Ryan C. Gordon
3ee29f2e7a
render: Don't default to vsync=0 on Emscripten.
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Fixes #12805 .
2025-09-16 12:30:22 -04:00
Andrei Alexeyev
287e786120
render/gpu: fix copypaste error in render initialization
2025-09-15 10:29:04 -07:00
Sam Lantinga
e7784b7bf7
Set GPU properties for maximum hardware compatibility
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Resolves https://github.com/libsdl-org/SDL/issues/13928
2025-09-11 21:30:58 -07:00
Sam Lantinga
035eed351c
Added SDL_GetPixelFormatFromGPUTextureFormat() and SDL_GetGPUTextureFormatFromPixelFormat()
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Fixes https://github.com/libsdl-org/SDL/issues/13899
2025-09-10 12:08:04 -07:00
Jaan Soulier
ed6a72a7fd
Fix reallocation of GPU renderer vertex buffer
2025-09-09 20:28:14 -07:00
Sam Lantinga
b7dba970e1
Fixed setting SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER
2025-09-09 17:34:34 -07:00
Sam Lantinga
a4b180f515
Added SDL_PROP_TEXTURE_GPU_TEXTURE_POINTER
2025-09-09 17:34:34 -07:00
Ryan C. Gordon
11411bb5ef
renderer: Don't use wrapping on NPOT textures if the renderer can't handle it.
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Fixes #13887 .
2025-09-08 17:09:41 -04:00
nightmareci
2f5bc17ea6
Fix support for Windows XP and up ( #13904 )
2025-09-08 13:00:26 -07:00
Sam Lantinga
174d411b50
Fixed ERROR: IDXGIFactory::CreateSwapChain: The flag DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING is only allowed for FLIP swapchains
2025-09-07 16:54:03 -07:00
Sam Lantinga
ab17d66884
Make sure the surface used for a software renderer is a valid format
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Fixes https://github.com/libsdl-org/SDL/issues/13323
2025-09-07 12:55:33 -07:00
Sam Lantinga
cd6b68a9fb
Define the behavior of a negative width or height passed to SDL_RenderFillRect()
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The software renderer now matches the 3D renderer behavior by rendering a reversed rectangle (extending width or height in the opposite direction) when width or height is negative. It also now renders no rectangle if the width and height are 0.
Fixes https://github.com/libsdl-org/SDL/issues/13400
2025-09-07 12:28:37 -07:00
Sam Lantinga
ec33da05b3
Added SDL_HINT_RENDER_DIRECT3D11_WARP
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Fixes https://github.com/libsdl-org/SDL/issues/13002
2025-09-07 11:00:59 -07:00
Sam Lantinga
466f93aee1
Fixed pitch and chroma issues with the Vulkan planar YUV texture update functions
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Fixes https://github.com/libsdl-org/SDL/issues/13734
2025-09-07 10:19:00 -07:00
Sam Lantinga
fb2daa2f5f
Updated the documentation for SDL_GetRenderLogicalPresentation()
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Fixes https://github.com/libsdl-org/SDL/issues/13791
2025-09-06 11:21:36 -07:00
Sam Lantinga
02fc571cfd
Fixed build
2025-09-06 10:12:01 -07:00
Sam Lantinga
5605f85d84
Check the return value of SDL_SW_CopyYUVToRGB()
2025-09-06 10:07:09 -07:00
Sam Lantinga
61e41c61dc
Select the shader based on the inputs, not colorspace
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Fixes https://github.com/libsdl-org/SDL/issues/13880
2025-09-06 08:58:17 -07:00
Sam Lantinga
fbbc29159a
Leave letterbox borders set to the frame clear color
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Fixes https://github.com/libsdl-org/sdl2-compat/issues/483
2025-09-02 20:14:34 -07:00
Sam Lantinga
ef19c72015
Set the texture scale and address mode when creating a texture
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Fixes https://github.com/libsdl-org/sdl2-compat/issues/506
2025-09-02 18:05:31 -07:00
Sam Lantinga
285df94623
Renamed SDL_GPURenderStateDesc to SDL_GPURenderStateCreateInfo for consistency with GPU API conventions
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Fixes https://github.com/libsdl-org/SDL/issues/12817
2025-08-27 09:14:19 -07:00
Frank Praznik
152ba829a1
video: Try to reconfigure the window for OpenGL without destroying it
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When attaching a renderer (GL based specifically) to a window that was not created with the appropriate flags, the window would be destroyed and recreated to configure it for the desired rendering backend. While most of the issues with this have been mitigated over time, there can still be some undesirable side effects from doing so on certain platforms.
If the window was just created and was never configured for any graphics context, it is possible that the reconfiguration can be done without destroying the window first.
The Wayland implementation fixes an issue when creating a window with the fullscreen flag on wlroots based Wayland compositors, and can likely be extended to other platforms to avoid unnecessarily destroying/recreating a window in the very common case where a window is created, followed immediately by attaching a renderer.
2025-08-27 12:10:48 -04:00
ceski
270737584e
Fix vsync-off support for direct3d11
2025-08-24 21:33:02 +03:00
Petar Popovic
b63c32e790
SDL_SetRenderDrawBlendMode(): Remove redundant param check
2025-08-08 14:05:33 -04:00
Sam Lantinga
8dedf44929
Fixed warning: initialization of pointer of type 'VkSampler' (aka 'struct VkSampler_T *') to null from a constant boolean expression
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Fixes https://github.com/libsdl-org/SDL/issues/13628
2025-08-03 07:24:51 -07:00
Petar Popovic
09221820f6
Fix potential memory leak in SDL_render_gles2.c
2025-07-31 16:18:47 -07:00
Brenton Bostick
f361034ac3
fix typos
2025-07-27 08:10:03 -07:00
Ryan C. Gordon
07ef532681
hints: Renamed SDL_HINT_LOG_BACKENDS to SDL_DEBUG_LOGGING.
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This still logs backend choices, but we might use it for other things. For
example, what Android device is being used, or all the devices we enumerated,
etc.
Ideally this eventually logs all the stuff we often have to ask followup
questions about.
2025-07-22 13:19:30 -04:00
Thomas Stehle
64b19fc504
Added missing handling of texture address mode to SDL render Vulkan backend
2025-07-21 10:21:31 -07:00
Sam Lantinga
86200d1203
Fixed clamp texture address mode in software renderer
2025-07-21 10:20:16 -07:00
Sam Lantinga
7510a67159
Fixed typo
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Fixes https://github.com/libsdl-org/SDL/issues/13373
2025-07-16 19:31:10 -07:00
Ryan C. Gordon
10004ab0ea
hints: Added SDL_HINT_LOG_BACKENDS.
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Fixes #13354 .
2025-07-14 19:49:38 -04:00
Michael Fitzmayer
03489e249a
[Nokia N-Gage] Re-enable FPS counter, fix link in README.
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- Re-enable FPS counter, which is hidden by default anyway - but essential while working on an actual project.
- Fix link in the platform's README.
- Re-order list of supported platforms (alphabetical order to maintain consistency).
2025-07-02 21:27:24 +02:00
Sam Lantinga
727b4924c8
Update the viewport when logical presentation changes
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Fixes https://github.com/libsdl-org/SDL/issues/13256
2025-06-25 09:58:30 -07:00
Wohlstand
5fcc83d93b
Vita Render: Limit the scope of cliprect to viewport
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Don't allow cliprect be larger than viewport's scope
(cherry picked from commit 6701f938f7 )
# Conflicts:
# src/render/vitagxm/SDL_render_vita_gxm.c
2025-06-20 14:51:16 -07:00
Wohlstand
1bd5110ff0
Vita: Fixed absence of clipping when viewport is set
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#13034
(cherry picked from commit 1c09a7117a )
# Conflicts:
# src/render/vitagxm/SDL_render_vita_gxm.c
# src/render/vitagxm/SDL_render_vita_gxm_types.h
2025-06-20 14:51:16 -07:00
Sam Lantinga
d7939abf42
Use consistent style for pointer declarations and casts
2025-06-18 10:03:44 -07:00
Cameron Cawley
f2bcfe3dd2
Correct the texture format used for the N-Gage ( #13192 )
2025-06-08 18:56:24 +02:00
Michael Fitzmayer
685f1720fe
Revert "[Nokia N-Gage] Fix alpha transparency in 4K color mode using BitBltMasked"
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This reverts commit 2ef7944170 due to unbearable performance issues.
2025-06-07 22:45:54 +02:00
Michael Fitzmayer
cbc9d662ea
[Nokia N-Gage] Add define to disable FPS counter by default.
2025-06-07 15:40:53 +02:00
Michael Fitzmayer
2ef7944170
[Nokia N-Gage] Fix alpha transparency in 4K color mode using BitBltMasked
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Previously, all transparent pixels were rendered as opaque due to the limitations of the 4K color mode. Replaced Gc()->BitBlt() with Gc()->BitBltMasked() and updated the mask during copy operations to correctly respect the alpha channel of textures, while maintaining good performance.
2025-06-04 21:05:29 +02:00
Michael Fitzmayer
b61586b492
[Nokia N-Gage] Increase max. texture size from 256 to 1024; the previous setting was chosen at random and does not necessarily make sense in practice.
2025-05-31 14:07:49 +02:00
Michael Fitzmayer
7ae64592c9
Restore support for the Nokia N-Gage ( #12148 )
2025-05-22 11:07:22 -07:00
Francisco Javier Trujillo Mata
c89357bf60
Fix wrong callback type
2025-05-20 11:10:43 -07:00
Sam Lantinga
ec685e87fd
Clarify logic in UpdateLogicalPresentation()
2025-05-14 10:12:41 -07:00
Frank Praznik
8aa5b97bb5
renderer: Always use the output size when updating the main view
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The main view always reflects the size of the output, so don't use the dimensions of the currently bound render target texture when updating it, or it will reflect an incorrect size when the render target texture is unbound.
2025-05-14 09:37:30 -07:00
Petar Popovic
27b256022b
SDL_GetRectIntersectionFloat(): Allow rendering zero-sized srcrect
2025-04-23 16:14:52 -07:00
Sam Lantinga
f35a2736b7
Don't reset the render target when invalidating GPU renderer cache state
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Fixes https://github.com/libsdl-org/SDL/issues/12646
2025-04-11 09:23:02 -07:00
Ozkan Sezer
0fdfa925f2
rename local pointer vars 'pixel' to 'pixels'
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Reference issue: https://github.com/libsdl-org/SDL/issues/12749 .
2025-04-08 18:20:03 +03:00
Ozkan Sezer
4c1a3ccd45
rename local vars 'pixel' to 'pixelvalue'
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Reference issue: https://github.com/libsdl-org/SDL/issues/12749 .
2025-04-07 21:10:51 +03:00