Sam Lantinga
0f1080b558
Fixed compiling on Windows
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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.
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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
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--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
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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
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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
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--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.
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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