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render: Batching is always enabled now!
Make sure your app uses SDL_RenderFlush() before it talks to D3D/OpenGL/etc! Fixes #8584.
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@@ -559,6 +559,7 @@ The following hints have been removed:
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* SDL_HINT_IME_SUPPORT_EXTENDED_TEXT - the normal text editing event has extended text
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* SDL_HINT_MOUSE_RELATIVE_SCALING - mouse coordinates are no longer automatically scaled by the SDL renderer
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* SDL_HINT_RENDER_LOGICAL_SIZE_MODE - the logical size mode is explicitly set with SDL_SetRenderLogicalPresentation()
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* SDL_HINT_RENDER_BATCHING - Render batching is always enabled, apps should call SDL_FlushRenderer() before calling into a lower-level graphics API.
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* SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL - replaced with the "opengl" property in SDL_CreateWindowWithProperties()
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* SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN - replaced with the "vulkan" property in SDL_CreateWindowWithProperties()
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* SDL_HINT_VIDEO_HIGHDPI_DISABLED - high DPI support is always enabled
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@@ -811,6 +812,13 @@ The following functions have been renamed:
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## SDL_render.h
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The 2D renderer API always uses batching in SDL3. There is no magic to turn
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it on and off; it doesn't matter if you select a specific renderer or try to
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use any hint. This means that all apps that use SDL3's 2D renderer and also
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want to call directly into the platform's lower-layer graphics API _must_ call
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SDL_RenderFlush() before doing so. This will make sure any pending rendering
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work from SDL is done before the app starts directly drawing.
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SDL_GetRenderDriverInfo() has been removed, since most of the information it reported were
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estimates and could not be accurate before creating a renderer. Often times this function
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was used to figure out the index of a driver, so one would call it in a for-loop, looking
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