Commit Graph

1020 Commits

Author SHA1 Message Date
Sam Lantinga 91639d855f Don't use the direct3d12 renderer with transparent windows
Fixes https://github.com/libsdl-org/SDL/issues/9024
2024-02-08 09:24:11 -08:00
Sam Lantinga faeb2b1f22 Fixed warning C4204: nonstandard extension used: non-constant aggregate initializer when built with Visual Studio 2019 2024-02-07 13:16:35 -08:00
Sam Lantinga 1c4c29b7ad Fixed a swap chain leak and a double-free in testffmpeg.c
Also added more debug logging to the direct3d11 renderer
2024-02-06 21:33:57 -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
Sam Lantinga fb823fbe95 Make sure we're actually using the HDR10 colorspace before using that shader 2024-02-06 18:16:41 -08:00
Sam Lantinga 985da79d73 Use a more concise representation of YUV -> RGB conversion 2024-02-06 15:40:47 -08:00
Sam Lantinga 8afba41aef Added support for HDR10 video on Apple platforms 2024-02-06 15:40:47 -08:00
Sam Lantinga 2039c46d2c Added support for creating an SDL texture from a CVPixelBufferRef 2024-02-06 15:40:47 -08:00
Sam Lantinga c79462dc50 Fixed Xcode build warnings 2024-02-06 12:29:44 -08:00
Sam Lantinga ba074acad4 Implemented scRGB colorspace and HDR support on macOS 2024-02-06 12:29:44 -08:00
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
Sam Lantinga b05ea8e04e Updated direct3d12 renderer with HDR10 and SDR whitelevel support 2024-02-05 13:17:10 -08:00
Sam Lantinga c3e4481d56 Use a reasonable default for unspecified YUV colorspace 2024-02-05 11:47:17 -08:00
Sam Lantinga 240158f3e8 Scale SDR content to SDR whitelevel when HDR is enabled 2024-02-05 11:47:17 -08:00
Sam Lantinga e97b2061b4 Converted shader headers to UNIX line endings 2024-02-05 11:47:17 -08:00
Sam Lantinga e98e5abd2a Added batch file to create D3D12 shaders 2024-02-05 11:47:17 -08:00
Sam Lantinga 9755e490c0 Workaround for crash at shutdown in testffmpeg
I'm not sure if this is something in SDL crashing or something in ffmpeg, but it's safer to leave the D3D DLLs loaded.
2024-02-05 09:45:39 -08:00
Sam Lantinga e74171b1ae Added support for HDR10 video playback on direct3d11
Fixes https://github.com/libsdl-org/SDL/issues/8053
2024-02-05 09:45:39 -08:00
Sam Lantinga 548b382fd9 Fixed slow startup time when using the direct3d12 renderer
On some systems creating the entire set of available pipeline states is very time consuming. We'll only use a few of them in any given program, so we'll just create them on demand.

Fixes https://github.com/libsdl-org/SDL/issues/7634
2024-02-04 13:09:40 -08:00
Sam Lantinga dab77fe29b Added support for SDL_COLORSPACE_BT709_FULL to the hardware renderers 2024-02-04 13:09:40 -08:00
Sam Lantinga 2ad4646a24 Don't release currentOffscreenRenderTargetView, we don't have a reference to it 2024-02-03 12:49:53 -08:00
Sam Lantinga 9005512c18 Fixed build 2024-02-03 12:39:52 -08:00
Sam Lantinga 7271a2040b Don't force on the D3D11 debug flag 2024-02-03 12:39:11 -08:00
Sam Lantinga b4d0af9cf3 Removed unused variables 2024-02-03 12:39:11 -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
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
Sam Lantinga aa8f609ff3 Clamp HDR colors to the SDR range for SDR renderers 2024-02-02 13:13:53 -08:00
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
Sam Lantinga dc607c666b Fixed creating HDR textures with SDL_CreateTexture() 2024-02-01 15:36:49 -08:00
Sam Lantinga 7561116873 Added support for floating point texture formats 2024-02-01 12:17:35 -08:00
Sam Lantinga 90597aeaef HDR10 colorspace isn't currently supported
You can't do blending directly in PQ space, which means you have to create a scene render target in linear space and use shaders to convert PQ texture data to linear, etc. All of this is out of scope for the SDL 2D renderer at the moment.
2024-02-01 12:17:35 -08:00
Sam Lantinga fc35b7e121 Convert to sRGB if trying to create a texture from an HDR surface 2024-02-01 12:17:35 -08:00
Sam Lantinga dd28ab0489 Added SDL_SetRenderDrawColorspace() and SDL_GetRenderDrawColorspace() 2024-02-01 12:17:35 -08:00
Sam Lantinga 9c8b47b726 Cache the draw color state in the software and PSP renderers
Converting the color from float is a bit expensive, so let's cache that state
2024-02-01 12:17:35 -08:00
Sam Lantinga dacfaa91b4 Make sure to round color values when converting to Uint8 2024-02-01 12:17:35 -08:00
Sam Lantinga 6f443e2aca Added support for the scRGB colorspace on D3D11 and D3D12 2024-01-31 18:07:00 -08:00
Sam Lantinga 12c31898c1 Update colors in SDL_RenderGeometryRaw() if we're doing interpolation in linear space
Testing: Modified testgeometry to clear the background to 0.5 and then changed the triangle color to 0.5, and verified that they were the same color when using the D3D11 renderer.
2024-01-31 11:02:45 -08:00
Sam Lantinga 77549dc91e Fixed some places using SDL_SetRenderDrawColor() instead of SDL_SetRenderDrawColorFloat() 2024-01-31 11:02:45 -08:00
Sam Lantinga 49cc4c14e9 Use the default colorspace if we have to convert texture pixels 2024-01-31 09:50:46 -08:00
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
Francisco Javier Trujillo Mata da8fc70a83 Fixing viewport 2024-01-29 20:41:25 -08:00
Francisco Javier Trujillo Mata 851c1a5e9c Fix scissor usage 2024-01-29 20:41:25 -08:00
Francisco Javier Trujillo Mata dc35ee9d54 Fix color 2024-01-29 20:41:25 -08:00
Sam Lantinga 3b55c7d1f4 Shortened SDL property names 2024-01-27 13:00:50 -08:00
Ozkan Sezer 81314c4998 SDL_render_gl.c: adjust for new SDL_PLATFORM_WINDOWS meaning. 2024-01-24 21:20:50 +03:00
Anonymous Maarten 31d133db40
Define SDL_PLATFORM_* macros instead of underscored ones (#8875) 2024-01-24 01:40:51 +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
Sam Lantinga 6a00ae7e58 Fixed rendering diagonal lines within a viewport
The drawing uses the origin of the viewport as the coordinate origin, so we only need to clip against the size of the viewport.

Also added a unit test to catch this case in the future
2024-01-19 16:29:38 -08:00