From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
--HG--
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Now we can generate what a given system needs when compiling the shader.
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correct value for YUV textures. Yay!
I'm still cheering for Ryan's pixel shader instead, since once it works
different shaders can handle all the YUV formats.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403305
texture. This is a total hack though. Maybe we should be using a different
texture format?
--HG--
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You always need to reset the viewport when activating the renderer in
case the context had been set to a different window previously.
--HG--
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fixed is caused by clearing SDL_COPY_RLE_COLORKEY without setting SDL_COPY_RLE_DESIRED in SDL_UnRELSurface.
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This actually ends up being quite a bit slower on my MacBook, but I'm
checking it in to test on a PPC iMac.
Maybe someone knows why it's slower?
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The SDL 1.2 API version of testsprite went from 120 FPS to 320 FPS. :)
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- SDL_Surface is a system memory representation of pixel data
- SDL_Texture is a video memory representation of pixel data
The concept of SDL_Surface with SDL_HWSURFACE is no longer used.
Separated SDL_Texture types by usage rather than memory type
- SDL_TEXTUREACCESS_STATIC is for rarely changed pixel data,
can be placed in video memory.
- SDL_TEXTUREACCESS_STREAMING is for frequently changing pixel
data, usually placed in system memory or AGP memory.
Optimized the SDL_compat usage of the OpenGL renderer by only
using one copy of the framebuffer instead of two.
--HG--
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Use GL_ARB_texture_rectangle in the OpenGL renderer, if supported.
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extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401971
Added OpenGL renderer error checking.
Use fast-path texture formats in the OpenGL renderer.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401969
Query the maximum texture size and show the current render parameters.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401968