Commit Graph

203 Commits

Author SHA1 Message Date
Sam Lantinga
49d51a0d3c 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.
2025-10-03 18:54:07 -07:00
Sam Lantinga
b65590159b Each application palette corresponds to one hardware palette
When the application modifies the palette, any textures that use it will automatically be updated.
2025-09-28 22:10:06 -07:00
Sam Lantinga
e2fe23ddab Added hardware accelerated support for palettized textures
Supported backends: direct3d, direct3d11, direct3d12, gpu, metal, opengl, opengles2
2025-09-28 22:10:06 -07:00
Sam Lantinga
633b9f6fb1 Added SDL_SetRenderTextureAddressMode() and SDL_GetRenderTextureAddressMode()
Fixes https://github.com/libsdl-org/SDL/issues/4820
Fixes https://github.com/libsdl-org/SDL/issues/12610
2025-03-28 13:51:19 -07:00
Sam Lantinga
3e9e22f17d Added SDL_SCALEMODE_PIXELART
This is based on the algorithm presented by t3ssel8r:
https://www.youtube.com/watch?v=d6tp43wZqps
2025-03-13 09:48:37 -07:00
Sam Lantinga
cb099ebd4f Make texture scale mode a part of the 2D renderer draw state
Also added texture addressing mode support to the PSP and Vita renderers (untested)

Fixes https://github.com/libsdl-org/SDL/issues/12461
2025-03-05 21:35:04 -08:00
Petar Popovic
a336b62d8b Remove newlines from error messages 2025-01-23 11:45:04 -08:00
Sam Lantinga
cdde6dd7bb Bumped deployment requirements for Apple platforms
We require at least Xcode 12.2 and macOS SDK 11 to build. We support deploying to macOS 10.13, iOS 11.0, and tvOS 11.0.

This cleans up the code significantly
2025-01-14 12:03:07 -08:00
Sam Lantinga
ef21ccf080 Create a separate metal shader for NV12 textures
Also unify the color output function so it works with the various combinations of input and output colorspaces.

Fixes https://github.com/libsdl-org/SDL/issues/11727
2025-01-03 09:30:47 -08:00
Sam Lantinga
f2074d7af3 Updated copyright for 2025 2025-01-01 07:45:52 -08:00
L zard
8b6d3c88cf Fix #ifdefs to have config flags either defined as 1 or undefined
See 387774ab8a
2024-12-14 09:22:29 -08:00
Sam Lantinga
ffb9b30e84 The metal renderer doesn't actually support RGB texture formats
Fixes https://github.com/libsdl-org/SDL/issues/11576
2024-12-06 09:47:50 -08:00
Sam Lantinga
387774ab8a Build config flags are either defined or undefined, never 0
This is for consistency with CMake build configuration

Also added SDL_VIDEO_RENDER_GPU to the non-CMake build configurations
2024-09-05 09:52:40 -07:00
Sam Lantinga
9ff3446f03 Use SDL_bool instead an int return code in the SDL API
Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool.

Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test:
@ bool_return_type  @
identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$";
@@
(
  func(
  ...
  )
- == 0
|
- func(
+ !func(
  ...
  )
- < 0
|
- func(
+ !func(
  ...
  )
- != 0
|
- func(
+ !func(
  ...
  )
- == -1
)
2024-08-27 10:31:46 -07:00
Sam Lantinga
8f546bb3c9 Use C99 bool internally in SDL 2024-08-22 13:30:02 -07:00
Sam Lantinga
6501e90018 Use C++ style comments consistently in SDL source code
Implemented using this script:

find . -type f -exec sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' {} \;
git checkout \
    core/linux/SDL_evdev_kbd_default_keymap.h \
    events/imKStoUCS.* \
    hidapi \
    joystick/controller_type.c \
    joystick/controller_type.h \
    joystick/hidapi/steam/controller_constants.h \
    joystick/hidapi/steam/controller_structs.h \
    joystick/SDL_gamepad_db.h \
    libm \
    render/*/*Shader*.h \
    render/vitagxm/SDL_render_vita_gxm_shaders.h \
    render/metal/SDL_shaders_metal_*.h \
    stdlib/SDL_malloc.c \
    stdlib/SDL_qsort.c \
    stdlib/SDL_strtokr.c \
    test/ \
    video/directx/SDL_d3d12_xbox_cmacros.h \
    video/directx/d3d12.h \
    video/directx/d3d12sdklayers.h \
    video/khronos \
    video/x11/edid-parse.c \
    video/x11/xsettings-client.* \
    video/yuv2rgb
sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' hidapi/SDL_hidapi.c
2024-08-22 13:30:02 -07:00
Sam Lantinga
de209c81d1 Fixed macOS build 2024-07-29 17:38:59 -07:00
Sam Lantinga
9fac7d7eb0 metal: set the shader input type based on the colorspace, not the pixel format
Fixes https://github.com/libsdl-org/SDL/issues/10402
2024-07-29 17:18:45 -07:00
Sam Lantinga
c4582a6536 Fixed warning building on tvOS 2024-07-29 11:56:28 -07:00
Ryan C. Gordon
06c0ed68b1 mac: Rename Objective-C classes that conflict with SDL2.
Fixes #6709.
2024-07-24 01:35:04 -04:00
Sam Lantinga
03bb2c17ed Enable texture wrapping for SDL_RenderGeometry()
Currently wrapping is based on whether texture coordinates are outside of [0,1], but the code is structured so it's easy to add an API to set it and add additional wrapping modes if we want.

Fixes https://github.com/libsdl-org/SDL/issues/9238
Closes https://github.com/libsdl-org/SDL/pull/5369
2024-07-20 09:51:05 -07:00
Sam Lantinga
9ca1792848 Renamed driverdata to internal
This was done to SDL_DisplayMode for consistency with SDL_Surface and gives it a type so we don't have to do casts in SDL code.

I considered switching to an ID and hashing the driver data, etc. but all of that involved a lot of internal code churn and this solution gives us flexibility in how we handle this in the future.

After consideration, I made this renaming global across the project, for consistency.

Fixes https://github.com/libsdl-org/SDL/issues/10198
2024-07-16 17:17:13 -07:00
Sam Lantinga
5bf6bc4d7d Renamed SDL_Get/SetProperty() to SDL_Get/SetPointerProperty()
This is consistent with the naming for the functions that affect other data types

Fixes https://github.com/libsdl-org/SDL/issues/10241
2024-07-12 10:41:02 -07:00
Sam Lantinga
b6e6c73541 Fixed building the metal renderer with SDL_LEAN_AND_MEAN
Fixes https://github.com/libsdl-org/SDL/issues/10038
2024-06-16 22:04:57 -07:00
Sam Lantinga
2a8f87d34b Fixed build warnings 2024-06-06 10:59:15 -07:00
kanjitalk755
7547d80c05 Add SDL_PIXELFORMAT_XRGB8888 and SDL_PIXELFORMAT_XBGR8888 to SDL_render_metal.m 2024-06-06 09:57:35 -07:00
Sam Lantinga
a0d1445ccb Replaced SDL_GetRendererInfo() with SDL_GetRendererName()
The texture formats are available via the SDL_PROP_RENDERER_TEXTURE_FORMATS_POINTER property

Fixes https://github.com/libsdl-org/SDL/issues/9851
2024-06-03 21:10:58 -07:00
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
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
26b9178e5c Fixed whitespace 2024-03-06 09:57:39 -08:00
Sam Lantinga
db24560387 Additional colorspace clarification
Note that SDL_MATRIX_COEFFICIENTS_BT470BG is functionally equivalent to SDL_MATRIX_COEFFICIENTS_BT601
2024-03-05 16:47:36 -08:00
Sam Lantinga
b3858ec5f7 BT2020_CL is very different from BT2020_NCL, and not currently supported 2024-03-05 15:49:17 -08:00
Sam Lantinga
7a9c6c7ce9 Include SDL_PIXELFORMAT_P010 as a supported format for the metal renderer 2024-02-25 13:55:52 -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
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
fb823fbe95 Make sure we're actually using the HDR10 colorspace before using that shader 2024-02-06 18:16:41 -08:00
Sam Lantinga
8afba41aef Added support for HDR10 video on Apple platforms 2024-02-06 15:40:47 -08:00
Sam Lantinga
2039c46d2c Added support for creating an SDL texture from a CVPixelBufferRef 2024-02-06 15:40:47 -08:00
Sam Lantinga
c79462dc50 Fixed Xcode build warnings 2024-02-06 12:29:44 -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
c3e4481d56 Use a reasonable default for unspecified YUV colorspace 2024-02-05 11:47:17 -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