Also, for some reason ID3D11DeviceContext_OMGetRenderTargets() was failing in the second read pixels call in the "testautomation --filter render_testViewport" test.
We already know the target view, so just use that.
(cherry picked from commit 619f65af0c390dd10bc0e6bf9dc1227e7ecee54d)
Don't use the viewport offset when setting the clip rect in the D3D12 renderer.
This fixes "testautomation --filter render_testViewport" on Windows
(cherry picked from commit 304d425f99b3b62e5f77ef869731bb702810a572)
Fixes DPI awareness of testdrawchessboard (previously, the surface was
being created in points instead of pixels, resulting in the demo app
only drawing in a corner of the screen on High-DPI displays)
*_CreateWindowFramebuffer()/*_UpdateWindowFramebuffer(): are updated
to use SDL_GetWindowSizeInPixels instead of SDL_GetWindowSize() or
window->w/window->h.
Most of the _CreateWindowFramebuffer backends are untested except
for Windows.
Fixes#7047
(cherry picked from commit 67c91353e01f6f2c0cc80c17eeddbad6def7cb01)
This lets the user to correctly detect current vsync state by reading SDL_RendererInfo.
Also fixes SetVSync's return value check (it may be positive for error too).
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)
* 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)
Most of these are probably harmless, but the changes to SDL_immdevice.c and SDL_pixels.c appear to have fixed genuine bugs.
SDL_audiocvt.c: By separating the calculation of the divisor, I got rid of the suspicion that dividing a double by an integer led to loss of precision.
SDL_immdevice.c: Added a missing test, one that could have otherwise led to dereferencing a null pointer.
SDL_events.c, SDL_gamecontroller.c, SDL_joystick.c, SDL_malloc.c, SDL_video.c: Made it clear the return values weren't used.
SDL_hidapi_shield.c: The size is zero, so nothing bad would have happened, but the SDL_memset() was still being given an address outside of the array's range.
SDL_dinputjoystick.c: Initialize local data, just in case IDirectInputDevice8_GetProperty() isn't guaranteed to write to it.
SDL_render_sw.c: drawstate.viewport could be null (as seen on line 691).
SDL.c: SDL_MostSignificantBitIndex32() could return -1, though I don't know if you want to cope with that (what I did) or SDL_assert() that it can't happen.
SDL_hints.c: Replaced boolean tests on pointer values with comparisons to NULL.
SDL_pixels.c: Looks like the switch is genuinely missing a break!
SDL_rect_impl.h: The MacOS static checker pointed out issues with the X comparisons that were handled by assertions; I added assertions for the Y comparisons.
SDL_yuv.c, SDL_windowskeyboard.c, SDL_windowswindow.c: Checked error-result returns.
It turns out that we can safely create a Metal view on an existing window, and that avoids issues with the window being recreated with the wrong orientation in iOS 16.
Fixes https://github.com/libsdl-org/SDL/issues/6289