Commit Graph

168 Commits

Author SHA1 Message Date
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
fc62dfc6e2 Added properties for the swap chain in the direct3d11 and direct3d12 renderers
Fixes https://github.com/libsdl-org/SDL/issues/9775
2024-05-13 09:06:57 -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
Sam Lantinga
53bec8b7b7 Fixed updating NV12 textures when using the D3D11 render driver 2024-05-02 11:40:28 -07:00
Sam Lantinga
eb26f439d8 Fixed crash when the graphics driver is upgraded while the renderer is running 2024-05-02 11:40:28 -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
33eaddc565 Cleaned up various type conversion issues
This makes sure SDL_PixelFormatEnum flows through the internal code correctly, as well as fixing a number of other minor issues.
2024-03-07 06:58:43 -08:00
Sam Lantinga
1e0bac288b Use the hlsli extension for shader includes 2024-03-05 12:46:44 -08:00
Sam Lantinga
2bedd7f02e Fixed pitch alignment when updating SDL_PIXELFORMAT_P010 textures 2024-03-01 20:26:52 -08:00
Sam Lantinga
d0af01e7d4 If the viewport changes the cliprect should be updated
The clip rectangle is defined to be viewport relative, so if the viewport changes we need to update it.

Fixes https://github.com/libsdl-org/SDL/issues/9094
2024-02-25 09:37:56 -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
bfcca2a36e Use saturate() instead of clamp() for slightly faster shader operation 2024-02-08 16:05:42 -08:00
Sam Lantinga
faeb2b1f22 Fixed warning C4204: nonstandard extension used: non-constant aggregate initializer when built with Visual Studio 2019 2024-02-07 13:16:35 -08:00
Sam Lantinga
1c4c29b7ad Fixed a swap chain leak and a double-free in testffmpeg.c
Also added more debug logging to the direct3d11 renderer
2024-02-06 21:33:57 -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
b05ea8e04e Updated direct3d12 renderer with HDR10 and SDR whitelevel support 2024-02-05 13:17:10 -08:00
Sam Lantinga
c3e4481d56 Use a reasonable default for unspecified YUV colorspace 2024-02-05 11:47:17 -08:00
Sam Lantinga
240158f3e8 Scale SDR content to SDR whitelevel when HDR is enabled 2024-02-05 11:47:17 -08:00
Sam Lantinga
9755e490c0 Workaround for crash at shutdown in testffmpeg
I'm not sure if this is something in SDL crashing or something in ffmpeg, but it's safer to leave the D3D DLLs loaded.
2024-02-05 09:45:39 -08:00
Sam Lantinga
e74171b1ae Added support for HDR10 video playback on direct3d11
Fixes https://github.com/libsdl-org/SDL/issues/8053
2024-02-05 09:45:39 -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
2ad4646a24 Don't release currentOffscreenRenderTargetView, we don't have a reference to it 2024-02-03 12:49:53 -08:00
Sam Lantinga
7271a2040b Don't force on the D3D11 debug flag 2024-02-03 12:39:11 -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
Sam Lantinga
9591b2cfb4 Finalized the SDL render API colorspaces
The renderer will always use the sRGB colorspace for drawing, and will default to the sRGB output colorspace. If you want blending in linear space and HDR support, you can select the scRGB output colorspace, which is supported by the direct3d11 and direct3d12
2024-02-02 13:13:53 -08:00
Sam Lantinga
7561116873 Added support for floating point texture formats 2024-02-01 12:17:35 -08:00
Sam Lantinga
90597aeaef HDR10 colorspace isn't currently supported
You can't do blending directly in PQ space, which means you have to create a scene render target in linear space and use shaders to convert PQ texture data to linear, etc. All of this is out of scope for the SDL 2D renderer at the moment.
2024-02-01 12:17:35 -08:00
Sam Lantinga
6f443e2aca Added support for the scRGB colorspace on D3D11 and D3D12 2024-01-31 18:07:00 -08:00
Sam Lantinga
f257eb4481 Added the concept of colorspace to the SDL renderer
This allows color operations to happen in linear space between sRGB input and sRGB output. This is currently supported on the direct3d11, direct3d12 and opengl renderers.

This is a good resource on blending in linear space vs sRGB space:
https://blog.johnnovak.net/2016/09/21/what-every-coder-should-know-about-gamma/

Also added testcolorspace to verify colorspace changes
2024-01-30 09:48:02 -08:00
Sam Lantinga
554f0625d3 Renderer colors now have floating point precision 2024-01-30 09:48:02 -08:00
Sam Lantinga
3b55c7d1f4 Shortened SDL property names 2024-01-27 13:00:50 -08:00
Anonymous Maarten
31d133db40 Define SDL_PLATFORM_* macros instead of underscored ones (#8875) 2024-01-24 01:40:51 +00:00
Sam Lantinga
a73132177d Make sure the render target isn't bound as a resource
Fixes https://github.com/libsdl-org/SDL/issues/3380
2024-01-19 15:17:30 -08:00
Sam Lantinga
1a13dae219 Added constant definitions for SDL properties
Fixes https://github.com/libsdl-org/SDL/issues/8622
2024-01-07 16:59:41 -08:00
Sam Lantinga
5b3ee51c6c Updated copyright for 2024 2024-01-01 13:15:26 -08:00
Sylvain
7c71e72193 SDL_render: Call InvalidateCachedState to initialise some of driverdata values (eg '*_dirty' to 1).
At the earliest place, immediatly after driverdata is set.
(Doing it in SDL_render.c, after creation, would be too late, because there're renderers that already use/change those values in the CreateRender() function).
2023-12-02 21:42:17 +01:00
Ryan C. Gordon
447b508a77 error: SDL's allocators now call SDL_OutOfMemory on error.
This means the allocator's caller doesn't need to use SDL_OutOfMemory directly
if the allocation fails.

This applies to the usual allocators: SDL_malloc, SDL_calloc, SDL_realloc
(all of these regardless of if the app supplied a custom allocator or we're
using system malloc() or an internal copy of dlmalloc under the hood),
SDL_aligned_alloc, SDL_small_alloc, SDL_strdup, SDL_asprintf, SDL_wcsdup...
probably others. If it returns something you can pass to SDL_free, it should
work.

The caller might still need to use SDL_OutOfMemory if something that wasn't
SDL allocated the memory: operator new in C++ code, Objective-C's alloc
message, win32 GlobalAlloc, etc.

Fixes #8642.
2023-11-30 00:14:27 -05:00
Ryan C. Gordon
dfee3f9e92 render: Replaced SDL_RenderFlush with SDL_FlushRenderer.
This uses the same `SDL_VerbNoun` format as the rest of SDL3, and also
adds stronger effort to invalidate cached state in the backend, so cooperation
improves with apps that are using lowlevel rendering APIs directly.

Fixes #367.
2023-11-29 14:24:26 -05:00
Ozkan Sezer
5730eb67f0 add HAVE_GCC_DIAGNOSTIC_PRAGMA to SDL_internal.h, use it 2023-11-23 11:33:20 +03:00
Sam Lantinga
924de4df48 Enable transparent windows when using the D3D11 renderer
Note that this will not work with D3D12, as DXGI_SWAP_EFFECT_DISCARD is not available there.
2023-11-14 06:06:51 -08:00
Sam Lantinga
1c64366b80 Added SDL_CreateRendererWithProperties() and SDL_CreateTextureWithProperties() 2023-11-14 06:06:51 -08:00
Sam Lantinga
0907f345cb Added property types: pointer, string, number, float 2023-11-12 10:48:38 -08:00
Sam Lantinga
843873626c Handle window resizing on the render thread in D3D11 and D3D12
This prevents crashing when a separate thread is being used for rendering

Discussion and sample code in https://github.com/libsdl-org/SDL/issues/8528
2023-11-11 12:49:53 -08:00