Commit graph

2909 commits

Author SHA1 Message Date
Sam Lantinga
0f1080b558 Fixed compiling on Windows
Added an untested shader for YV12 textures
2011-02-09 10:31:12 -08:00
Sam Lantinga
85a93efaec Fixed crash when shaders aren't available. 2011-02-09 10:13:26 -08:00
Sam Lantinga
631784d9a2 Added a way to replace the default logging mechanism 2011-02-08 23:13:58 -08:00
Sam Lantinga
9c86971ac9 Added a hint to control whether the OpenGL driver uses shaders. 2011-02-08 22:40:19 -08:00
Sam Lantinga
505dd64abe Made the shaders easier to debug when they don't compile 2011-02-08 20:31:39 -08:00
Sam Lantinga
296fa03f71 Fixed the shaders (needed to use texture2DRect) - thanks Ryan! 2011-02-08 20:23:52 -08:00
Sam Lantinga
fd61299f87 Fixed setting the texture unit, still doesn't work. 2011-02-08 16:50:51 -08:00
Sam Lantinga
e66660c5f6 Beginning of a framework for OpenGL shaders 2011-02-08 16:27:52 -08:00
Sam Lantinga
e455951633 Reduce duplicated code in the texture update code paths 2011-02-08 10:38:12 -08:00
Sam Lantinga
7133afac5f Made it possible to disable the rendering subsystem with configure --disable-render 2011-02-08 10:04:09 -08:00
Sam Lantinga
8f205278b1 It's now possible to disable the fast atomic operations, at a huge performance penalty. 2011-02-07 22:57:33 -08:00
Sam Lantinga
8253658837 Added function SDL_RenderSetClipRect() 2011-02-07 20:06:26 -08:00
Sam Lantinga
42bac7a31e Fixed stack overflow on Windows 2011-02-07 20:05:52 -08:00
Sam Lantinga
9127589299 Try to create an OpenGL ES 2.0 context on Android and successfully fall back to OpenGL ES 1.1 if that fails. 2011-02-07 17:44:07 -08:00
Sam Lantinga
f582f9e58e Added a simple log message API 2011-02-07 16:45:40 -08:00
Sam Lantinga
acee78a1c2 Renamed SDL_Key to SDL_Keycode to clarify terminology. 2011-02-07 10:40:21 -08:00
Sam Lantinga
cc52151bca Renamed SDLKey and SDLMod for consistency 2011-02-07 09:42:08 -08:00
Sam Lantinga
76a24d278d Sheena pointed out that "scancode" and "keysym" are single words and shouldn't be camel-cased. 2011-02-07 09:37:11 -08:00
Sam Lantinga
f0fa63a506 Create an OpenGL 1.1 context by default, if available.
This is easier for people to set up and work with, and is more conformant to the way desktop OpenGL works.
2011-02-07 09:23:01 -08:00
Sam Lantinga
87ca0acb3f You don't need to copy the pixels into the streaming texture's pixel data. This behavior is defined specifically to optimize the UpdateTexture path. 2011-02-06 20:56:21 -08:00
Sam Lantinga
1c8816f6fe OpenGL ES 2.0 rendering LIVES! 2011-02-06 19:12:55 -08:00
Sam Lantinga
3fd1264194 Fixed compiling source shaders 2011-02-06 10:59:37 -08:00
Sam Lantinga
4bb96bede2 Whoops, duplicate case 2011-02-06 10:27:05 -08:00
Sam Lantinga
44d8b045b2 At least allow returning the values that were set. 2011-02-06 10:24:08 -08:00
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
55a04881d8 Fixed crash when binary shaders are not available. 2011-02-06 08:46:48 -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
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
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
f59b2ba3fb Updated the name of the Direct3D renderer. 2011-02-05 00:34:34 -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
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