Ivan Epifanov
257d75429d
VITA: fix SDL_ShowMessageBox by using different memory type
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(cherry picked from commit 52714d5063 )
2024-10-22 12:22:20 -07:00
Ivan Epifanov
217bc17a21
VITA: fix yuv texture update
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(cherry picked from commit 86fd4ed83c )
2024-10-17 07:54:41 -07:00
Amir
e7a47e783b
Fix warning for Android NDK compiler: "function declaration without a prototype is deprecated in all versions of C [-Wstrict-prototypes]"
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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.
(cherry picked from commit ccade50587 )
2024-07-17 14:48:06 -07:00
Sam Lantinga
802351be25
Fixed build
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(cherry picked from commit 026dfc6305 )
2024-07-08 11:39:25 -07:00
Sam Lantinga
d3765b27c2
Make sure we're actually running on Windows before using D3D renderers
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(cherry picked from commit e22c89536a )
2024-07-08 11:29:29 -07:00
Anonymous Maarten
cf6c760cd3
d3d12: older Windows SDK headers contain wrong function prototypes
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Declare correct function pointers ourselves.
Backport of:
- 98fcf112e7
- 89a4d9ae67
(cherry picked from commit c79e616806 )
2024-05-25 00:43:46 +02:00
Anonymous Maarten
e49349ac0c
d3d12: xbox has no DXGI_PRESENT flags
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(cherry picked from commit 54c435409b )
2024-05-25 00:43:41 +02:00
Sam Lantinga
54adba6a31
If the viewport changes the cliprect should be updated
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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 )
(cherry picked from commit 05f6709617 )
2024-03-03 11:13:04 -08:00
Sam Lantinga
f13d6d4b0f
Convert mouse wheel coordinates to renderer view
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Fixes https://github.com/libsdl-org/SDL/issues/9097
(cherry picked from commit 903d888cc3 )
2024-02-20 15:45:04 -08:00
Ozkan Sezer
9bed177f10
Check the SDL_VIDEO_RENDER_??? macros with #if instead of #ifdef
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Allows users to disable them by defining them as 0.
Closes https://github.com/libsdl-org/SDL/issues/8996
(cherry picked from commit d0731ab9a3 )
2024-02-15 22:51:37 +03:00
Francisco Javier Trujillo Mata
5a492e8196
Fixing viewport
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(cherry picked from commit d34a7c5ed2 )
2024-01-29 20:44:07 -08:00
Francisco Javier Trujillo Mata
80cb52c944
Fix scissor usage
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(cherry picked from commit 36b8438280 )
2024-01-29 20:44:07 -08:00
Francisco Javier Trujillo Mata
4436c09c9d
Fix color
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(cherry picked from commit faa8fc2917 )
2024-01-29 20:44:07 -08:00
Ethan Lee
b5aec14d43
gdk: Backport SDL3 MR #8844
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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
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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
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(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
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(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:
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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
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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.
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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.
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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.
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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
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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
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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
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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 )
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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
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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()
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(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
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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
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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
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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
Sam Lantinga
3f1fd5abff
Updated source to match SDL function prototype style
2023-05-23 10:59:03 -07:00
Ozkan Sezer
92a487f2e4
style fixes for SDL_PROC macros.
2023-05-19 14:10:02 +03:00
Ivan Mogilko
d78072fcd4
Fixed SDL_RenderSetVSync does not update flags if simulated vsync is on
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This lets the user to correctly detect current vsync state by reading SDL_RendererInfo.
Also fixes SetVSync's return value check (it may be positive for error too).
2023-03-17 14:55:04 -07:00
Sylvain
23bce27b26
Change SDL_BLENDMODE_MUL for gl renderers
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Add FIXME for PSP and DirectFB
2023-03-16 20:27:09 +01:00
Sylvain
7d26ba754a
Simplify SDL_BLENDMODE_MUL
2023-03-16 20:27:09 +01:00
Sam Lantinga
0d76380042
Code style: changed "sizeof foo" to "sizeof(foo)" (thanks @sezero!)
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(cherry picked from commit c6443d86c9 )
2023-03-09 15:23:59 -08:00
Sylvain
17515f4aef
Backport simplify flags PR #7220
2023-02-09 17:19:46 -08:00
Sam Lantinga
3fa5a2f794
Fixed warning running a command queue without any vertex operations
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(cherry picked from commit f8b41919da )
2023-02-06 11:25:35 -08:00
ds-sloth
038ccd764a
Support MIN/MAX blend on opengles2
2023-01-23 06:09:58 -08:00
ds-sloth
9670f233cc
Support MIN/MAX blend on OpenGL + ES
2023-01-22 13:48:13 -08:00
Francisco Javier Trujillo Mata
32fd45cf48
Using UV instead of STQ
2023-01-11 15:12:14 -08:00