Commit graph

89 commits

Author SHA1 Message Date
Sylvain 17515f4aef Backport simplify flags PR #7220 2023-02-09 17:19:46 -08:00
Sam Lantinga 0479df53ca Updated copyright for 2023 2023-01-09 09:48:21 -08:00
Pierre Wendling d0bbfdbfb8 Clang-Tidy fixes (#6725)
(cherry picked from commit 3c501b963dd8f0605a6ce7978882df39ba76f9cd)
2022-12-01 13:08:50 -08:00
Sam Lantinga b8d85c6939 Update for SDL3 coding style (#6717)
I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base.

In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted.

The script I ran for the src directory is added as build-scripts/clang-format-src.sh

This fixes:
#6592
#6593
#6594

(cherry picked from commit 5750bcb174300011b91d1de20edb288fcca70f8c)
2022-11-30 12:57:41 -08:00
Sylvain Becker fb0ce375f0 Cleanup add brace (#6545)
* Add braces after if conditions

* More add braces after if conditions

* Add braces after while() conditions

* Fix compilation because of macro being modified

* Add braces to for loop

* Add braces after if/goto

* Move comments up

* Remove extra () in the 'return ...;' statements

* More remove extra () in the 'return ...;' statements

* More remove extra () in the 'return ...;' statements after merge

* Fix inconsistent patterns are xxx == NULL vs !xxx

* More "{}" for "if() break;"  and "if() continue;"

* More "{}" after if() short statement

* More "{}" after "if () return;" statement

* More fix inconsistent patterns are xxx == NULL vs !xxx

* Revert some modificaion on SDL_RLEaccel.c

* SDL_RLEaccel: no short statement

* Cleanup 'if' where the bracket is in a new line

* Cleanup 'while' where the bracket is in a new line

* Cleanup 'for' where the bracket is in a new line

* Cleanup 'else' where the bracket is in a new line

(cherry picked from commit 6a2200823c66e53bd3cda4a25f0206b834392652 to reduce conflicts merging between SDL2 and SDL3)
2022-11-28 12:33:03 -08:00
Sam Lantinga d744aafb05 Added support for simulated vsync in the renderer
This kicks in if the platform doesn't support vsync directly, or if the present fails for some reason (e.g. minimized on some platforms)

Fixes https://github.com/libsdl-org/SDL/issues/5134
2022-09-16 07:44:40 -07:00
Noel Berry 00452e47fa
Adding SDL_GetWindowSizeInPixels for window size in pixels (#6112) 2022-08-24 11:25:13 -07:00
chalonverse 3b191580c3
Windows GDK Support (#5830)
* Added GDK

* Simplfied checks in SDL_config_wingdk.h

* Added testgdk sample

* Added GDK readme

* Fixed error in merge of SDL_windows.h

* Additional GDK fixes

* OpenWatcom should not export _SDL_GDKGetTaskQueue

* Formatting fixes

* Moved initialization code into SDL_GDKRunApp
2022-06-27 10:19:39 -07:00
Sam Lantinga adc6875870 Added SDL_copyp to avoid size mismatch when copying values (thanks @1bsyl!)
Closes https://github.com/libsdl-org/SDL/pull/5811
2022-06-17 10:22:28 -07:00
Eric Wasylishen e09551bc80 Fix WinRT build 2022-06-11 14:19:01 -07:00
Eric Wasylishen ab81a559f4 Windows DPI scaling/highdpi support
Adds hint "SDL_WINDOWS_DPI_SCALING" which can be set to "1" to
change the SDL coordinate system units to be DPI-scaled points, rather
than pixels everywhere.

This means windows will be appropriately sized, even when created on
high-DPI displays with scaling.

e.g. requesting a 640x480 window from SDL, on a display with 125%
scaling in Windows display settings, will create a window with an
800x600 client area (in pixels).

Setting this to "1" implicitly requests process DPI awareness
(setting SDL_WINDOWS_DPI_AWARENESS is unnecessary),
and forces SDL_WINDOW_ALLOW_HIGHDPI on all windows.
2022-06-11 14:19:01 -07:00
chalonverse 6f69bbc541 D3D11: Fix SDL_TEXTUREACCESS_TARGET not working if SDL_HAVE_YUV was 0
Added a couple of missing SDL_zeros in CreateTexture
2022-06-08 12:51:09 -07:00
Ethan Lee ba0ba9ef16 direct3d11: Set the swapchain target immediately after creating it.
Fixes #4782
2022-04-07 23:47:20 -07:00
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 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
pionere 60deadba59 re-use return value of SDL_SetError/WIN_SetErrorFromHRESULT/SDL_OutOfMemory 2022-01-28 20:40:19 -05:00
Cameron Gutman c6ec5a07f1 d3d11: Respect SDL_HINT_RENDER_DIRECT3D_THREADSAFE when creating device 2022-01-26 18:44:29 -06:00
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
Sylvain 9cb2c549fa Remove QueueDrawLines from D3D, D3D11 2022-01-07 14:10:23 -08:00
Sam Lantinga 120c76c84b Updated copyright for 2022 2022-01-03 09:40:21 -08:00
Alex Szpakowski 3a5e148b13 Renderer backends use SDL_Color instead of int for geometry colors. 2021-12-14 12:19:16 -08:00
Alex Szpakowski 323ba6c008 d3d11 renderer: reduce vertex bandwidth and calculations. 2021-12-13 15:14:33 -08:00
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
DarkContact e77cfb9a11 Fixed d3d11 renderer creation 2021-11-24 10:11:35 -05:00
Ozkan Sezer b3f9d8f38d remove unused local vars after the latest commits. 2021-10-25 07:05:50 +03:00
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 73f4ab4c13 Direct3D11: remove RenderCopy and RenderCopyEx from back-end 2021-10-24 22:27:56 -04:00
Misa 4549769d7d Add SDL_RenderSetVSync()
Currently, if an application wants to toggle VSync, they'd have to tear
down the renderer and recreate it. This patch fixes that by letting
applications call SDL_RenderSetVSync().

This is the same as the patch in #3673, except it applies to all
renderers (including PSP, even thought it seems that the VSync flag is
disabled for that renderer). Furthermore, the renderer flags also change
as well, which #3673 didn't do. It is also an API instead of using hint
callbacks (which could be potentially dangerous).

Closes #3673.
2021-09-14 09:56:29 -07:00
Sylvain 54ca1d190e
SW_RenderGeometry: add a redundant check to clear static analysis (see bug #4600) 2021-08-27 07:44:03 +02:00
Sylvain a8f89a01aa Change 'size_indice' to 'size_indices' 2021-08-19 00:10:59 +02:00
Sylvain 47db47c1cc Add SDL_HAVE_RENDER_GEOMETRY to compile or not with RenderGeometry support 2021-08-19 00:10:59 +02:00
Sylvain cd0663e053 Fix declaration-after-statement and remove tabs 2021-08-19 00:10:59 +02:00
Sylvain Becker cd4663dfcb Update D3D11 for SDL_RenderGeometryRaw 2021-08-19 00:10:59 +02:00
Sylvain f73c1eff10 Use normalized texture coordinates 2021-08-19 00:10:59 +02:00
Sylvain Becker 9a8a8e65b8 Update SDL_render_d3d11.c
Fix D3D11 compilation
2021-08-19 00:10:59 +02:00
Sylvain 1ebef0732a Add D3D11 implementation (not yet tested) 2021-08-19 00:10:59 +02:00
Sam Lantinga a91ab883e9 Fixed building on Windows with cmake, ninja, and clang 2021-08-06 12:28:24 -07:00
Ozkan Sezer 0ed1713128 update SDL_COMPOSE_ERROR macro for windows clang-cl
from a patchset by Vladislav Dmitrievich Turbanov:
https://github.com/libsdl-org/SDL/pull/4062
2021-03-04 18:27:47 +03:00
Sam Lantinga 1e5f0073c6 Fixed building with mingw64 2021-02-10 10:22:17 -05:00
Sam Lantinga de85d61256 Fixed bug 5497 - SDL_COMPOSE_ERROR is wrong
UMU

#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str

I think SDL_STRINGIFY_ARG should be removed.

#define SDL_COMPOSE_ERROR(str) __FUNCTION__ ", " str

(verified with Visual Studio 2019)
2021-02-10 10:22:16 -05:00
Sylvain Becker b94718e0a7 SDL_UpdateNVTexture: for D3D11, same notation as SDL_UpdateTexture (bug #5430) 2021-01-09 21:22:21 +01:00
Sylvain Becker 57a5c45372 Fix D3D11 UpdateTextureNV in non fullscreen (bug #5430) 2021-01-05 22:06:51 +01:00
Sylvain Becker 204ef3b509 Fix D3D11 UpdateNVTexture (bug #5430) 2021-01-05 20:38:31 +01:00
Sylvain Becker c0df40e003 Add more SDL_HAVE_YUV defines 2021-01-05 17:39:48 +01:00
Sylvain Becker 73d93dbc38 Fix compilation on Window10 (see bug #5430) 2021-01-05 12:20:02 +01:00
Sylvain Becker d1f031c8ee Add SDL_UpdateNVTexture for d3d11 (bug #5430)
(not tested)
2021-01-05 12:08:16 +01:00
Sam Lantinga 9130f7c377 Updated copyright for 2021 2021-01-02 10:25:38 -08:00
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