Commit Graph

874 Commits

Author SHA1 Message Date
Sam Lantinga 2b5b8fdbd5 Updated copyright for 2025 2025-01-01 07:47:53 -08:00
Ivan Epifanov 52714d5063 VITA: fix SDL_ShowMessageBox by using different memory type 2024-10-22 12:19:50 -07:00
Ivan Epifanov 86fd4ed83c VITA: fix yuv texture update 2024-10-17 07:54:02 -07:00
Ryan C. Gordon 9f7ccbe8d4
opengles2: Restore previous default texture_formats.
They were inadvertently byteswapped when making the rest of the backend
bigendian-friendly.

Fixes #11031.
2024-10-04 02:32:24 -04:00
Francisco Javier Trujillo Mata 1b8d5631ef Allow MessageBox to work without window 2024-08-23 11:50:00 -07:00
Amir ccade50587 Fix warning for Android NDK compiler: "function declaration without a prototype is deprecated in all versions of C [-Wstrict-prototypes]"
https://stackoverflow.com/questions/42125/warning-error-function-declaration-isnt-a-prototype
In C int foo() and int foo(void) are different functions. int foo() accepts an arbitrary number of arguments, while int foo(void) accepts 0 arguments. In C++ they mean the same thing.
2024-07-17 10:51:30 -07:00
Sam Lantinga 3899cb1696 Revert "Fixed build"
This reverts commit 026dfc6305.

Fixed build again!
2024-07-08 14:46:15 -07:00
Sam Lantinga 026dfc6305 Fixed build 2024-07-08 11:39:08 -07:00
Sam Lantinga e22c89536a Make sure we're actually running on Windows before using D3D renderers 2024-07-08 11:28:29 -07:00
Ryan C. Gordon b47deb58a2
vitagxm: Patched to compile. 2024-07-04 20:37:46 -04:00
Ryan C. Gordon 2c32fd254c
Revert "render: Set renderer->window to NULL in SDL_DestroyRendererWithoutFreeing."
This reverts commit 9f8dffbd2d.

This causes some tests to fail, and wasn't otherwise a necessary change, so
I'm backing it out.

(Looks like some sort of interaction with software renderers and their
surfaces not getting destroyed...?)

(cherry picked from commit f9a06c20ed)
2024-07-04 19:47:39 -04:00
Ryan C. Gordon 5f0f337d33
vitagxm: Patched to compile. 2024-07-04 18:48:21 -04:00
Ryan C. Gordon 1413d67748
render: SDL_DestroyWindow hollows out its renderer but doesn't free it.
This allows apps to destroy the window and renderer in either order, but
makes sure that the renderer can properly clean up its resources while OpenGL
contexts and libraries are still loaded, etc.

If the window is destroyed first, the renderer is (mostly) destroyed but its
pointer remains valid. Attempts to use the renderer will return an error,
but it can still be explicitly destroyed, at which time the struct is free'd.

If the renderer is destroyed first, everything works as before, and a new
renderer can still be created on the existing window.

Fixes #10174.

(cherry picked from commit cab3defc18)
2024-07-04 18:46:43 -04:00
Ryan C. Gordon 944dc4701c
render: Manage memory for SDL_Renderer* at higher level.
Previously, each backend would allocate and free the renderer struct. Now
the higher level does it, so the backends only manage their private resources.

This removes some boilerplate and avoids some potential accidents.

(Manually cherry-picked from 39c8434f5f)

Reference Issue #10174.
2024-07-04 18:17:20 -04:00
erysdren 6da5242535 SDL_render_psp.c: Fix crash in PSP_DestroyRenderer() 2024-06-04 15:06:44 -07:00
Anonymous Maarten c79e616806 d3d12: older Windows SDK headers contain wrong function prototypes
Declare correct function pointers ourselves.

Backport of:
- 98fcf112e7
- 89a4d9ae67
2024-05-25 00:41:47 +02:00
Anonymous Maarten 54c435409b d3d12: xbox has no DXGI_PRESENT flags 2024-05-25 00:41:47 +02:00
rofl0r 7b6695f4d4 PSP: zero-copy WindowSurface API for direct VRAM access
if all one needs is a raw framebuffer to the PSP's vram,
instead of dealing with renderers and textures, that need to be
copied hence and forth, this method allows one to create a window,
set the pixel format using SDL_SetWindowDisplayMode() - preferably
BGR565 for optimal speed (the other possible natively supported
option is ABGR8888) - and then request SDL_GetWindowSurface(),
which provides one with a surface with direct framebuffer access.
note that the pixels pointer inside the surface will be switched
after each call because of double-buffering.

it's advisable to overwrite all pixels of the PSP visible area
(480x272) to not encounter old data.

after writing the pixels, a call to SDL_UpdateWindowSurface()
sends the changes to the graphics chip.

the result is a raw framerate of 250 fps with BGR565 mode, under
optimal circumstances - i.e. nothing else is done than drawing,
and the drawing loop is as simple as possible.
that leaves about 12 ms per frame for other tasks and still allow
a fluent 60 fps.
2024-03-24 11:33:32 -07:00
Sam Lantinga 05f6709617 If the viewport changes the cliprect should be updated
The clip rectangle is defined to be viewport relative, so if the viewport changes we need to update it.

Fixes https://github.com/libsdl-org/SDL/issues/9094

(cherry picked from commit d0af01e7d4)
2024-02-28 08:48:40 -08:00
Sam Lantinga 903d888cc3 Convert mouse wheel coordinates to renderer view
Fixes https://github.com/libsdl-org/SDL/issues/9097
2024-02-20 15:44:26 -08:00
Ozkan Sezer d0731ab9a3 Check the SDL_VIDEO_RENDER_??? macros with #if instead of #ifdef
Allows users to disable them by defining them as 0.

Closes https://github.com/libsdl-org/SDL/issues/8996
2024-02-15 02:55:02 +03:00
Francisco Javier Trujillo Mata d34a7c5ed2 Fixing viewport 2024-01-29 20:42:42 -08:00
Francisco Javier Trujillo Mata 36b8438280 Fix scissor usage 2024-01-29 20:42:42 -08:00
Francisco Javier Trujillo Mata faa8fc2917 Fix color 2024-01-29 20:42:42 -08:00
Ethan Lee b5aec14d43 gdk: Backport SDL3 MR #8844
Co-authored-by: chalonverse <sanjay12@gmail.com>
2024-01-21 13:55:17 -05:00
Sam Lantinga 109bb2f17e Make sure the render target isn't bound as a resource
Fixes https://github.com/libsdl-org/SDL/issues/3380

(cherry picked from commit a73132177d)
2024-01-19 15:18:14 -08:00
Sam Lantinga 87b5bb5840 Fixed potential overflow in software triangle rendering
(cherry picked from commit bd5d4d61ed)
2024-01-19 08:33:39 -08:00
Sylvain f3b0dc5007 Fixed bug #8301 - Software renderer draws long lines incorrectly / SDL_RENDERLINEMETHOD_GEOMETRY
(cherry picked from commit ce0e0675de)
2024-01-16 07:08:15 -08:00
Sam Lantinga b6e97d9ff0 Fixed Xcode warnings 2024-01-13 08:15:41 -08:00
Sylvain 347b6cdcb6
Prevent ASAN warning:
like SDL_triangle.c:305:30: runtime error: left shift of negative value -672
(even if the value was correctly computed)

(cherry picked from commit 4033a0a83b)
2024-01-13 13:58:30 +01:00
Alberto Mardegan 66209135df render: Fix line clipping with translated viewports
The previous code was working incorrectly on viewports not having the
top left corner on the origin: even in those cases we only need to look
at the width and height of the viewport, because the drawing coordinates
are translated.

Fixes #8828
2024-01-11 14:36:55 -08:00
Sam Lantinga 0fc3574464 Updated copyright for 2024 2024-01-01 13:19:49 -08:00
Ryan C. Gordon 4339647d90
render: Clip lines before Bresenham algorithm generates points.
Otherwise, a massive line might generate gigabytes worth of points to render,
which the backend would simply throw away anyhow.

Fixes #8113.
2023-11-24 19:33:04 -05:00
Ryan C. Gordon e9b4869372
opengl: Creating a texture trashes the cached `texturing` state, fix it.
Reference Issue #7194.
2023-11-23 20:00:01 -05:00
Ryan C. Gordon 0a6b5abf45
render: GL-based renderers should treat adaptive vsync as vsync being enabled.
Fixes #8004.
2023-11-23 18:29:19 -05:00
Cameron Cawley 1bb5448fe8 Use the correct pixel formats for OpenGL ES on big endian 2023-11-17 15:03:37 -08:00
Anonymous Maarten d81d986858
cmake: fix uses of undefined macro identifiers (-Wundef) 2023-11-17 03:06:26 +00:00
Sylvain Becker f3419d8c04
Re-add SDL_assert() with non boolean ptr syntax (#8531) 2023-11-11 12:29:05 +03:00
Sylvain Becker a14b948b6c
[SDL2] pointer boolean (#8523) 2023-11-10 06:30:56 -08:00
Sam Lantinga 7e11bd1ac1 Removed useless branch test
Fixes https://github.com/libsdl-org/SDL/issues/8286

(cherry picked from commit e5ccc80aba)
2023-11-08 01:35:57 -08:00
Sam Lantinga 624905a7f1 Destroy the window surface if we've created it for the software renderer
Fixes https://github.com/libsdl-org/SDL/issues/8011
2023-11-07 21:47:07 -08:00
Anonymous Maarten 43c57e3239 triangle: don't read destination pixel when you're going to discard it anyways 2023-10-05 13:46:28 +02:00
Simon McVittie 8ad043fc38 render: Enable clipping for zero-sized rectangles
Battle for Wesnoth apparently relies on being able to disable rendering
of UI elements by setting the clip rectangle to be empty.

Resolves: https://github.com/libsdl-org/SDL/issues/6896
Fixes: 00f05dcf "render: only enable clipping when the rectangle is valid"
Signed-off-by: Simon McVittie <smcv@collabora.com>
2023-09-09 11:14:04 -07:00
Jeremy Demeule aa7ba62978 metal: Add hint to select low power device instead of the default one (#8182)
On some system like MacBook Pro Intel with AMD card, asking for the default device will always return the AMD GPU.
This is not an issue for 99% of the case when the renderer context is here to provide the maximum performance level like for game.
However, for video application using GPU for 1 quad and 1 texture, using the discrete GPU for that lead to an important power consumption (4 to 8W), heat increase, and fan noise.
With this patch, I successfully amend ffplay to only use the integrated GPU (i.e. the Intel one), instead of the discrete GPU (i.e. the AMD one).
2023-08-31 01:55:18 -07:00
Sam Lantinga 951657c99b Fixed crash when running with the dummy video driver 2023-08-10 08:25:29 -07:00
Sam Lantinga 61808b03b5 Fixed resource leak and crash at exit in the D3D11 renderer
Also, for some reason ID3D11DeviceContext_OMGetRenderTargets() was failing in the second read pixels call in the "testautomation --filter render_testViewport" test.

We already know the target view, so just use that.

(cherry picked from commit 619f65af0c)
2023-07-03 17:42:16 -07:00
Sam Lantinga d65185a6a7 Made error handling more consistent in D3D12_RenderReadPixels()
(cherry picked from commit 90262f274a)
2023-07-03 17:42:07 -07:00
Sam Lantinga bf277eb808 The clip rect is defined in terms of the current viewport
Don't use the viewport offset when setting the clip rect in the D3D12 renderer.

This fixes "testautomation --filter render_testViewport" on Windows

(cherry picked from commit 304d425f99)
2023-07-03 17:15:30 -07:00
Eric Wasylishen 76392f4fe1 Handle DPI scaling in SDL_GetWindowSurface
Fixes DPI awareness of testdrawchessboard (previously, the surface was
being created in points instead of pixels, resulting in the demo app
only drawing in a corner of the screen on High-DPI displays)

*_CreateWindowFramebuffer()/*_UpdateWindowFramebuffer(): are updated
to use SDL_GetWindowSizeInPixels instead of SDL_GetWindowSize() or
window->w/window->h.

Most of the _CreateWindowFramebuffer backends are untested except
for Windows.

Fixes #7047

(cherry picked from commit 67c91353e0)
2023-06-14 17:23:54 -07:00
Sam Lantinga 36033e3832 Make it clear that you can't mix 2D rendering and the window surface API
Also added functions to query and destroy the window surface so you can switch between modes if you want.

See https://github.com/pygame-community/pygame-ce/issues/2190 for more details.
2023-06-10 08:54:36 -07:00