Commit graph

503 commits

Author SHA1 Message Date
Northfear 14f225198d Use SDL_calloc for allocation of gxm_texture 2021-09-26 14:16:35 -07:00
Northfear 5292156398 End Scene on RunCommandQueue on Vita 2021-09-22 11:54:26 -07:00
Sam Lantinga eb3bf80f9c Fixed compiler warnings using Visual Studio 2019 2021-09-21 18:15:09 -07:00
Northfear 3b2fbb1cb7 End current scene before destroying the texture on Vita 2021-09-20 15:55:36 -07:00
Northfear fc4296c114 Use aligned stride in sceGxmColorSurfaceInit 2021-09-20 13:23:42 -07:00
Northfear 7080bc2a91 Fallback to SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE if CDRAM texture allocation fails 2021-09-20 13:23:42 -07:00
Ryan C. Gordon ca9a321715
render: GL/GLES now draw lines almost perfectly matching software renderer.
One place known to differ in a significant way is a single line segment that
starts and ends on the same point; the GL renderers will light up a single
pixel here, whereas the software renderer will not. My current belief is this
is a bug in the software renderer, based on the wording of the docs:

"SDL_RenderDrawLine() draws the line to include both end points."

You can see an example program that triggers that difference in Bug #2006.

As it stands, the GL renderers might _also_ render diagonal lines differently,
as the the Bresenham step might vary between implementations (one does three
pixels and then two, the other does two and then three, etc). But this patch
causes those lines to start and end on the correct pixel, and that's the best
we can do, and all anyone really needs here.

Not closing any bugs with this patch (yet!), but here are several that it
appears to fix. If no other corner cases pop up, we'll call this done.

Reference Bug #2006.
Reference Bug #1626.
Reference Bug #4001.
...and probably others...
2021-09-19 15:47:24 -04:00
Ryan C. Gordon 857cc7c0c9
render: constified some local variables in SDL_AllocateRenderVertices. 2021-09-19 00:38:06 -04:00
Ryan C. Gordon 5faea84c63
render: Mark viewport/cliprect dirty when window is resized.
Fixes #4751.
2021-09-18 11:54:25 -04:00
Ivan Epifanov 79ec8986d3 Vita: refactor gxm texture render and add SDL_RenderGeometry support 2021-09-16 09:03:17 -07:00
Misa 4a9947336c SDL_RenderSetVSync(): Restrict vsync to 0 or 1
In the future, we might want to support special swap intervals. To
prevent applications from expecting nonzero values of vsync to be the
same as "on", fail with SDL_Unsupported() if the value passed is neither
0 nor 1.
2021-09-14 16:18:02 -07:00
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
Ivan Epifanov 10d3df44f1 Vita: fix copyright dates 2021-09-09 07:22:01 -07:00
Ryan C. Gordon d49d955d73
render: SDL_RenderGeometry should still render when hidden, in most cases.
(otherwise render targets may fail, etc...the check is a legacy helper for
iOS apps that crash if you try to use OpenGL while in the background.)
2021-09-08 11:44:17 -04:00
Sylvain 183eb0673b
Fixed bug #4711: prevent opengl SDL_renderer from crashing if GL_ARB_multitexture isn't supported 2021-09-01 15:46:32 +02:00
Sylvain be6bee0b5a
SW_RenderGeometry: add a redundant check to clear static analysis (see bug #4600) 2021-08-27 07:47:28 +02:00
Sylvain 54ca1d190e
SW_RenderGeometry: add a redundant check to clear static analysis (see bug #4600) 2021-08-27 07:44:03 +02:00
Sylvain b17aa5d080
SW_RenderGeometry: remove a few static analysis false positives (see bug #4600) 2021-08-27 07:16:40 +02:00
Sylvain e426bb80cb
Fixed bug #4671 - D3D_QueueGeometry: use "count / 3" (Thanks alittlesail!) 2021-08-20 07:50:30 +02:00
Sylvain ae5336a3d2
Fixed bug #4669: D3D_QueueGeometry: -0.5f offset position of vertexs
This similar to D3D_QueueCopy positions
2021-08-19 14:03:10 +02:00
Ozkan Sezer 8270172e74 fix -Wshorten-64-to-32 warnings in android builds.
see: https://github.com/libsdl-org/SDL/pull/4195#issuecomment-901506386
2021-08-19 12:11:10 +03:00
Sylvain 154384a776 Add (uintptr_t) casts 2021-08-19 00:10:59 +02:00
Sylvain 1670104ad8 Change 'size_indice' to 'size_indices' 2021-08-19 00:10:59 +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 b9bd9da78f OpenGLES2: transfert color as 4 bytes, instead of 4 floats 2021-08-19 00:10:59 +02:00
Sylvain Becker c6ceaaeb4b METAL: use Uchar4Normalized format to transfert color as 4 bytes, instead of 4 floats 2021-08-19 00:10:59 +02:00
Sylvain eff840bb9b Add OpenGLES implementation 2021-08-19 00:10:59 +02:00
Sylvain 32e7910135 Fix warnings 2021-08-19 00:10:59 +02:00
Sylvain 6e47f53869 Fix warnings 2021-08-19 00:10:59 +02:00
Sylvain 4869a3d294 Add Direct3D9 implementation (not tested) 2021-08-19 00:10:59 +02:00
Sylvain 4ba3763897 Save and restore SDL renderer state after transforming triangles to rect 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 Becker 9f59170743 Update METAL backend for SDL_RenderGeometryRaw 2021-08-19 00:10:59 +02:00
Sylvain 61d9e9164f For the software renderer, try to reinterpret triangles as SDL_Rect
With Dear ImGui + software renderer, it draws:
- by default at 250 fps
- drops to 70 fps if you show the color picker
- drops to 10 fps if put the color picker fullscreen
2021-08-19 00:10:59 +02:00
Sylvain cc37c38e30 Add SDL_RenderGeometry based on SDL_RenderGeometryRaw 2021-08-19 00:10:59 +02:00
Sylvain e481261173 Move to SDL_RenderGeometryRaw prototype with separate xy/uv/color pointer parameters 2021-08-19 00:10:59 +02:00
Sylvain 111c70e141 Use 64 bits precision to prevent overflow when interpolating color / texture with wide triangles 2021-08-19 00:10:59 +02:00
Sylvain f73c1eff10 Use normalized texture coordinates 2021-08-19 00:10:59 +02:00
Sylvain 5828cc415a Update METAL backend: fix a typo in drawline 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 Becker 121114d061 Update METAL compiled shaders 2021-08-19 00:10:59 +02:00
Sylvain Becker 2d01573bb9 Add METAL shaders 2021-08-19 00:10:59 +02:00
Sylvain Becker 1e77dae7b7 Add METAL implementation 2021-08-19 00:10:59 +02:00
Sylvain 1ebef0732a Add D3D11 implementation (not yet tested) 2021-08-19 00:10:59 +02:00
Sylvain 3ee511d71c Add software renderer implementation 2021-08-19 00:10:59 +02:00
Sylvain 37f78fc1cc Add OpenGL implementation 2021-08-19 00:10:59 +02:00
Sylvain faded41ab1 Add OpenGLES2 implementation 2021-08-19 00:10:59 +02:00
Sylvain 6e26d320c6 Add sysrender interface 2021-08-19 00:10:59 +02:00