This allows apps to destroy the window and renderer in either order, but
makes sure that the renderer can properly clean up its resources while OpenGL
contexts and libraries are still loaded, etc.
If the window is destroyed first, the renderer is (mostly) destroyed but its
pointer remains valid. Attempts to use the renderer will return an error,
but it can still be explicitly destroyed, at which time the struct is free'd.
If the renderer is destroyed first, everything works as before, and a new
renderer can still be created on the existing window.
Fixes#9540.
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.
Previously there were two different paths for renderer creation, and the HDR metadata initialization was missing when creating a software renderer for a surface. Now all the cases are handled in a single path, so regardless of whether you create a software renderer by name, a software renderer for a surface, or fall back to a software renderer, you'll get the correct initialization in all cases.
Fixes https://github.com/libsdl-org/SDL/issues/9221
* Make sure to always write pointSize in VS (fixes validation error in testsprite)
* Fix validation error from acquiring swapchain semaphore more than once
* Fix validation error from using incorrect framebuffer size in testautomation
Now passes testautomation with validation.
* Vulkan Renderer - implement YcBcCr using VK_KHR_sampler_ycbcr_conversion. This simplifies the shader code and will also allow support for additional formats that we don't yet support (such as SDL_PIXELFORMAT_P010 for ffmpeg). The renderer now queries for VK_KHR_sampler_ycbcr_conversion and dependent extensions and will enable it if it's present. It reimplements YUV/NV12 texture support using this extension (these formats are no longer supported if the extension is not present). For each YUV/NV12 texture, a VkSamplerYcbcrConversion object is created from SDL_Colorspace parameters. This is passed to the VkImageView and also an additional sampler is created for Ycbcr. Instead of using 1-3 textures, the shaders now all use 1 texture with a combined image sampler (required by the extension). Further, when using Ycbcr, a separate descriptor set layout is baked with the Ycbcr sampler as an immutable sampler. The code to copy the images now copies to the individual image planes. The swizzling between formats is handled in the VkSamplerYcbcrConversion object.