Commit Graph

154 Commits

Author SHA1 Message Date
Sam Lantinga
17520c2e6e Removed SDL_RendererFlags
The flags parameter has been removed from SDL_CreateRenderer() and SDL_RENDERER_PRESENTVSYNC has been replaced with SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER during window creation and SDL_PROP_RENDERER_VSYNC_NUMBER after renderer creation.

SDL_SetRenderVSync() now takes additional values besides 0 and 1.

The maximum texture size has been removed from SDL_RendererInfo, replaced with SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER.
2024-05-13 15:06:11 -07:00
Sam Lantinga
fc62dfc6e2 Added properties for the swap chain in the direct3d11 and direct3d12 renderers
Fixes https://github.com/libsdl-org/SDL/issues/9775
2024-05-13 09:06:57 -07:00
Sam Lantinga
598b4e0a1f Removed the limit on the number of supported renderer texture formats
Fixes https://github.com/libsdl-org/SDL/issues/9056
2024-05-09 13:30:07 -07:00
Ryan C. Gordon
39c8434f5f render: Manage memory for SDL_Renderer* at higher level.
Previously, each backend would allocate and free the renderer struct. Now
the higher level does it, so the backends only manage their private resources.

This removes some boilerplate and avoids some potential accidents.
2024-04-19 00:25:59 -04:00
Sam Lantinga
5fa87e29e7 Removed SDL_RENDERER_ACCELERATED and SDL_RENDERER_SOFTWARE
These flags are unnecessary and have always been a source of confusion.
2024-04-04 13:30:49 -07:00
Sam Lantinga
33eaddc565 Cleaned up various type conversion issues
This makes sure SDL_PixelFormatEnum flows through the internal code correctly, as well as fixing a number of other minor issues.
2024-03-07 06:58:43 -08:00
Jade Macho
c74f273848 d3d12: Move root sigs to D3D12_Shader_Common.hlsli, fix mismatch 2024-03-02 10:30:29 -08:00
Jade Macho
794f0f1b42 GDK: Fix SDL_pixels.c/_c.h linking error caused by C / C++ mismatch 2024-03-02 10:30:29 -08:00
Sam Lantinga
2bedd7f02e Fixed pitch alignment when updating SDL_PIXELFORMAT_P010 textures 2024-03-01 20:26:52 -08:00
Sam Lantinga
d0af01e7d4 If the viewport changes the cliprect should be updated
The clip rectangle is defined to be viewport relative, so if the viewport changes we need to update it.

Fixes https://github.com/libsdl-org/SDL/issues/9094
2024-02-25 09:37:56 -08:00
Sam Lantinga
4c5584174b Fixed error: declaration shadows a local variable [-Werror,-Wshadow] 2024-02-24 20:04:36 -08:00
Sam Lantinga
2b0e7c40ef Verify that we can create pipeline state objects for the D3D12 renderer
Fixes https://github.com/libsdl-org/SDL/issues/9093
2024-02-24 19:55:10 -08:00
Sam Lantinga
aeae202207 Make sure we actually have an HDR10 texture in the HDR10 shader
Some content uses the PQ transfer function but different color primaries
2024-02-22 11:50:58 -08:00
Sam Lantinga
0f973f3eb4 Removed SDL_RENDERCMD_SETCOLORSCALE, which ended up being a noop on all renderers 2024-02-21 19:25:49 -08:00
Sam Lantinga
54c2ba6afd Added the Chrome HDR tonemap operator
Also added support for the SDL_PIXELFORMAT_XBGR2101010 pixel format to the D3D12, D3D11, and Metal renderers.
2024-02-21 19:25:49 -08:00
Sam Lantinga
4ba6aeee9d A second take on HDR support with an SDR white point and HDR headroom
This better reflects how HDR content is actually used, e.g. most content is in the SDR range, with specular highlights and bright details beyond the SDR range, in the HDR headroom.

This more closely matches how HDR is handled on Apple platforms, as EDR.

This also greatly simplifies application code which no longer has to think about color scaling. SDR content is rendered at the appropriate brightness automatically, and HDR content is scaled to the correct range for the display HDR headroom.
2024-02-21 19:25:49 -08:00
Sam Lantinga
8073f4aa1d Pass the real error from D3D12_CreatePipelineState() back to the application 2024-02-20 06:24:20 -08:00
Ozkan Sezer
aae2d22852 Check the SDL_VIDEO_RENDER_??? macros with #if instead of #ifdef
Allows users to disable them by defining them as 0.

Closes https://github.com/libsdl-org/SDL/issues/8996

(manual port of https://github.com/libsdl-org/SDL/pull/9063 to SDL3.0)
2024-02-15 20:55:02 +03:00
Sam Lantinga
91639d855f Don't use the direct3d12 renderer with transparent windows
Fixes https://github.com/libsdl-org/SDL/issues/9024
2024-02-08 09:24:11 -08:00
Sam Lantinga
faeb2b1f22 Fixed warning C4204: nonstandard extension used: non-constant aggregate initializer when built with Visual Studio 2019 2024-02-07 13:16:35 -08:00
Sam Lantinga
1c4c29b7ad Fixed a swap chain leak and a double-free in testffmpeg.c
Also added more debug logging to the direct3d11 renderer
2024-02-06 21:33:57 -08:00
Sam Lantinga
ba074acad4 Implemented scRGB colorspace and HDR support on macOS 2024-02-06 12:29:44 -08:00
Sam Lantinga
d4caef5b89 Generalize SDR white level handling into a color scale
This gives applications better control over how and when light levels are adjusted when working with HDR content and display.
2024-02-06 02:48:05 -08:00
Sam Lantinga
b05ea8e04e Updated direct3d12 renderer with HDR10 and SDR whitelevel support 2024-02-05 13:17:10 -08:00
Sam Lantinga
c3e4481d56 Use a reasonable default for unspecified YUV colorspace 2024-02-05 11:47:17 -08:00
Sam Lantinga
548b382fd9 Fixed slow startup time when using the direct3d12 renderer
On some systems creating the entire set of available pipeline states is very time consuming. We'll only use a few of them in any given program, so we'll just create them on demand.

Fixes https://github.com/libsdl-org/SDL/issues/7634
2024-02-04 13:09:40 -08:00
Sam Lantinga
dab77fe29b Added support for SDL_COLORSPACE_BT709_FULL to the hardware renderers 2024-02-04 13:09:40 -08:00
Sam Lantinga
89b9d6cbdc SDL_RenderReadPixels() now returns a surface
Fixes https://github.com/libsdl-org/SDL/issues/8977
2024-02-03 11:49:15 -08:00
Sam Lantinga
50a805cdd1 Use YUV colorspaces instead of a global YUV conversion mode
Fixes https://github.com/libsdl-org/SDL/issues/8669
2024-02-03 07:36:18 -08:00
Sam Lantinga
9591b2cfb4 Finalized the SDL render API colorspaces
The renderer will always use the sRGB colorspace for drawing, and will default to the sRGB output colorspace. If you want blending in linear space and HDR support, you can select the scRGB output colorspace, which is supported by the direct3d11 and direct3d12
2024-02-02 13:13:53 -08:00
Sam Lantinga
7561116873 Added support for floating point texture formats 2024-02-01 12:17:35 -08:00
Sam Lantinga
90597aeaef HDR10 colorspace isn't currently supported
You can't do blending directly in PQ space, which means you have to create a scene render target in linear space and use shaders to convert PQ texture data to linear, etc. All of this is out of scope for the SDL 2D renderer at the moment.
2024-02-01 12:17:35 -08:00
Sam Lantinga
6f443e2aca Added support for the scRGB colorspace on D3D11 and D3D12 2024-01-31 18:07:00 -08:00
Sam Lantinga
f257eb4481 Added the concept of colorspace to the SDL renderer
This allows color operations to happen in linear space between sRGB input and sRGB output. This is currently supported on the direct3d11, direct3d12 and opengl renderers.

This is a good resource on blending in linear space vs sRGB space:
https://blog.johnnovak.net/2016/09/21/what-every-coder-should-know-about-gamma/

Also added testcolorspace to verify colorspace changes
2024-01-30 09:48:02 -08:00
Sam Lantinga
554f0625d3 Renderer colors now have floating point precision 2024-01-30 09:48:02 -08:00
Sam Lantinga
3b55c7d1f4 Shortened SDL property names 2024-01-27 13:00:50 -08:00
Anonymous Maarten
31d133db40 Define SDL_PLATFORM_* macros instead of underscored ones (#8875) 2024-01-24 01:40:51 +00:00
chalonverse
3a4ac15a27 Make Xbox GDK code public (and fix some GDK code rot) (#8844) 2024-01-14 20:31:41 -08:00
Sam Lantinga
1a13dae219 Added constant definitions for SDL properties
Fixes https://github.com/libsdl-org/SDL/issues/8622
2024-01-07 16:59:41 -08:00
Sam Lantinga
5b3ee51c6c Updated copyright for 2024 2024-01-01 13:15:26 -08:00
Sam Lantinga
2b5c7db645 Fixed analyze warnings in SDL_render_d3d12.c
warning C6011: Dereferencing NULL pointer 'data->swapChain'.
warning C6011: Dereferencing NULL pointer 'data->debugInterface'.
2023-12-05 09:31:13 -08:00
Sylvain
7c71e72193 SDL_render: Call InvalidateCachedState to initialise some of driverdata values (eg '*_dirty' to 1).
At the earliest place, immediatly after driverdata is set.
(Doing it in SDL_render.c, after creation, would be too late, because there're renderers that already use/change those values in the CreateRender() function).
2023-12-02 21:42:17 +01:00
Ryan C. Gordon
447b508a77 error: SDL's allocators now call SDL_OutOfMemory on error.
This means the allocator's caller doesn't need to use SDL_OutOfMemory directly
if the allocation fails.

This applies to the usual allocators: SDL_malloc, SDL_calloc, SDL_realloc
(all of these regardless of if the app supplied a custom allocator or we're
using system malloc() or an internal copy of dlmalloc under the hood),
SDL_aligned_alloc, SDL_small_alloc, SDL_strdup, SDL_asprintf, SDL_wcsdup...
probably others. If it returns something you can pass to SDL_free, it should
work.

The caller might still need to use SDL_OutOfMemory if something that wasn't
SDL allocated the memory: operator new in C++ code, Objective-C's alloc
message, win32 GlobalAlloc, etc.

Fixes #8642.
2023-11-30 00:14:27 -05:00
Ryan C. Gordon
dfee3f9e92 render: Replaced SDL_RenderFlush with SDL_FlushRenderer.
This uses the same `SDL_VerbNoun` format as the rest of SDL3, and also
adds stronger effort to invalidate cached state in the backend, so cooperation
improves with apps that are using lowlevel rendering APIs directly.

Fixes #367.
2023-11-29 14:24:26 -05:00
Ozkan Sezer
5730eb67f0 add HAVE_GCC_DIAGNOSTIC_PRAGMA to SDL_internal.h, use it 2023-11-23 11:33:20 +03:00
Sam Lantinga
1c64366b80 Added SDL_CreateRendererWithProperties() and SDL_CreateTextureWithProperties() 2023-11-14 06:06:51 -08:00
Sam Lantinga
0907f345cb Added property types: pointer, string, number, float 2023-11-12 10:48:38 -08:00
Sam Lantinga
843873626c Handle window resizing on the render thread in D3D11 and D3D12
This prevents crashing when a separate thread is being used for rendering

Discussion and sample code in https://github.com/libsdl-org/SDL/issues/8528
2023-11-11 12:49:53 -08:00
Sam Lantinga
b374105975 Replaced SDL_GetTextureDXGIResource() with texture properties
Fixes https://github.com/libsdl-org/SDL/issues/8529
2023-11-10 20:38:13 -08:00
Sylvain
d8600f717e Pointer as bool (libsdl-org#7214) 2023-11-09 14:18:36 -08:00