 8a4284b7df Clarified the use of SDL_RENDERER_SOFTWARE when creating a renderer
Fixes https://github.com/libsdl-org/sdlwiki/issues/458
2024-01-27 12:46:41 -08:00
SDL Wiki Bot 4d6e2d8b73 Sync SDL3 wiki -> header 2024-01-20 14:33:19 +00:00
Sam Lantinga 308906ba25 Added SDL_FlipSurface() to flip a surface vertically or horizontally
Fixes https://github.com/libsdl-org/SDL/issues/8857
2024-01-20 06:31:37 -08:00
Ryan C. Gordon 82f2c4d581
render: Renamed SDL_GetTextureRenderer to SDL_GetRendererFromTexture. 2024-01-08 14:16:16 -05:00
SDL Wiki Bot 95066ce2a0 Sync SDL3 wiki -> header 2024-01-08 19:10:31 +00:00
Ryan C. Gordon df438a3170
opengl: OpenGL renderers need to support texture target in properties.
Otherwise this has to become an awkward heuristic in sdl2-compat.
2024-01-08 14:08:35 -05:00
SDL Wiki Bot 4942027117 Sync SDL3 wiki -> header 2024-01-08 17:34:23 +00:00
Ryan C. Gordon e056f52f7d
include: Remove string literals from properties documentation.
I'm going to let the wiki bridge clean up the word wrapping for me, here. :)
2024-01-08 12:33:29 -05:00
SDL Wiki Bot e8c595af5c Sync SDL3 wiki -> header 2024-01-08 17:16:19 +00:00
Ryan C. Gordon adef35b9ec
include: Attempt to make new properties documentation wiki bridge friendly. 2024-01-08 12:14:08 -05:00
SDL Wiki Bot 4ffec098b7 Sync SDL3 wiki -> header 2024-01-08 15:18:26 +00:00
Ryan C. Gordon 9bc7cfc755
render: Added SDL_GetTextureRenderer(). 2024-01-08 10:17:38 -05:00
Sam Lantinga 7eae08cfc4 Removed SDL_GL_BindTexture() and SDL_GL_UnbindTexture()
Now that we have the OpenGL texture properties, you can directly bind them yourself.

Fixes https://github.com/libsdl-org/SDL/issues/2124
2024-01-07 20:19:19 -08:00
SDL Wiki Bot 4d5bffc323 Sync SDL3 wiki -> header 2024-01-08 01:02:25 +00:00
Sam Lantinga 1a13dae219 Added constant definitions for SDL properties
Fixes https://github.com/libsdl-org/SDL/issues/8622
2024-01-07 16:59:41 -08:00
Sam Lantinga 5b3ee51c6c Updated copyright for 2024 2024-01-01 13:15:26 -08:00
Sylvain 84a0d5f623 Added SDL_SetSurfaceScaleMode() and SDL_GetSurfaceScaleMode() to control scale mode using SDL_BlitSurfaceScaled() 2023-12-17 15:39:53 -08:00
SDL Wiki Bot e4582e6edc Sync SDL3 wiki -> header 2023-11-30 15:22:19 +00:00
Ryan C. Gordon dfee3f9e92 render: Replaced SDL_RenderFlush with SDL_FlushRenderer.
This uses the same `SDL_VerbNoun` format as the rest of SDL3, and also
adds stronger effort to invalidate cached state in the backend, so cooperation
improves with apps that are using lowlevel rendering APIs directly.

Fixes #367.
2023-11-29 14:24:26 -05:00
Ryan C. Gordon 6ba90f7775 render: Batching is always enabled now!
Make sure your app uses SDL_RenderFlush() before it talks to D3D/OpenGL/etc!

Fixes #8584.
2023-11-23 20:37:52 -05:00
Sam Lantinga 1c64366b80 Added SDL_CreateRendererWithProperties() and SDL_CreateTextureWithProperties() 2023-11-14 06:06:51 -08:00
Ryan C. Gordon 8766aa39d6
Sync wiki -> headers. 2023-11-13 13:03:42 -05:00
Sam Lantinga 0907f345cb Added property types: pointer, string, number, float 2023-11-12 10:48:38 -08:00
Sam Lantinga d3e43668d0 Revert "Sync SDL3 wiki -> header"
This reverts commit 43571769f1.
2023-11-12 09:02:22 -08:00
SDL Wiki Bot 43571769f1 Sync SDL3 wiki -> header 2023-11-12 15:55:10 +00:00
Sam Lantinga b374105975 Replaced SDL_GetTextureDXGIResource() with texture properties
Fixes https://github.com/libsdl-org/SDL/issues/8529
2023-11-10 20:38:13 -08:00
Ryan C. Gordon aa7baf63aa
Sync wiki -> headers. 2023-11-09 20:11:23 -05:00
Sam Lantinga 6c91b28e71 Added the "SDL.renderer.d3d12.command_queue" property
Fixes https://github.com/libsdl-org/SDL/issues/8491
2023-11-08 12:01:48 -08:00
Sam Lantinga a1941fad6c Replaced SDL_RenderGetD3D11Device(), SDL_RenderGetD3D12Device(), and SDL_RenderGetD3D9Device() with renderer properties. 2023-11-08 12:01:48 -08:00
Sam Lantinga b5057edf29 Remove unused SDL_TextureModulate enum
Fixes https://github.com/libsdl-org/SDL/issues/6387
2023-11-07 09:23:26 -08:00
Ryan C. Gordon c53843a961
docs: Remove Doxygen `\brief` tags.
Doxygen and the wiki bridge don't need them; they'll both just use the first
line/sentence instead.

Fixes #8446.
2023-11-06 10:26:06 -05:00
Ryan C. Gordon ac71831350
Sync wiki -> headers 2023-10-12 15:20:53 -04:00
Sam Lantinga 4368f70ff9 Added properties to various SDL objects
The following objects now have properties that can be user modified:
* SDL_AudioStream
* SDL_Gamepad
* SDL_Joystick
* SDL_RWops
* SDL_Renderer
* SDL_Sensor
* SDL_Surface
* SDL_Texture
* SDL_Window
2023-10-11 22:38:00 -07:00
Ryan C. Gordon 0fe95cfba3
Sync wiki -> header 2023-10-10 10:49:24 -04:00
Sam Lantinga 2bd478ae65 Added SDL_GetTextureDXGIResource() to get the DXGI resource associated with a render texture.
Also switched the D3D11 and D3D12 renderers to use real NV12 textures for NV12 data.

The combination of these two changes allows us to implement 0-copy video decode and playback for D3D11 in testffmpeg without any access to the renderer internals.
2023-10-10 03:32:46 -07:00
Ryan C. Gordon fb13770353
include: Replaced old Bugzilla URL. 2023-09-07 10:44:30 -04:00
Ryan C. Gordon 6af0448af9
include: fixed a typo in SDL_RenderGetMetalCommandEncoder docs.
(cherry picked from commit 8087c0a5d2)
2023-08-06 10:45:46 -04:00
Sam Lantinga b7f32f74ce Note the removal of the SDL_RENDERER_TARGETTEXTURE flag
Render targets are a core feature of SDL 3.0, so this flag has been removed.

The OpenGL ES renderer still doesn't support them, but we'll deal with that later.

Fixes https://github.com/libsdl-org/SDL/issues/8059
2023-07-31 08:36:44 -07:00
Sam Lantinga 0f4679102c Fixed pedantic warning: comma at end of enumerator list
Fixes https://github.com/libsdl-org/SDL/issues/7878
2023-06-27 21:52:33 -07:00
SDL Wiki Bot 5836e057de Sync SDL3 wiki -> header 2023-05-17 19:59:14 +00:00
Sam Lantinga c699f3d1d8 Updated SDL high DPI support
We have gotten feedback that abstracting the coordinate system based on the display scale is unexpected and it is difficult to adapt existing applications to the proposed API.

The new approach is to provide the coordinate systems that people expect, but provide additional information that will help applications properly handle high DPI situations.

The concepts needed for high DPI support are documented in README-highdpi.md. An example of automatically adapting the content to display scale changes can be found in SDL_test_common.c, where auto_scale_content is checked.

Also, the SDL_WINDOW_ALLOW_HIGHDPI window flag has been replaced by the SDL_HINT_VIDEO_ENABLE_HIGH_PIXEL_DENSITY hint.

Fixes https://github.com/libsdl-org/SDL/issues/7709
2023-05-17 12:58:00 -07:00
SDL Wiki Bot e2b7b9b91c Sync SDL3 wiki -> header 2023-05-15 18:21:14 +00:00