Currently SDL uses GL_RGB for internalFormat when GL_YCBCR_MESA is passed as format for glTextImage2D when using Linux Mesa's OpenGL. However this is wrong and makes glTextImage2D fail with invalid argument error. GL_YCBCR_MESA should be also internalFormat (not GL_RGB) there and this is what can be found googling various source codes using GL_YCBCR_MESA.
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If we have to, we can use vertical line and horizontal line textures for vertical and horizontal lines, and then create custom textures for diagonal lines and software render those. It's terrible, but at least it would be pixel perfect.
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This shader implements the software renderer mask semantics where the source pixel is multiplied by the color and alpha modulation values and then any pixel with non-zero alpha is fully opaque.
The OpenGL renderer on Mac OS X now passes all the automated render tests! :)
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Hello Sam!
You have reverted back my patches for OpenGL renderer :)
To reproduce an issue, compare graphics output while running these tests:
testdraw2 --renderer opengl --blend mask --cyclealpha
and
testdraw2 --renderer software --blend mask --cyclealpha
You will see, that software renderer output is different from opengl renderer output.
Thanks!
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Fixed coordinate positioning with OpenGL renderer, and added a test case
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Hi,
so here we go: GL_LINE_SMOOTH bad for business! ;)
I checked the code within SDL_renderer_gl.c / GL_CreateRenderer(..)
and have found the reason for blurred lines when using OpenGL.
I have attached 2 images here.
I don't know whether this has to be changed and I don't know if there
is an option to turn it off/on...just wanted to say that with GL_LINE_SMOOTH
enabled there is a difference when rendering with opengl compared to directx.
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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.
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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.
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texture. This is a total hack though. Maybe we should be using a different
texture format?
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