Commit graph

115 commits

Author SHA1 Message Date
Alex Szpakowski
9b8c97f15c gl/gles/gles2 render: fix SDL_RenderClear being affected by the clip rect in some situations. 2019-08-26 18:49:04 -03:00
Sam Lantinga
2085fa0bd7 Fixed Windows RT build 2019-03-19 16:52:09 -07:00
Sylvain Becker
d12de4fc50 Fixed bug 4542 - Image flipped vertically when rendering on texture
Have to recompute  viewport because projection/glOrtho is different
wether rendering is on target texture or not
2019-03-12 07:59:53 +01:00
Ryan C. Gordon
bccc72020f opengles1: keep cached texturing state correct. 2019-02-04 23:24:10 -05:00
Sylvain Becker
c8cb2daffe Fixed bug 4453 - GLES / GLES2: first white renderer clear cmd is drawn as black 2019-01-12 13:34:03 +01:00
Sam Lantinga
af32a2f4cd Updated copyright for 2019 2019-01-04 22:01:14 -08:00
Sylvain Becker
5cc44ad65c opengles 1: same fix as in bug #4433 2018-12-29 16:37:44 +01:00
Sylvain Becker
428e686eb6 opengles 1: use color from 'draw' union in SetDrawState() 2018-12-29 16:34:50 +01:00
Ryan C. Gordon
7ce155694c opengles: Fixed compiler warnings.
--HG--
extra : rebase_source : aef63cc80f39c9351ca39fe0c24e4f4e78bbf5d1
2018-11-17 16:24:52 -05:00
Sam Lantinga
e1d71b88e1 Back out change initializing renderer blend mode incorrectly. 2018-11-17 12:12:29 -08:00
Sam Lantinga
f1b7d53e6c The default draw blendmode is SDL_BLENDMODE_NONE 2018-11-17 00:58:45 -08:00
Ryan C. Gordon
637cfa5d6b Small stack allocations fall back to malloc if they're unexpectedly large.
--HG--
branch : SDL-ryan-batching-renderer
2018-10-22 20:50:32 -04:00
Ryan C. Gordon
e33a87b4e6 render: Make the GL backends cache and defer more state changes.
--HG--
branch : SDL-ryan-batching-renderer
extra : histedit_source : 9989445300dd74771e6143b70ef194e88d123c18
2018-10-01 22:53:45 -04:00
Ryan C. Gordon
8e76fc1c37 render: patched to compile on C89 compilers, other untested code fixes.
--HG--
branch : SDL-ryan-batching-renderer
2018-09-29 04:00:38 +00:00
Ryan C. Gordon
454906e0b9 opengles1: set some non-zero drawstate defaults.
--HG--
branch : SDL-ryan-batching-renderer
2018-09-28 19:48:14 -04:00
Ryan C. Gordon
1da21e6740 render: Do state cache improvements for GLES1, too.
--HG--
branch : SDL-ryan-batching-renderer
2018-09-25 21:35:09 -04:00
Ryan C. Gordon
d96daf4a28 render: opengles renderer actually works now. :)
--HG--
branch : SDL-ryan-batching-renderer
2018-09-25 16:17:10 -04:00
Ryan C. Gordon
0675f2fa39 render: First shot at converting opengles renderer to new interfaces.
--HG--
branch : SDL-ryan-batching-renderer
extra : source : db6a2cf729c557a192ec767944bae3168dde3960
2018-09-25 10:41:25 -04:00
Sam Lantinga
40f5b81553 Fixed bug 4134 - Render targets lose scale quality after minimizing a fullscreen window
Olli-Samuli Lehmus

If one creates a window with the SDL_WINDOW_FULLSCREEN_DESKTOP flag, and creates a render target with SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"), and afterwards sets SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest"), after minimizing the window, the scale quality hint is lost on the render target. Textures however do keep their interpolation modes.
2018-05-07 19:52:25 -07:00
sezero
d9c8979193 revert the recent typecast assignment changes (see bug #4079)
also change the void* typedefs for the two vulkan function
pointers added in vulkan_internal.h  into generic function
pointer typedefs.
2018-02-12 17:00:00 +03:00
Sam Lantinga
e9a1c0c9d0 Fixed ISO C99 compatibility
SDL now builds with gcc 7.2 with the following command line options:
-Wall -pedantic-errors -Wno-deprecated-declarations -Wno-overlength-strings --std=c99
2018-01-30 18:08:34 -08:00
Sam Lantinga
346af016a5 Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Sam Lantinga
808e24ac4a Implemented more flexible blending modes for accelerated renderers
This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA

	blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
	                                       SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
	                                       SDL_BLENDOPERATION_ADD,
	                                       SDL_BLENDFACTOR_ZERO,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDOPERATION_ADD);

This fixes bug 2828 - Subtractive Blending

	blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDOPERATION_SUBTRACT,
	                                       SDL_BLENDFACTOR_ZERO,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDOPERATION_SUBTRACT);


This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode

	blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
	                                       SDL_BLENDOPERATION_ADD,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
	                                       SDL_BLENDOPERATION_ADD);
2017-08-14 05:51:44 -07:00
Sam Lantinga
d03fc29320 Fixed bug 3243 - SDL_SetRenderDrawColor() behaves wrong with RGBA=0
Simon Hug

The bug is in the GL_ResetState and GLES_ResetState functions which get called after a new GL context is created. These functions set the cached current color to transparent black, but the GL specification says the initial color is opaque white.

The attached patch changes the values to 0xffffffff to reflect the initial state of the current color. Should the ResetState functions get called anywhere else in the future, this probably has to call the GL functions itself to ensure that the colors match.
2017-08-12 12:59:22 -07:00
Philipp Wiesemann
2573690129 Removed newlines from error messages. 2017-03-26 21:00:19 +02:00
Sam Lantinga
c271bbc006 Fixed bug 3569 - GL_UpdateViewport leaves PROJECTION matrix selected
Tom Seddon

GL_ActivateRenderer may call GL_UpdateViewport, which leaves the GL_PROJECTION matrix selected. But after GL_ResetState, the GL_MODELVIEW matrix is selected, suggesting that's the intended default state.

It seems at least like these should be consistent. Presumably GL_UpdateViewport should be doing a glMatrixMode(GL_MODELVIEW) before it finishes.
2017-01-27 21:23:27 -08:00
Sam Lantinga
d01010338e Fixed bug 3304 - Android black screen on resume
Richard Russell

Resuming from a suspended state results in a black screen.  This only happens when using GLES 1.1 (GLES 2 resumes correctly) and when the render target has been changed using SDL_SetRenderTarget.  This problem is new in 2.0.4.

The attached test case demonstrates the issue.

Sylvain Becker has apparently found a fix as follows:

"In the opengles leaf function (in 'src/render/opengles/SDL_render_gles.c'), it appears there is a call to 'GLES_ActivateRenderer' in 'GLES_SetRenderTarget', which is not present in opengles2. When commenting out this 'GLES_ActivateRenderer', it seems to resume fine".

This appears to fix the testcase perfectly, but I don't know whether it could have any undesirable side-effects.
2017-01-08 10:41:22 -08:00
Sam Lantinga
1b24bfad38 Updated copyright for 2017 2017-01-01 18:33:28 -08:00
Sam Lantinga
dae32409e9 Patch from Sylvain to fix clang warnings 2016-11-13 22:57:41 -08:00
Sam Lantinga
bc850ed2b0 Fixed typo getting the drawable size 2016-10-13 04:57:31 -07:00
Sam Lantinga
8cb0e92e2c Fixed bug 3355 - false "Invalid renderer" after creating an "opengles2" renderer.
Call SDL_GL_GetDrawableSize() directly because we may be in the initialization path and SDL_GetRendererOutputSize() will fail because the renderer magic isn't set up yet.
2016-10-13 08:46:34 -07:00
Sam Lantinga
5f44cde2d5 Fixed bug 3422 - OpenGL ES 1.1 renderer: SDL_UpdateTexture breaks later function calls (missing glDisable)
ny00

Using the OpenGL ES 1.1 renderer, after updating a texture with SDL_UpdateTexture (or SDL_UnlockTexture), a following call to SDL_RenderFillRect draws a rectangle with the wrong color (which appears to be the same as the texture's top-left pixel).

Comparing SDL_render_gles.c:GLES_UpdateTexture to SDL_render_gl.c:GL_UpdateTexture, a missing call to glDisable appears to be the cause. After adding it back, the bug is resolved.
2016-10-01 13:07:36 -07:00
Sam Lantinga
a64ed63bba Fixed bug 3345 - SDL_RenderClear inconsistency with ClipRect
Simon Hug

The description of the SDL_RenderClear function in the SDL_render.h header says the following:

"This function clears the entire rendering target, ignoring the viewport."

The word "entire" implies that the clipping rectangle set with SDL_RenderSetClipRect also gets ignored. This is left somewhat ambiguous if only the viewport is mentioned. Minor thing, but let's see what the implementations actually do.

The software renderer ignores the clipping rectangle when clearing. It even has a comment on this: /* By definition the clear ignores the clip rect */

Most other render drivers (opengl, opengles, opengles2, direct3d, and psp [I assume. Can't test it.]) use the scissor test for the ClipRect and don't disable it when clearing. Clearing will only happen within the clipping rectangle for these drivers.

An exception is direct3d11 which uses a clear function that ignores the scissor test.
2016-10-01 11:46:32 -07:00
Sam Lantinga
adea337a51 Fixed bug 3347 - OpenGL ES renderer doesn't flip projection matrix for target textures
Simon Hug

When updating the viewport in GLES_UpdateViewport, the OpenGL ES renderer doesn't flip the projection matrix for target textures. The lines, rectangles and textures (if drawn with glDrawArrays) are upside down when drawing to target textures.
2016-10-01 11:40:57 -07:00
Sam Lantinga
f1c567b2c1 Fixed bug 3349 - GLES2_RenderReadPixels doesn't use target texture format
Simon Hug

The OpenGL ES 2 renderer does not check the target texture format when using SDL_RenderReadPixels and just always uses ABGR8888. This can result in swapped or wrong colors.

The attached patch adds a check and selects the target texture format, if a texture is set as the target.
2016-10-01 11:38:53 -07:00
Sam Lantinga
225b99cc77 Fixed bug 3350 - GL renderers don't need to flip rows after reading back pixels from the target texture
Simon Hug

All OpenGL renderers always flip the rows of the pixels that come from glReadPixels. This is unnecessary for target textures since these are already top down.

Also, the rect->y value can be used directly for target textures for the same reason. I don't see any code that would handle the logical render size for target textures. Or am I missing something?

The attached patch makes the renderers only the flip rows if the data comes from the default framebuffer.
2016-10-01 11:34:04 -07:00
Sam Lantinga
469d83652d Fixed bug 3361 - Texture color modulation doesn't work with active NONE blend mode (opengl and opengles)
Simon Hug

The GL_SetBlendMode and GLES_SetBlendMode functions of the opengl and opengles renderers call the glTexEnvf to set the texture env mode to either GL_MODULATE (the default) or GL_REPLACE for the NONE blend mode. Using GL_REPLACE disables color and alpha modulation for textures.

These glTexEnv calls were put in the SetBlendMode function back in 2006 [1], but there the NONE code still used the GL_DECAL mode. The GL_REPLACE mode came in 2008 [2]. I'm a bit confused why that wasn't always GL_MODULATE and a bit surprised nobody reported that yet (unless I missed it). I guess only a few use the gles renderer and the newish shaders mask the issue.
2016-10-01 11:04:45 -07:00
Sam Lantinga
1d23b0f046 Fixed bug 3373 - OpenGL implementation differences of glDrawTexfOES
Simon Hug

It seems not everyone implemented glDrawTexfOES the same. Intel and Mesa ignore the viewport entirely, whereas the Raspberry Pi implementation offsets the coordinates and does viewport clipping.

The glDrawTexfOES extension text [1] for the function says "Xs and Ys are given directly in window (viewport) coordinates." I guess this wasn't clear enough.

Alex Szpakowski

Honestly I'd probably remove that codepath from SDL_Render entirely. It's an OpenGL ES 1-specific extension that isn't likely to give huge performance gains and adds additional maintenance overhead to SDL_Render while also having bugs in some drivers (as seen here).
2016-10-01 10:43:01 -07:00
Sam Lantinga
7ee8dda270 Updated copyright to 2016 2016-01-02 10:10:34 -08:00
Ryan C. Gordon
fcd63f6ac9 OpenGL+GLES renderers: Fixed incorrect clip rectangle coords (thanks, Marcel!).
Fixes Bugzilla #2700.

--HG--
extra : rebase_source : 330d2ad63fbea2eb79133a9e47c0abec2cc36974
2015-12-28 15:15:58 -05:00
Alex Szpakowski
219ef64ec0 SDL_GL_GetAttribute: If a GL context isn't active, only return failure when the specified attribute needs an active GL context to be queried. 2015-12-10 20:25:34 -04:00
Philipp Wiesemann
b75245a316 Fixed comments at conditional compilation macros. 2015-06-05 19:41:18 +02:00
Sam Lantinga
d727fa668a Fixed clip rectangle calculation when there is a viewport offset 2015-05-28 18:57:10 -07:00
Sam Lantinga
56b58afdbe Updated the copyright year to 2015 2015-05-26 06:27:46 -07:00
Alex Szpakowski
2190985ce9 Code style cleanup in the GLES and GLES2 render backends. 2015-05-16 17:35:36 -03:00
Alex Szpakowski
38563c490c Fixed SDL_GetRendererOutputSize on iOS when high-DPI mode is enabled on a Retina device.
--HG--
branch : iOS-improvements
2014-12-01 07:31:22 -04:00
Sam Lantinga
fd466cd42f Fixed bug 2421 - SDL_RenderCopyEx off by one when rotating by 90 and -90
chasesan

When using SDL_RenderCopyEx, I get a problem on some platforms where the output is offset by +/-1 on other platforms and not on others. I tried it with a center of both 0,0 (and offsetting by width/height) and NULL (for centered).

The rotation involved is 90, and/or -90 rotation. The rotation was a constant, no arithmetic was involved when inputting it into SDL_RenderCopyEx.

This occurred with 32x32, 24x24, and 16x16 texture sizes. I apologize that I don't have more precise information, as I received the information as a bug report myself. But I have tracked the problem down to here.

My program requires pixel perfect alignment on several different platforms, so this is something of a showstopper for me.

--

Sylvain

It appears the RenderCopyEx is done as expected,
this is the red rectangle which is not correctly positionned !

So, here's patch with a 0.5 float increment, like for opengles2, for DrawLines, and also Draw Points.
2014-07-07 23:26:34 -07:00
Sam Lantinga
6905c61819 Restore window OpenGL state if creating an OpenGL renderer fails 2014-06-22 02:48:43 -07:00
Jørgen P. Tjernø
431aca234b Render: Allow empty cliprect.
This fixes an issue where an empty cliprect is treated the same as a NULL
cliprect, causing the render backends to disable clipping.

Also adds a new API, SDL_RenderIsClipEnabled(render) that allows you to
differentiate between:
 - SDL_RenderSetClipRect(render, NULL)
 - SDL_Rect r = {0,0,0,0}; SDL_RenderSetClipRect(render, &r);

Fixes https://bugzilla.libsdl.org/show_bug.cgi?id=2504

--HG--
extra : amend_source : 9e5ac76e3f009d9ae49bc61c350df3ba891267b5
extra : histedit_source : b92b8be4d05b19a89fa0dee57f7ed6b1e924cb99%2Cce419f6ade87bafc78ff42702c1f263d2469e7e7
2014-04-19 13:15:41 -07:00
Sam Lantinga
e012b4eb5d Fixed renderer flags to include support for target textures after the renderer is created. 2014-03-09 22:48:38 -07:00