Commit graph

632 commits

Author SHA1 Message Date
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