Sam Lantinga
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49d51a0d3c
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Removed TEXTURETYPE_PALETTE_PIXELART
This doesn't make any sense since the pixel art algorithm uses a box filter to get an average pixel value which isn't possible with indexed textures.
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2025-10-03 18:54:07 -07:00 |
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Sam Lantinga
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8d7cd3c6c2
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Fixed line endings
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2025-10-01 14:01:59 -07:00 |
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Sam Lantinga
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548063e578
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Fixed pixel shader for palettized textures using pixelart scaling
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2025-10-01 07:17:55 -07:00 |
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Sam Lantinga
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524ba0a4ad
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Reduce the size of the D3D12 vertex shader constants
This is needed to add more fragment shader constants in the future as we're already at our 64 size limit
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2025-09-28 22:10:06 -07:00 |
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Sam Lantinga
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3e9e22f17d
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Added SDL_SCALEMODE_PIXELART
This is based on the algorithm presented by t3ssel8r:
https://www.youtube.com/watch?v=d6tp43wZqps
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2025-03-13 09:48:37 -07:00 |
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Sam Lantinga
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b836ad4d4f
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Fix a root signature mismatch for the D3D12 renderer
The shaders hadn't been rebuilt after c74f273848
Fixes https://github.com/libsdl-org/SDL/issues/12276
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2025-03-01 12:02:49 -08:00 |
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Sam Lantinga
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54c2ba6afd
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Added the Chrome HDR tonemap operator
Also added support for the SDL_PIXELFORMAT_XBGR2101010 pixel format to the D3D12, D3D11, and Metal renderers.
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2024-02-21 19:25:49 -08:00 |
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Sam Lantinga
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d4caef5b89
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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.
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2024-02-06 02:48:05 -08:00 |
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Sam Lantinga
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b05ea8e04e
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Updated direct3d12 renderer with HDR10 and SDR whitelevel support
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2024-02-05 13:17:10 -08:00 |
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Sam Lantinga
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e97b2061b4
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Converted shader headers to UNIX line endings
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2024-02-05 11:47:17 -08:00 |
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Sam Lantinga
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dab77fe29b
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Added support for SDL_COLORSPACE_BT709_FULL to the hardware renderers
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2024-02-04 13:09:40 -08:00 |
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