Commit graph

3981 commits

Author SHA1 Message Date
Sam Lantinga
b1c0c48f03 Prefer the OpenGL ES 2.0 context when it's available, make it possible to create an OpenGL 2.0 context on iPhoneOS 2011-02-06 10:22:25 -08:00
Sam Lantinga
ccdb593a0b Updated the iPhone demos for the new API 2011-02-06 09:02:10 -08:00
Sam Lantinga
a83bca04d0 Since we changed the API entirely, just remove the old function names 2011-02-06 08:57:29 -08:00
Sam Lantinga
55a04881d8 Fixed crash when binary shaders are not available. 2011-02-06 08:46:48 -08:00
Sam Lantinga
3ea29eeb59 Updated Xcode project with moved and removed files 2011-02-06 02:41:32 -08:00
Sam Lantinga
58e9ea986f Fixed building on Android, added SDL_opengles2.h, removed unnecessary SDL_glesfuncs.h
--HG--
rename : src/video/SDL_glfuncs.h => src/render/opengl/SDL_glfuncs.h
2011-02-06 02:35:14 -08:00
Sam Lantinga
cc1f36b7dc Minor consistency cleanup and documentation link update. 2011-02-06 00:48:41 -08:00
Sam Lantinga
0e1d3a505d Removed extra unneeded pixel formats, added support for VSYNC on other platforms besides Zune HD. 2011-02-06 00:48:16 -08:00
Sam Lantinga
f2c40726b6 Added an OpenGL ES 2.0 renderer, contributed by itsnotabigtruck
This compiles, but it untested.
2011-02-06 00:00:13 -08:00
Sam Lantinga
a51c332dfe Created a simpler version of SDL_SetHint() that doesn't need a priority. 2011-02-05 20:02:37 -08:00
Sam Lantinga
8b3eb38df2 Updated the DirectFB support, from Couriersud
attached is a working directfb driver diff which works with the current
changes. There are a number of changes around it as well, e.g.
configure.in.

The directfb renderdriver right now still depends on a some "includes"
from src/video/directfb. That's why it is not yet moved to the new
render folder.
2011-02-05 16:07:10 -08:00
Sam Lantinga
d1f0fa4288 Updated Mac OS X and iOS projects 2011-02-05 16:02:30 -08:00
Sam Lantinga
1086a1e4a4 Fixed compiling the automated test 2011-02-05 13:06:50 -08:00
Sam Lantinga
90afe5e825 Updated projects 2011-02-05 12:01:36 -08:00
Sam Lantinga
f002356b91 Renamed files for consistency
--HG--
rename : src/render/direct3d/SDL_d3drender.c => src/render/direct3d/SDL_render_d3d.c
rename : src/render/opengl/SDL_renderer_gl.c => src/render/opengl/SDL_render_gl.c
rename : src/render/opengles/SDL_renderer_gles.c => src/render/opengles/SDL_render_gles.c
rename : src/render/software/SDL_renderer_sw.c => src/render/software/SDL_render_sw.c
rename : src/render/software/SDL_renderer_sw_c.h => src/render/software/SDL_render_sw_c.h
2011-02-05 12:01:11 -08:00
Sam Lantinga
991558a464 Fixed newlines 2011-02-05 11:54:46 -08:00
Sam Lantinga
a9d652d20e Updated Visual Studio 2010 project
--HG--
extra : rebase_source : 8f8bc7a40ab9772086b227ac608b436af048d18a
2011-02-04 14:06:01 -08:00
Sam Lantinga
f8247546d6 Added the SDL_HINT_RENDER_DRIVER and SDL_HINT_RENDER_VSYNC hints. 2011-02-05 10:35:36 -08:00
Sam Lantinga
37f40cdb19 Allow SDL_HINT_FRAMEBUFFER_ACCELERATION to specify the renderer to use. 2011-02-05 10:11:27 -08:00
Sam Lantinga
ce1ef46aeb Added a hint to determine whether framebuffer texture acceleration should be used, and added default behaviors for the various platforms. 2011-02-05 10:03:12 -08:00
Sam Lantinga
7f7bf51bdb Added a hint system to allow configuration hints to be specified by the application. 2011-02-05 10:02:39 -08:00
Sam Lantinga
d3229ca45a Removed execute permissions on source files. 2011-02-05 01:03:51 -08:00
Sam Lantinga
08c975d3ab Fixed permissions on the Android config header. 2011-02-05 01:02:24 -08:00
Sam Lantinga
f59b2ba3fb Updated the name of the Direct3D renderer. 2011-02-05 00:34:34 -08:00
Sam Lantinga
12098369fe Allow resizing of testsprite 2011-02-04 21:46:38 -08:00
Sam Lantinga
8209e2a9a9 Restored SDL_BLENDMODE_MOD for MAME 2011-02-04 19:50:56 -08:00
Sam Lantinga
31f1dceb0c Removed a bunch of X11 support that we no longer need. 2011-02-04 19:18:08 -08:00
Sam Lantinga
3bcc4afe75 Added the X11 framebuffer implementation. Simple! :) 2011-02-04 18:05:20 -08:00
Sam Lantinga
e27077bfaf The format detection code works better with 555 and 565 pixel formats 2011-02-04 16:55:50 -08:00
Sam Lantinga
065cf0f75a SDL_SetTextureBlendMode broken, caught by Kai Sterker - Thanks! 2011-02-05 00:32:04 -08:00
Sam Lantinga
dfade9a630 These aren't executable files. :) 2011-02-04 23:31:56 -08:00
Sam Lantinga
5920369169 Fixed compiling on Windows CE 2011-02-04 13:58:29 -08:00
Sam Lantinga
1667e9cf70 Removed missing file 2011-02-04 13:57:55 -08:00
Sam Lantinga
1b6243d5dc Use the exact format of the window if possible, for speed. 2011-02-04 13:47:02 -08:00
Sam Lantinga
d9aa583921 Added the Windows framebuffer implementation.
This actually ends up being faster than Direct3D with a dynamic texture. (???)
2011-02-04 12:29:58 -08:00
Sam Lantinga
f5569d20c7 Don't free the surface since the application might be still using it. 2011-02-04 12:26:01 -08:00
Sam Lantinga
60296780e3 Standardized on using the managed texture pool.
Also experimented with dynamic textures, but didn't get any speed increase with them.  More research and testing is needed.
2011-02-04 12:25:26 -08:00
Sam Lantinga
d8fd1e0861 Don't free the surface since the application might be still using it.
Also experimented with texture rectangle updates, but I think at this point the full rect update gives the most consistent results.
2011-02-04 12:24:28 -08:00
Sam Lantinga
1ed5bd8dd1 Removed unused variables 2011-02-04 12:22:52 -08:00
Sam Lantinga
125e56851f Switched the SDL 1.2 compatibility to use the window surface, so it's fast even when there's no hardware acceleration available.
This means that the YUV overlay now uses software, but that's okay since fast YUV code should be using the textures now anyway.
2011-02-03 21:13:55 -08:00
Sam Lantinga
1fc2b68be2 Fixed recursion crash when setting SDL_VIDEO_RENDERER=software 2011-02-03 17:42:58 -08:00
Sam Lantinga
4f0e222a0b Fixed crash if SDL_VideoDriverName() is passed a NULL namebuf 2011-02-03 16:57:38 -08:00
Sam Lantinga
052351dbe2 Added a way to get a framebuffer interface for a window, and also a way to create a software renderer for an arbitrary surface.
The software renderer has been re-routed to use the framebuffer interface, which makes it possible to have software rendering available even on simple ports.
2011-02-03 15:49:37 -08:00
Sam Lantinga
657d4fd190 Extended SDL_SetWindowData() to allow arbitrary named values. 2011-02-03 11:16:57 -08:00
Sam Lantinga
ddfdd2c2b9 Added an intro to the features and goals of the 2D rendering API. 2011-02-03 10:03:55 -08:00
Sam Lantinga
c1295241c6 Making the API simpler, moved the surface drawing functions to the software renderer.
--HG--
rename : src/video/SDL_blendline.c => src/render/software/SDL_blendline.c
rename : src/video/SDL_blendpoint.c => src/render/software/SDL_blendpoint.c
rename : src/video/SDL_draw.h => src/render/software/SDL_draw.h
rename : src/video/SDL_drawline.c => src/render/software/SDL_drawline.c
rename : src/video/SDL_drawpoint.c => src/render/software/SDL_drawpoint.c
2011-02-03 02:45:29 -08:00
Sam Lantinga
348ea88682 Updated for API changes 2011-02-03 02:42:50 -08:00
Sam Lantinga
6ddcc36edf Fixed building for Android 2011-02-03 01:30:28 -08:00
Sam Lantinga
5689d8ef80 Re-ordered platforms based on frequency 2011-02-03 01:19:10 -08:00
Sam Lantinga
6950191fad Create the video texture based on the available texture formats, not the backbuffer format. 2011-02-03 01:13:48 -08:00