- use the result of SDL_ConvertPixels to propagate error
- get rid of the verbose error message of D3D11_RenderReadPixels in case SDL_ConvertPixels failed
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.
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)
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.
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.
Konrad
This was something rather trivial to add, but asked at least several times before (I did google about it as well).
It should be possible to dynamically change scaling mode of the texture. It is actually trivial task, but until now it was only possible with a hint before creating a texture.
I needed it for my game as well, so I took the liberty of writing it myself.
This patch adds following functions:
SDL_SetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode scaleMode);
SDL_GetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode *scaleMode);
That way you can change texture scaling on the fly.