Commit Graph

760 Commits

Author SHA1 Message Date
Sylvain
ea5b482bff
Remove unused warning 2022-03-09 15:38:36 +01:00
Sylvain
04256a5372
Fix compilation (see #5313) 2022-03-09 15:12:25 +01:00
pionere
0983fcee5e
fix memory leak in D3D11_CreateRenderer 2022-03-09 15:03:49 +01:00
pionere
3f8b450de2
extend the code hidden by SDL_HAVE_YUV 2022-03-09 15:03:30 +01:00
pionere
ce1883e1e7
fix compile error with disabled SDL_HAVE_YUV (vita)
- UpdateTextureYUV is not defined if SDL_HAVE_YUV is not defined/zero
+ calling SDL_free suffice if the VITA_GXM_RenderData was just allocated
2022-03-09 15:02:44 +01:00
Sam Lantinga
b064ad6ac5 Allow GL_ARB_texture_non_power_of_two environment variable to override OpenGL 2.0 check 2022-03-08 18:14:10 -08:00
Ryan C. Gordon
60ddb74cfe video: rework how we prepare a texture framebuffer.
Now we see if we can create an SDL_Renderer, and if that renderer reports
itself as "accelerated," and added some initial heuristics to the OpenGL
renderer to make better decisions about what qualifies as "accelerated."

This adds some FIXMEs that might be merely hypothetical, and removes the
old OpenGL checks from the video subsystem that probably weren't meaningful
in modern times. This will definitely need to improve the existing list
in the GL renderer, to catch things like llvmpipe, etc.

Reference issue #4624.
2022-02-23 09:36:06 -05:00
Ryan C. Gordon
293a0aa80e
opengl: If GL version >= 2.0, NPOT textures are supported, so favor them.
Fixes #5041.
2022-02-22 10:54:21 -05:00
Sam Lantinga
978fbc3250 Fixed compile warnings 2022-02-21 12:02:44 -08:00
Sylvain
9d86ec8573
Palette format: software Render Jitter in rotation (see #5143)
- same fix applied for rotation with palette surfaces
- allow other 8bits format (eg 332)
2022-02-18 09:57:10 +01:00
Sylvain
ceb09ee740
Fixed #5143 - software Render Jitter in rotation
better precision calculating rotated coordinates and interpolation
2022-02-17 23:11:02 +01:00
Sylvain
75ffa24e3a
Software Render Jitter in rotation (bug #5143)
The output surface doesn't necessarily to have even width and height.
2022-02-15 13:35:59 +01:00
Sylvain
61abc4e5b6
PSP: SDL_RenderCopyEx rotation and global scaling around the wrong way (see #bug 3070) 2022-02-15 11:34:50 +01:00
Sylvain
18b76fcc5d
Fixed bug #3070 - SDL_RenderCopyEx rotation and global scaling around the wrong way (software renderer) 2022-02-15 11:33:56 +01:00
Sylvain
e366ad1288
Fixed bug #2308: SDL_RenderCopyEx rotation center precision (software renderer) 2022-02-15 10:02:34 +01:00
Wouter Wijsman
66ee79bd68 [PSP] Don't swizzle streaming textures
It was causing issues in the teststreaming demo and unswizzling
later is inefficient and causes issues.
2022-02-14 10:59:25 +01:00
Wouter Wijsman
abc8198a1f Render all sides when drawing rect on PSP 2022-02-09 09:36:19 -08:00
Wouter Wijsman
54304b971d Fix rotation direction and center point on PSP 2022-02-08 09:47:10 -08:00
Wouter Wijsman
2b572dff88 Make RenderCopyEx rotate around center
This still isn't perfect. The rotation is the wrong way around and the
images are upside down.
2022-02-08 09:47:10 -08:00
Sylvain
b0dd4c7d36 SDL_Render OpenGL: do batching like in the GLES2 backend (with no VBO) 2022-02-07 14:02:20 -05:00
Sylvain
90f0d2ce49 Revert OpenGL point drawing performance, do to proper batching 2022-02-07 14:02:20 -05:00
pionere
6d5592a201 minor cleanup of SDL_CreateRenderer 2022-02-05 10:05:25 -05:00
pionere
2cfc83eab7
sync D3D_RenderReadPixels with D3D11_RenderReadPixels
- use the result of SDL_ConvertPixels to propagate error
- get rid of the verbose error message of D3D11_RenderReadPixels in case SDL_ConvertPixels failed
2022-02-02 14:56:38 -05:00
Sylvain
f7d3abddba
Fixed bug #964 - SDL_RenderCopy stretch loses proportion on viewport.
Handle the case when there is blending
2022-01-29 10:19:08 +01:00
pionere
60deadba59 re-use return value of SDL_SetError/WIN_SetErrorFromHRESULT/SDL_OutOfMemory 2022-01-28 20:40:19 -05:00
pionere
ebdd536676 use SDL_InvalidParamError or SDL_assert instead of custom SDL_SetError 2022-01-28 20:40:19 -05:00
Sylvain
f5911bdc59 GLES2: disable texcoord when not using it (see bug #5235)
similar to opengl backend code:
- glDisableVertexAttribArray doesn't need to depend on 'drawstate.texture' value
- move binding code to SetCopyState()
2022-01-28 19:25:40 +01:00
Sylvain
096fe37bb2 GLES2: revert 7bf8c5a388 2022-01-28 19:25:40 +01:00
Sylvain
a988ce5544
Fixed bug #964 - SDL_RenderCopy stretch loses proportion on viewport boundaries 2022-01-28 17:24:59 +01:00
Sylvain
7bf8c5a388 GLES2: disable texcoord when not using it (see bug #5235) 2022-01-27 21:49:05 -05:00
Cameron Gutman
c6ec5a07f1 d3d11: Respect SDL_HINT_RENDER_DIRECT3D_THREADSAFE when creating device 2022-01-26 18:44:29 -06:00
Ryan C. Gordon
426c1f4b85
opengles2: fix comment about client-side arrays. 2022-01-19 14:28:30 -05:00
Ryan C. Gordon
f9b918ff40 opengles2: Use client-side arrays on everything but Emscripten.
Turns out they're much faster!

Fixes #5206.
2022-01-11 19:41:41 -05:00
Sam Lantinga
a29d3acc9e Updated Bresenham line drawing to match software renderer output 2022-01-09 11:12:13 -08:00
Sam Lantinga
1f32dd8edc Fixed overdraw with duplicate points, fixed not drawing single point lines 2022-01-09 06:36:18 -08:00
Ryan C. Gordon
c275436f56
opengles2: Batching lines/points used wrong var for summing vertex counts.
Fixed this in the vitagxm backend too, but I don't know what the state of
that code is otherwise.

Reference Issue #5061.
2022-01-09 00:39:02 -05:00
Sam Lantinga
3b083b9911 Fixed compile warning 2022-01-08 14:07:42 -08:00
Sam Lantinga
b82af9dfbf Improved OpenGL point drawing performance (thanks @slime73!)
We'll do proper call batching for the SDL 2.0.22 release
2022-01-08 14:05:50 -08:00
Sam Lantinga
1a73c45a08 Fixed incorrect color in the OpenGL driver 2022-01-08 13:35:17 -08:00
Sylvain
3cdda8f8ab
PSP: use 'data' variable which is alread the driver data 2022-01-08 21:58:26 +01:00
Sam Lantinga
4ef2529bf9 More efficient calculation of render_count 2022-01-08 12:37:57 -08:00
Sam Lantinga
5346c93b62 Fixed assertion on number of points rendered 2022-01-08 12:28:43 -08:00
Sam Lantinga
4b71962031 Prevent overdraw with connected line segments 2022-01-08 12:02:30 -08:00
Sam Lantinga
09ece861d1 Added the hint SDL_HINT_RENDER_LINE_METHOD to select the line rendering method 2022-01-08 11:36:52 -08:00
Sam Lantinga
c1e6079836 As an optimization, draw horizontal and vertical lines using rectangles 2022-01-08 11:09:11 -08:00
Sam Lantinga
3da7c6305a Assert that we have drawn the expected number of points 2022-01-08 11:07:03 -08:00
Sam Lantinga
9f56faeedc Added line drawing using Bresenham's line algorithm (thanks @rtrussell!) 2022-01-08 10:59:31 -08:00
Sam Lantinga
fe3a33a092 Use RenderGeometry for drawing lines at all scales 2022-01-08 10:10:18 -08:00
Sam Lantinga
1694782b2a Remove redundant work when render scale is 1.0 2022-01-08 09:32:23 -08:00
Sam Lantinga
2026a78dc2 Don't flush in RenderDraw*WithRects()
This allows these functions to be reused in the future for other primitives
2022-01-08 09:23:58 -08:00
Sam Lantinga
18e4d9fed1 Re-enable line drawing path in render drivers
This is still used for scaled line drawing in RenderDrawLinesWithRects()
2022-01-08 09:02:25 -08:00
Ozkan Sezer
4472b83129 PSP_RunCommandQueue: fix argument to PSP_SetBlendState()
src/render/psp/SDL_render_psp.c: In function 'PSP_RunCommandQueue':
src/render/psp/SDL_render_psp.c:1200: warning: passing argument 1 of 'PSP_SetBlendState' from incompatible pointer type
2022-01-08 11:56:56 +03:00
Ryan C. Gordon
cc2013378d
render: Fixed some compiler warnings.
Fixes #5197.
2022-01-07 20:22:51 -05:00
Ryan C. Gordon
6d3b5d66cd
psp: draw lines with RenderGeometry, same as with the other renderers. 2022-01-07 18:18:53 -05:00
Sylvain
9cb2c549fa Remove QueueDrawLines from D3D, D3D11 2022-01-07 14:10:23 -08:00
Sylvain
b88b6b3c23 Remove QueueDrawLines from METAL 2022-01-07 14:10:23 -08:00
Sylvain
9aac55317d Remove QueueDrawLines from GL, GLES, GLES2 2022-01-07 14:10:23 -08:00
Sylvain
8ea8b2e697 Use QueueDrawLine if provided, otherwise use RenderGeometry 2022-01-07 14:10:23 -08:00
Sylvain Becker
c498727471
render: Use RenderGeometry to draw lines
This patch is from @1bsyl

Fixes #5061.
2022-01-07 16:14:28 -05:00
Sam Lantinga
4b38d4c96b Leave the Metal view active on the window when recreating the Metal renderer
Fixes https://github.com/libsdl-org/SDL/issues/5140

Also move the metal tag definition to SDL_syswm.h so it can be used by applications
2022-01-07 12:38:45 -08:00
Ryan C. Gordon
88ac517df0
opengles2: Fix point drawing. 2022-01-07 15:04:04 -05:00
Wouter Wijsman
515b5f2a39 Fix build errors in PSP port 2022-01-06 10:17:05 -08:00
Wouter Wijsman
34e34ad5a5 Remove debug code from PSP renderer 2022-01-06 10:17:05 -08:00
stdgregwar
520c89a00a cleaning 2022-01-06 10:17:05 -08:00
stdgregwar
09f4711f40 Fix LRU when destroying texture. 2022-01-06 10:17:05 -08:00
stdgregwar
c3ec62d6a6 PSP lazier blend states, display mode report with 16bit option 2022-01-06 10:17:05 -08:00
stdgregwar
0f5368fe11 PSP cached blending and texturing state, ABGR1555 stencil hack 2022-01-06 10:17:05 -08:00
stdgregwar
fe405eb27b fixed LRU cache code 2022-01-06 10:17:05 -08:00
stdgregwar
c1f152292b Spill render targets to ram on PSP 2022-01-06 10:17:05 -08:00
stdgregwar
77d874e3c0 Attempt to make render to texture work on PSP 2022-01-06 10:17:05 -08:00
Sam Lantinga
120c76c84b Updated copyright for 2022 2022-01-03 09:40:21 -08:00
Sylvain
8622eda9e9
SDL_RenderGeometry / software: TRIANGLE_GET_TEXTCOORD interpolates up to the max values included, so reduce by 1 2022-01-02 22:34:56 +01:00
Alex Szpakowski
724468ae2c GL renderer uses glDrawArrays instead of glBegin/glEnd.
Also change internal colors sent to GL to use unorm8 components instead of float, for improved performance.
2021-12-27 10:52:47 -05:00
Sylvain
44c84c0d8e
GLES2/Big-endian: don´t swap datas for yuv textures (Thanks 0x1F9F1 !) 2021-12-17 17:44:34 +01:00
Sylvain
3a69828e87
Fixed GLES2 back-end on Big Endian Platform (see #5093) 2021-12-17 13:15:39 +01:00
Sylvain
3d5fcb5da6 Fix warning 2021-12-16 09:19:53 -08:00
Sylvain
4342e6bd21 SDL_render.c: lighten the cast syntax 2021-12-16 09:19:53 -08:00
Sylvain
50d49c63ed GLES2 backend: cast with SDL_Vertex and SDL_VertexSolid 2021-12-16 09:19:53 -08:00
stdgregwar
0b7b0977fc fix PSP texure artifacts 2021-12-15 18:00:28 -08:00
Francisco Javier Trujillo Mata
0341ec93fe Improve performance when vsync is enabled and the game is not reaching the 60 FPS 2021-12-15 11:29:49 -08:00
Alex Szpakowski
3a5e148b13 Renderer backends use SDL_Color instead of int for geometry colors. 2021-12-14 12:19:16 -08:00
Sam Lantinga
b08e57e926 Don't try to create a vbo if we aren't using any vertices 2021-12-14 09:32:05 -08:00
Sylvain
b7885abc44
Fixed bug #5087: SDL_RenderGeometryRaw() passes colors as int* instead of SDL_Color* 2021-12-14 10:31:55 +01:00
Alex Szpakowski
323ba6c008 d3d11 renderer: reduce vertex bandwidth and calculations. 2021-12-13 15:14:33 -08:00
Sylvain
8927d73b1c
RenderGeometry: simplify casting (Thanks Daniel Gibson) 2021-12-12 09:55:23 +01:00
Sylvain
d7f66ba1ec
Remove strict aliasing warning in opengles2 backend 2021-12-11 20:04:53 +01:00
Sylvain
3e43d6e34b
SDL_RenderGeometry: remove some warning "dereferencing type-punned pointer might break strict-aliasing" 2021-12-11 17:19:00 +01:00
Sylvain
1940d289bf
SW Renderer: fix invalid read if VSYNC hint is initially set with an empty value (eg "")
because:
- GeHint return a value pointer.
- SetHint free internally the pointer
- The -now invalid- pointer is re-read

==9363== Invalid read of size 1
==9363==    at 0x4946860: SW_CreateRenderer (SDL_render_sw.c:1044)
==9363==    by 0x48F0EC3: SDL_CreateRenderer_REAL (SDL_render.c:938)
==9363==    by 0x48C5921: SDL_CreateRenderer (SDL_dynapi_procs.h:332)
==9363==    by 0x401584: main (main.c:421)
==9363==  Address 0x9c24040 is 0 bytes inside a block of size 1 free'd
==9363==    at 0x484621F: free (in /usr/libexec/valgrind/vgpreload_memcheck-amd64-linux.so)
==9363==    by 0x494E403: SDL_free_REAL (SDL_malloc.c:5432)
==9363==    by 0x48A6153: SDL_SetHintWithPriority_REAL (SDL_hints.c:76)
==9363==    by 0x48A6254: SDL_SetHint_REAL (SDL_hints.c:101)
2021-12-08 09:41:33 +01:00
stdgregwar
21d46b7e0c PSP renderer fixed 2021-12-07 20:55:04 +03:00
Ozkan Sezer
801dcbc5ef SDL_render_sw.c: fix -Wshadow warnings. 2021-12-07 14:04:10 +03:00
Wouter Wijsman
e17a3154ed Fix build issue 2021-12-07 14:03:00 +03:00
Wouter Wijsman
7266cf66c7 Clean up PSP render code to fit C standard used better 2021-12-07 14:03:00 +03:00
Wouter Wijsman
07608bf45f Fix ISO C90 violations in psp render code 2021-12-07 14:03:00 +03:00
Sylvain
d09f80ef18
SDL_DrawPointsF: fix error message typo 2021-12-07 11:31:57 +01:00
Sylvain
6dafc85017
SDL_DrawLines: minor simpification:
- scale is  1.0f, don't need to multiply
- typo in error message
- remap SDL_DrawLines to SDL_DrawLinesF
2021-12-07 10:44:12 +01:00
Sylvain
a0818a63e3
Fixed bug #5071 - Float conversion warnings in SDL_render.c (see also #5003) 2021-12-07 10:07:15 +01:00
Sylvain
e14d10263c Change viewport and cliprect to float version: from SDL_Rect to SDL_FRect 2021-12-02 10:01:50 +01:00
Sylvain
7828362da9 SDL_Renderer software, D3D11: don't use "renderer->viewport" in back-ends, but use the one from SETVIEWPORT cmd 2021-12-02 10:01:50 +01:00
Eric Wasylishen
b786c10013 SDL_render_gl.c: GL_RunCommandQueue: always set viewport_dirty on macOS
Without this, moving the window changes the viewport and causes contents
to render stretched.

Fixes #1504
2021-11-27 07:12:34 -05:00
Ryan C. Gordon
86c0cf2bb1
software: Draw a single pixel for a line with the same start/end point.
Otherwise it would drop it, which seems like a bug to me, as it normally
fills the endpoint on lines.

Reference #2006.
2021-11-26 14:34:51 -05:00
DarkContact
e77cfb9a11 Fixed d3d11 renderer creation 2021-11-24 10:11:35 -05:00
Sylvain
2a24418bd3
More "Integer overflow generates Illegal instruction under sanitizers" (see bug #4995) 2021-11-23 09:44:37 +01:00
Sylvain
8dd6edec00
Fixed bug #3232 - Integer overflow generates Illegal instruction under sanitizers + see bug #4995 2021-11-23 09:30:42 +01:00
Ozkan Sezer
e18be04bc6 Fixed undefined behavior in QueueCmdSetDrawColor()
Fixes https://github.com/libsdl-org/SDL/issues/4995
Patch from Andrew Kelley
2021-11-23 08:01:02 +03:00
Sylvain
aef7105408 Use SDL_free 2021-11-22 08:38:46 -08:00
Sylvain
fb218e582a PSP: use SDL_malloc/SDL_free 2021-11-22 08:38:46 -08:00
Sylvain
161dd83c9a Don´t use "trunc" as var name, since it's also a function 2021-11-22 08:38:46 -08:00
Sylvain
d31251b014 use SDL's functions version inplace of libc version 2021-11-22 08:38:46 -08:00
Sylvain
49369142bd
Fixed bug #4625: with integer scale, viewport (as reported by SDL_RenderGetViewport) becomes -2147483648x-2147483648
0 isn't valid scale. Min integer scale is 1.0f
2021-11-21 17:40:48 +01:00
Sam Lantinga
9ec2b35147 Fixed the GLES2 shader count to be in sync with the enum 2021-11-15 13:45:53 -08:00
Sylvain
d4df5d33c5
GLES2: prevent batching if blend mode changes (see bug #4964) 2021-11-15 09:43:44 +01:00
Sylvain
92f2fdfc84
GLES2: batch non joined lines (see #4964) 2021-11-15 09:36:18 +01:00
Sylvain
17f156fae5
Fixed bug #4964 - opengles2 & batching = conjoined lines
put back the initial switch case because groups of joined lines cannot be batched.
2021-11-15 09:08:09 +01:00
Sylvain
d8888e468e
Fixed bug #4964 - opengles2 & batching = conjoined lines 2021-11-15 08:37:49 +01:00
Sam Lantinga
c55ab9631f Added a hint for alternate OpenGL NV12 data format 2021-11-13 22:21:57 -08:00
Sylvain
70c8d20a46
Revert previous commit a50ca98e2b (see bug #4625) 2021-11-13 15:04:19 +01:00
Sylvain
a50ca98e2b
Fixed bug #4625 - SDL_RenderSetLogicalSize issues
viewport becomes -2147483648x-2147483648 when logical_w/h is greater than window size.
division should be done with floats
2021-11-13 14:48:36 +01:00
Misa
3bf7994fe2 Add and use SDL_FALLTHROUGH for fallthroughs
Case fallthrough warnings can be suppressed using the __fallthrough__
compiler attribute. Unfortunately, not all compilers have this
attribute, or even have __has_attribute to check if they have the
__fallthrough__ attribute. [[fallthrough]] is also available in C++17
and the next C2x, but not everyone uses C++17 or C2x.

So define the SDL_FALLTHROUGH macro to deal with those problems - if we
are using C++17 or C2x, it expands to [[fallthrough]]; else if the
compiler has __has_attribute and has the __fallthrough__ attribute, then
it expands to __attribute__((__fallthrough__)); else it expands to an
empty statement, with a /* fallthrough */ comment (it's a do {} while
(0) statement, because users of this macro need to use a semicolon,
because [[fallthrough]] and __attribute__((__fallthrough__)) require a
semicolon).

Clang before Clang 10 and GCC before GCC 7 have problems with using
__attribute__ as a sole statement and warn about a "declaration not
declaring anything", so fall back to using the /* fallthrough */ comment
if we are using those older compiler versions.

Applications using SDL are also free to use this macro (because it is
defined in begin_code.h).

All existing /* fallthrough */ comments have been replaced with this
macro. Some of them were unnecessary because they were the last case in
a switch; using SDL_FALLTHROUGH in those cases would result in a compile
error on compilers that support __fallthrough__, for having a
__attribute__((__fallthrough__)) statement that didn't immediately
precede a case label.
2021-11-12 07:26:14 +03:00
Sam Lantinga
abc12a832c Revert "Add and use SDL_FALLTHROUGH for fallthroughs"
This reverts commit 66a08aa391.

This causes problems with older compilers:
https://github.com/libsdl-org/SDL/pull/4791#issuecomment-966630997
2021-11-11 15:58:44 -08:00
Misa
66a08aa391 Add and use SDL_FALLTHROUGH for fallthroughs
Case fallthrough warnings can be suppressed using the __fallthrough__
compiler attribute. Unfortunately, not all compilers have this
attribute, or even have __has_attribute to check if they have the
__fallthrough__ attribute. [[fallthrough]] is also available in C++17
and the next C2x, but not everyone uses C++17 or C2x.

So define the SDL_FALLTHROUGH macro to deal with those problems - if we
are using C++17 or C2x, it expands to [[fallthrough]]; else if the
compiler has __has_attribute and has the __fallthrough__ attribute, then
it expands to __attribute__((__fallthrough__)); else it expands to an
empty statement, with a /* fallthrough */ comment (it's a do {} while
(0) statement, because users of this macro need to use a semicolon,
because [[fallthrough]] and __attribute__((__fallthrough__)) require a
semicolon).

Applications using SDL are also free to use this macro (because it is
defined in begin_code.h).

All existing /* fallthrough */ comments have been replaced with this
macro. Some of them were unnecessary because they were the last case in
a switch; using SDL_FALLTHROUGH in those cases would result in a compile
error on compilers that support __fallthrough__, for having a
__attribute__((__fallthrough__)) statement that didn't immediately
precede a case label.
2021-11-11 07:23:25 -08:00
Sam Lantinga
6c4b4ee7a6 Don't assert on API parameters
This causes lots of spam in test automation and it's not clear it's useful to developers. If we need this level of validation, we should add a log category for it.
2021-11-10 09:41:43 -08:00
Sam Lantinga
3a31a45028 End the scene before resetting the D3D device, since we'll start with BeginScene after that.
If we don't do this, we'll end up with unbalanced Begin/End scene pairs which causes D3DERR_INVALIDCALL in the present.

Fixes https://github.com/libsdl-org/SDL/issues/4933
2021-11-10 05:24:31 -08:00
Eric Wasylishen
0d98793693
testwm2: Fix video modes menu hit detection when highdpi or logical size used (#4936)
* SDLTest_CommonDrawWindowInfo: log SDL_RenderGetScale, SDL_RenderGetLogicalSize

* testwm2: fix video modes menu hit detection in High DPI cases

- also when logical size is specified, e.g.
  `--logical 640x480 --resizable --allow-highdpi`

* add function to determine logical coordinates of renderer point when given window point

* change since to the targeted milestone

* fix typo

* rename for consistency

* Change logical coordinate type to float, since we can render with floating point precision.

* add function to convert logical to window coordinates

* testwm2: use new SDL_RenderWindowToLogical

* SDL_render.c: alternate SDL_RenderWindowToLogical/SDL_RenderLogicalToWindow

Co-authored-by: John Blat <johnblat64@protonmail.com>
Co-authored-by: John Blat <47202511+johnblat64@users.noreply.github.com>
2021-11-09 21:03:42 -08:00
Ryan C. Gordon
04f42e0468 metal: Deal better with -[CAMetalLayer nextDrawable] returning nil.
Fixes #4863.
2021-11-09 12:03:12 -05:00
Sam Lantinga
637bcd0b72 Fixed build warnings 2021-11-07 11:19:07 -08:00
Ivan Epifanov
848d7b1254 Vita: Implement command batching 2021-11-02 13:43:22 -07:00
Ivan Epifanov
3f7a94fc94 Vita: Remove FillRects 2021-11-02 13:43:22 -07:00
Northfear
fba82ad1cb Remove sceGxmFinish from RenderPresent on Vita. Make sure that rendering is finished on render texture during locking 2021-10-31 09:17:13 -04:00
Sylvain
4960cc3dcb
Fixed a few warnings 2021-10-25 16:18:40 +02:00
Sylvain
b793394590
SDL_Renderer: make clear that we use render geometry for fillrect/copy/copyex when there is no specific back-end implementation (currently software, PSP, directfb) 2021-10-25 13:46:40 +02:00
Ozkan Sezer
b3f9d8f38d remove unused local vars after the latest commits. 2021-10-25 07:05:50 +03:00
Sylvain
502e9c3b45 SDL_Renderer simplifications:
- Factorize PrepQueueCmdDraw{,DrawTexture,Solid) into one single function
- Change SDL_Texture/Renderer r,g,b,a Uint8 into an SDL_Color, so that it can be passed directly to RenderGeometry
- Don't automatically queue a SET_DRAW_COLOR cmd for RenderGeometry (and update GLES2 renderer)
2021-10-24 22:27:56 -04:00
Sylvain
79732c9d1e Remove FillRects from back-end, where RenderGeometry can be used 2021-10-24 22:27:56 -04:00
Sylvain
f02ad2820f Remove FillRects from back-end, where RenderGeometry can be used 2021-10-24 22:27:56 -04:00
Sylvain
70b10c753d Use correct indices when using RenderGeometry / FillRects 2021-10-24 22:27:56 -04:00
Sylvain
16beed9aeb Less code since color is constant when done with triangles 2021-10-24 22:27:56 -04:00
Sylvain
99a346439c OpenGLES2: LINES and POINTS successive commands are combined into a single draw call
(using the same case for DRAW_GEOMETRY)
2021-10-24 22:27:56 -04:00
Sylvain
f0cdc1d0f6 OpenGLES2: remove FillRects, since it's can be done with RenderGeometry 2021-10-24 22:27:56 -04:00
Sylvain
37c39d5cb4 Use geometry to implement FillRects 2021-10-24 22:27:56 -04:00
Sylvain
b0eef52fe1 GLES2 batching: probably need to check for blendMode changes 2021-10-24 22:27:56 -04:00
Sylvain
c27e1249e1 Remove SDL_HAVE_RENDER_GEOMETRY define 2021-10-24 22:27:56 -04:00
Sylvain
77026f673b Metal: remove RenderCopy and RenderCopyEx from back-end 2021-10-24 22:27:56 -04:00
Sylvain
0e5160a056 VITA: remove RenderCopy and RenderCopyEx from back-end 2021-10-24 22:27:56 -04:00
Sylvain
73f4ab4c13 Direct3D11: remove RenderCopy and RenderCopyEx from back-end 2021-10-24 22:27:56 -04:00
Sylvain
ab758398af Direct3D: remove RenderCopy and RenderCopyEx from back-end 2021-10-24 22:27:56 -04:00
Sylvain
1fe7e3616b OpenGL: a few opengl functions become unused 2021-10-24 22:27:56 -04:00
Sylvain
88548070a5 OpenGLES: remove RenderCopy and RenderCopyEx from back-end 2021-10-24 22:27:56 -04:00
Sylvain
d192515428 OpenGL: remove RenderCopy and RenderCopyEx from back-end 2021-10-24 22:27:56 -04:00
Sylvain
b92056bbea OpenGLES2: remove RenderCopy and RenderCopyEx from back-end 2021-10-24 22:27:56 -04:00
Sylvain
76f9fb96d9 Use RenderGeometry to implement RenderCopy and RenderCopyEx at higher level 2021-10-24 22:27:56 -04:00