Commit Graph

375 Commits

Author SHA1 Message Date
Sam Lantinga
393c8c1f16 Fixed bug 5440 - MacCatalyst build failures
C.W. Betts

I tested building commit http://hg.libsdl.org/SDL/rev/7adf3fdc19f3 on Mac Catalyst and found some issues:

* MTLFeatureSet_iOS_* enums aren't available under Mac Catalyst.
* OpenGL ES is unavailable under Mac Catalyst.
* Some Metal features are available under Catalyst but not iOS, such as displaySyncEnabled.
* Set Metal as the default renderer on Mac Catalyst

Attaching a patch that will make SDL2 build for Mac Catalyst.
2021-01-03 10:32:55 -08:00
Sam Lantinga
9130f7c377 Updated copyright for 2021 2021-01-02 10:25:38 -08:00
Sylvain Becker
3edf337d66 Simplify RenderGetViewportSize 2021-01-02 17:29:34 +01:00
Sylvain Becker
2af765da11 SDL_RenderGetViewportF: only need the size of viewport (see bug #5424) 2021-01-02 17:18:13 +01:00
Sylvain Becker
41597249e8 SDL_RenderGetViewportF: remove debug messages 2021-01-02 16:15:22 +01:00
Sylvain Becker
8c48c4238a Add SDL_RenderGetViewportF: fix lost of precision while scaling (see bug #5424) 2021-01-02 16:12:30 +01:00
Sam Lantinga
223af86c62 Added SDL_RenderGetD3D11Device() to get access to the device associated with the D3D11 renderer 2021-01-01 11:12:30 -08:00
Sam Lantinga
5f0b2a7f54 Fixed resource leak with D3D11 NV12 textures 2021-01-01 11:12:22 -08:00
Sylvain Becker
590a5469ed Fixed bug 5424 - Renderer doesn't use entirely the viewport when scaling is used
Viewport/Clip dimensions are calculated usingg SDL_ceil whereas all renders use SDL_floor
2020-12-30 16:12:14 +01:00
Sylvain Becker
5dabc4d72f Revert changeset 14590 544ac819e8b3 , does not fully fix 2020-12-28 18:17:25 +01:00
Sylvain Becker
9efdafd43d SDL_RenderCopy: scale before doing intersection
this prevents drawing 1 pixel outside the screen, in letterbox mode
2020-12-28 18:07:03 +01:00
Sylvain Becker
f9b5f6cc0f Forward scale mode to SW renderer (Bug 5313) 2020-12-27 20:28:24 +01:00
Sam Lantinga
7fa5e95b62 Fixed bug 5213 - Add support to metal in iOS/tvOS simulator
Vincent Hamm

Xcode11 and ios13 added support for metal simulator.
Here is a quick and dirty patch to enable it. Pretty early and only tested on a few samples for now. Required mostly to enable metal support on correct version of ios, generate simulator compatible shaders and enforce buffer alignments on simulator (same as osx).
2020-12-09 07:23:47 -08:00
Sam Lantinga
cb36189692 Fixed bug 5235 - All internal sources should include SDL_assert.h
Ryan C. Gordon

We should really stick this in SDL_internal.h or something so it's always available.
2020-12-09 07:16:22 -08:00
Sam Lantinga
88cb4962cd Fixed bug 5291 - SDL_SetRenderTarget unnecessarily changes target when current target is the native texture of the passed in texture 2020-12-09 06:42:31 -08:00
Sylvain Becker
754286c61c SDL Renderer: specify the correct flag when recreating the window 2020-12-02 13:45:24 +01:00
Ryan C. Gordon
0e4ce84801 opengl: Make diagonal lines match the software renderer.
OpenGL leaves the final line segment open, SDL's software renderer does not,
so we need a tiny bit of trigonometry here to move one more pixel in the right
direction.
2020-11-08 20:57:17 -05:00
Ryan C. Gordon
da49f79500 opengles: use glDrawArrays() correctly with GL_LINE_STRIP. 2020-11-08 19:56:12 -05:00
Ryan C. Gordon
93a2c58c7e opengl: Use GL_LINE_STRIP instead of breaking down into seperate GL_LINES.
Surely GL drivers have improved in the last seven years. I hope...?
2020-11-08 12:37:09 -05:00
Ryan C. Gordon
731a5d1c53 metal: Fix line drawing, again. 2020-11-08 03:18:05 -05:00
Ryan C. Gordon
ba36eb0437 metal: Make line drawing match software renderer.
Partially fixes Bugzilla #2711.
2020-10-21 00:03:33 -04:00
Ryan C. Gordon
c33f808354 render: Restoring line rendering fixes that were previously put on hold.
(Backed out hg changeset 7a4240daba46)
2020-10-20 11:12:49 -04:00
Ryan C. Gordon
061256a3b3 metal: Clear the framebuffer if presenting without any other operations. 2020-10-07 14:45:24 -04:00
Ryan C. Gordon
a720d1a294 render: fixes to how we convert touch events for logical scaling.
We now handle HiDPI correctly, and touches are clamped to the viewport. So
if you are rendering to a logical 640x480 in a 720p window, and touch the
letterboxing at point (640,700), it will report the touch at (0.5,1.0) instead
of outside the documented range.
2020-08-09 00:55:39 -04:00
Ryan C. Gordon
b7a4fdd318 metal: Make sure we have a command buffer available before trying to present.
This fixes a case where you render to the backbuffer, then render to a render
target, set the current target back to the backbuffer, and then present
without drawing anything else; in this circumstance, the Present command
would never happen.

Fixes Bugzilla #5011.
2020-07-17 11:16:35 -04:00
Sam Lantinga
15294e2121 Fixed iOS build 2020-05-26 13:54:47 -07:00
Sam Lantinga
f16e6bfa8e Fixed creating a metal renderer without specifying a metal window 2020-05-25 14:10:51 -07:00
Sylvain Becker
39690a0478 Fix static analysis warning in SDL_render.c 2020-05-15 21:33:47 +02:00
Ryan C. Gordon
a96d8a4355 render: Fixed compiler warning about implicit cast. 2020-04-13 22:05:36 -04:00
hmk
0918903f3c render: add a hint for toggling relative scaling
Fixes Bugzilla #4811.
2019-09-30 22:54:16 +03:00
hmk
aa188048f1 render: Scale relative mouse motion better for logical sizing
From hmk:

"When scaling is enabled (e.g. via SDL_RenderSetLogicalSize, size not equal
to window size), mouse motion events are also scaled.  Small motions are
rounded up (SDL_max() when the value after scaling is less than 1), while
larger motions are truncated by the floating point -> integer conversion.

https://hg.libsdl.org/SDL/file/b18197f9bf9d/src/render/SDL_render.c#l658

The end result feels something like mouse reverse mouse acceleration + angle
snapping at low speeds, but less consistent (amount of truncation & rounding
depends on how fast the mouse is moved) and potentially much worse if the
scaling factor is large.  This pretty much makes it useless for anything
where you need precise mouse aiming (think of games).  I suspect this is why
aiming gets so terrible in some games that let you use scaling to reduce the
render resolution (e.g. Ion Fury).

With 4x4 scaling, I can reproduce a situation where it takes three fast flicks
of the mouse across the pad to undo one slow sweep across the pad.  In other
words, extreme reverse acceleration.  This does not happen when scaling is
disabled.

Furthermore, any game that uses relative mouse motion events for 3D camera
rotation probably wants the raw mouse deltas and not a value that depends on
scaling and resolution and rounding and truncation.  Ideal camera rotation
just takes mouse input, multiplies it by sensitivity, and adds it to the
angle-in-radians or whatever measure is used for yaw & pitch.  Pixels and
screen resolution or window dimensions should not be a part of the equation
at all, even if it could be implemented without rounding errors.

[...]

This [patch] completely eliminates angle snapping for me, and makes
sensitivity consistent.  In other words, it's completely usable for, say,
aiming in a first person shooter."

Partially fixes Bugzilla #4811.
2020-04-10 12:23:08 -04:00
Sam Lantinga
b6afbe6317 Added SDL_log.h to SDL_internal.h so logging is available everywhere 2020-04-07 09:38:57 -07:00
Sam Lantinga
d4b561f472 Fixed bug 5015 - SDL_RenderReadPixels on DirectX 11.1 backend seems to be broken
Konrad

It appears that I cannot use SDL_RenderReadPixels on a bound framebuffer (SDL_Texture set as render target) as it simply results in gibberish data. However, drawing that framebuffer into the default target (window surface) does render it correctly. Other backends (OpenGL, software, Direct3D) do work fine.

It looks to me like D3D11_RenderReadPixels just gets the general backbuffer and not the current render target and its backbuffer.

Here is the patch which actually fetches the current render target and its underlying ID3D11Resource which is ID3D11Texture2D.
2020-04-05 08:58:47 -07:00
Ryan C. Gordon
19a5f4ab5d opengl: Don't enable/disable texturing except when actually rendering.
Otherwise our cached state goes out of sync when updating a texture. Since
these state changes aren't necessary, they were removed instead of updating
the cached state.

Fixes Bugzilla #4998.
2020-03-22 14:32:47 -04:00
Sylvain Becker
e6189f4046 Fix warnining implicit declaration of SDL_DetectPalette (Thanks meyraud705) 2020-03-17 15:47:30 +01:00
Sylvain Becker
838bbf1f7a Fixed bug 5037 - Regression 2.0.12 Alpha value of 0 on palette may become opaque
(see also bug 3827)
2020-03-17 09:35:42 +01:00
Sam Lantinga
c8c05a9fc3 Fixed bug 4991 - Pixel shader problem when recreating a texture for direct3d renderer
cmediaplayer

Hi, i already mentioned in the SDL discourse a bug that recreating of a texture occours pixel shader problem on direct3d renderer. There is no problem for direct3d11. You can see the issue by using my app named C Media Player which is available for Windows for free using my web site www.cmediaplayer.com. Just follow the steps:

*Open a media file
*When playing the file change the scale quality under the video menu.
*You will see the problem.
2020-03-08 19:23:21 -07:00
Sam Lantinga
367a356132 Don't release the backbuffer on error, we didn't acquire it. 2020-03-08 18:56:07 -07:00
Cameron Gutman
e152a3cedb direct3d: Don't attempt to create zero sized vertex buffer 2020-03-07 13:59:42 -08:00
Sylvain Becker
9a7c2b2246 Fixed bug 4999 - Palette surface always promoted to alpha (Thanks Cameron Gutman!)
MSVC Static analysis: Incorrect alpha_value check in SDL_render.c
(see also bug 4425)
2020-02-23 09:59:52 +01:00
Ryan C. Gordon
93b26f172c opengl: Backed out hg changeset 94f9f40a957f
This is the OpenGL line drawing fix for Bugzilla #3182, but there's some
disagreement about what the renderers should do here, so I'm backing this out
until after 2.0.12 ships, and then we'll reevaluate all the renderer backends
to decide what's correct, and make them all work the same.
2020-02-17 16:15:04 -05:00
Sam Lantinga
6ec14b7fda Fixed iOS and Android build 2020-02-11 16:23:43 -08:00
Ryan C. Gordon
ed10d9473f opengl: Build out full GL_LINES and respect the diamond-exit rule.
Likewise for the GLES1 and GLES2 renderers.

This solves the missing pixel at the end of a line and removes all the
heuristics for various platforms/drivers. It's possible we could still use
GL_LINE_STRIP with this and save some vertex buffer space, assuming this
doesn't upset some driver somewhere, but this seems to be a clean fix that
makes the GL renderers match the software renderer output.

Diamond-exit rule explanation:
http://graphics-software-engineer.blogspot.com/2012/04/rasterization-rules.html

Fixes Bugzilla #3182.
2020-02-10 12:53:54 -05:00
Sam Lantinga
13155b35b4 The scissor rect needs to be updated when the viewport changes in the Metal renderer 2020-02-10 09:42:53 -08:00
Sam Lantinga
b5849daf3e Fixed build warnings on Android 2020-02-01 09:23:04 -08:00
Sam Lantinga
b5e3d264f2 Added a single SDL_LEAN_AND_MEAN define to turn on minimal SDL builds
Protected more code with #ifdefs to reduce the size of minimal shared library builds
2020-01-23 01:00:52 -08:00
Sylvain Becker
7df22cf2c2 A few #defines to reduce SDL2 footprint.
Only applied when library is statically linked
2020-01-21 21:33:40 +01:00
Sam Lantinga
a8780c6a28 Updated copyright date for 2020 2020-01-16 20:49:25 -08:00
Sam Lantinga
981e0d367c Fixed bug 4903 - Lack of color multiply with alpha (SDL_BLENDMODE_MOD + SDL_BLENDMODE_BLEND) blending mode for all renderers
Konrad

This kind of blending is rather quite useful and in my opinion should be available for all renderers. I do need it myself, but since I didn't want to use a custom blending mode which is supported only by certain renderers (e.g. not in software which is quite important for me) I did write implementation of SDL_BLENDMODE_MUL for all renderers altogether.

SDL_BLENDMODE_MUL implements following equation:

dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA))
dstA = (srcA * dstA) + (dstA * (1-srcA))

Background:

https://i.imgur.com/UsYhydP.png

Blended texture:

https://i.imgur.com/0juXQcV.png

Result for SDL_BLENDMODE_MOD:

https://i.imgur.com/wgNSgUl.png

Result for SDL_BLENDMODE_MUL:

https://i.imgur.com/Veokzim.png

I think I did cover all possibilities within included patch, but I didn't write any tests for SDL_BLENDMODE_MUL, so it would be lovely if someone could do it.
2020-01-16 08:52:59 -08:00
Ozkan Sezer
ef3ca2cc46 Fix build error in SDL_render_metal.m (bug #4916.)
Patch provided by Konrad. Error was introduced by commit 522164980828 for bug #4914.
2019-12-23 19:55:10 +03:00