Ryan C. Gordon
60690ff829
render: OpenGL and GLES2 should explicitly request a not-sRGB-capable context.
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Reference Issue #14898 .
2026-02-06 13:44:20 -05:00
Sam Lantinga
fdfcfc0566
Make sure native textures have the same channel precision if possible
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Fixes https://github.com/libsdl-org/SDL/issues/14882
2026-02-06 09:50:18 -08:00
Wohlstand
a36ef1f187
SDL_render_psp.c: Also apply the similar fix to PSP
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Since this problem is the same here
2026-02-06 09:02:41 -08:00
Wohlstand
87a81bd09d
SDL_render_vita_gxm.c: Fixed the black screen due to zero cliprect
2026-02-06 09:02:41 -08:00
Wohlstand
75d1d64c75
Revert "Reverted Vita cliprect changes"
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This reverts commit aeb4b3d2fc .
2026-02-06 09:02:41 -08:00
Sam Lantinga
4970067c9a
Use SDL_PixelFormat appropriately
2026-02-02 09:46:13 -08:00
Ethan Lee
5640647e14
render: D3D12 Xbox buildfixes
2026-02-02 10:10:08 -05:00
Cameron Gutman
4743f97c39
Fix invalidation of bound textures/shaders across a renderer flush on D3D9
2026-01-31 17:17:07 -08:00
Wouter Wijsman
c1e715439a
Fix PSP_QueueGeometry funcion rendering some textures too small
2026-01-28 07:39:04 -08:00
Sam Lantinga
a929eb71b3
Set SDL_PROP_GPU_DEVICE_CREATE_METAL_ALLOW_MACFAMILY1_BOOLEAN for the GPU renderer
2026-01-25 09:14:29 -08:00
Eddy Jansson
248223592a
More prefer SDL_zero*()
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Transform clearing of arrays into SDL_zeroa(), and
clearing through a T* with size(T) into SDL_zerop().
Extends commit 83fb7b6636 .
2026-01-23 16:02:16 -08:00
Eddy Jansson
83fb7b6636
Prefer SDL_zero()/SDL_zerop()
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Replace uses of 'SDL_memset(E, 0, sizeof(E))' and similar
with the SDL_zero()/SDL_zerop() macros.
2026-01-23 11:23:27 -08:00
Cameron Cawley
07be29b625
Support 16-bit packed texture formats with the Vulkan renderer
2026-01-19 08:29:01 -08:00
Cameron Cawley
ab7d275113
Support 16-bit packed texture formats with the GPU renderer
2026-01-18 12:48:24 -08:00
Cameron Cawley
01d8e37a16
Support 16-bit packed texture formats with the Direct3D 12 renderer
2026-01-18 10:08:59 -08:00
Cameron Cawley
285147c627
Support 16-bit packed texture formats with the Direct3D 11 renderer
2026-01-18 10:08:59 -08:00
Sam Lantinga
3f0e0975d8
SDL_CreateGPURenderState() doesn't modify the createinfo parameter
2026-01-17 20:48:30 -08:00
Cameron Cawley
4af4c97e44
Support 16-bit packed texture formats with the Metal renderer
2026-01-16 17:29:39 -08:00
Void Star Caster
b1aaa41921
gpu renderer: always pass tex_coord to fragment shader
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As suggested in #14843 , pass vertex tex_coord to vertex shader and to fragment shader even when no texture is bounded so they can be used by custom fragment shaders.
2026-01-16 16:22:06 -08:00
Cameron Cawley
1077486872
Support more texture formats with the Direct3D 9 renderer
2026-01-16 11:01:14 -08:00
DarkContact
044aed1f27
Add support for GPU ARGB1555 (B5G5R5A1_UNORM) textures with DX11
2026-01-07 10:08:59 -08:00
Ethan Lee
b12a88af76
render: Add support for private-platform shaders in GPU backend
2026-01-05 09:48:34 -05:00
Sam Lantinga
5f086e7623
Updated copyright for 2026
2026-01-01 09:40:08 -08:00
Sam Lantinga
9698e20399
gpu renderer: fixed memory leak when resizing the backbuffer
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Fixes https://github.com/libsdl-org/SDL/issues/14734
2025-12-31 08:00:26 -08:00
Sam Lantinga
38345adff0
Don't set the active texture when creating a palette
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Fixes https://github.com/libsdl-org/SDL/issues/14705
2025-12-29 09:36:13 -08:00
anonymix007
89dd2426cf
Add SDL_PROP_TEXTURE_CREATE_VULKAN_LAYOUT_NUMBER
2025-12-27 10:23:12 -08:00
Sam Lantinga
63636c8403
Fixed warning: implicit conversion loses integer precision
2025-12-16 14:51:19 -08:00
Sam Lantinga
aeb4b3d2fc
Reverted Vita cliprect changes
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Temporarily backing out cliprect changes which caused logical presentation regressions.
Fixes https://github.com/libsdl-org/SDL/issues/14645
Reopens https://github.com/libsdl-org/SDL/issues/13034
2025-12-16 08:47:45 -08:00
Ryan C. Gordon
b3cdeb942a
opengl: default to vsync=0 everywhere.
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This reverts commit 3ee29f2e7a , among other
changes. This means getting a scary warning on the javascript console in
Emscripten by default, but this is easily fixed by setting a GL swap
interval at startup or creating a 2D renderer with the appropriate property
(or call to SDL_SetRenderVSync()).
Fixes #14625 .
2025-12-08 15:12:17 -05:00
Cameron Cawley
a4de176e1c
Use the correct pixel formats for Vulkan on big endian
2025-12-08 10:07:31 -08:00
Sam Lantinga
9b36a76ee6
Fixed supported pixel formats on big endian systems (thanks @ccawley2011!)
2025-12-08 08:36:32 -08:00
Ethan Lee
96b5c92780
render: D3D12 Xbox does not have COMPARISON_FUNC_NONE yet
2025-12-06 16:10:35 -05:00
Sam Lantinga
09304831f6
Fixed issues with YUV texture updates in the 2D renderer
2025-12-05 08:30:52 -08:00
Sam Lantinga
c61497b744
Account for indexed formats when matching texture formats
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Fixes https://github.com/libsdl-org/SDL/issues/14569
2025-12-03 21:21:52 -08:00
Sam Lantinga
f92435cdb9
Vulkan windows get the Vulkan GPU backend in the gpu renderer by default
2025-12-02 07:29:33 -08:00
Sam Lantinga
c0a2ae2a4a
opengles2: fixed swapped colors when using indexed textures
2025-11-23 11:38:35 -08:00
Sam Lantinga
0ae3d7b0b0
Fixed crash in the vulkan renderer when the window is minimized
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There's more work to do here in other cases where we can't recreate the swap chain, but this fixes the common minimize case.
Fixes https://github.com/libsdl-org/SDL/issues/14434
2025-11-14 12:35:33 -08:00
Sam Lantinga
5bed8ec603
Implemented render batching for D3D9
2025-11-11 08:31:37 -08:00
Sam Lantinga
dde7fa3b17
Validate the output colorspace before setting up a renderer
2025-11-10 18:30:02 -08:00
Sam Lantinga
6baaa0fe87
Destroy the window surface if a software renderer couldn't be created
2025-11-10 18:30:02 -08:00
Sam Lantinga
33c70af2f8
Fixed SDL_COLORSPACE_SRGB_LINEAR being used for RGBA32 textures
2025-11-10 18:30:02 -08:00
Sam Lantinga
ead02b08dd
Skip tonemapping for render targets with unspecified HDR headroom
2025-11-10 18:30:02 -08:00
Sam Lantinga
4e5ba722fd
Change the batch if the color scale changes
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The color scale is a shader constant so it can be applied in linear space
2025-11-10 18:30:02 -08:00
Sam Lantinga
d29f368ca8
Change the batch if the GPU render state changes
2025-11-10 18:30:02 -08:00
Sam Lantinga
3399bc600e
gpu renderer: add color to the point/line vertex data
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This allows us to batch color changes in a single draw call
2025-11-10 18:30:02 -08:00
Sam Lantinga
97ebfbf7a0
Only convert color to linear once in VULKAN_QueueDrawPoints()
2025-11-10 18:30:02 -08:00
Sam Lantinga
d9be8b9a00
Implemented render batching for D3D11, D3D12, Metal, and Vulkan
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Fixes https://github.com/libsdl-org/SDL/issues/7534
2025-11-10 18:30:02 -08:00
Sam Lantinga
cc2a272d6f
Enable RLE more often in the software renderer
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We don't need to aggressively disable RLE acceleration anymore because the original pixels remain available for operations that aren't supported by the RLE blitter.
2025-11-08 14:51:27 -08:00
Sam Lantinga
7553d5892e
Fixed software renderer 8-bit scaling and rotation (thanks @jroatch!)
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Fixes https://github.com/libsdl-org/SDL/issues/14422
2025-11-08 08:46:58 -08:00
Sam Lantinga
1fb663b429
Make sure that SDL_PIXELFORMAT_ARGB8888 is the first texture format for OpenGL
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Fixes https://github.com/libsdl-org/SDL/issues/1440
2025-11-07 11:13:50 -08:00