Now this keeps one FBO for each SDL_TEXTUREACCESS_TARGET texture, and doesn't
reuse it. We check if the FBO is "complete" once, at creation time, and
setting a render target merely has to bind the right FBO and never look back.
This simplifies the code and removes a guaranteed pipeline stall when setting
a new render target.
Fixes#15524.
Implement DrawGeometry using a software scanline rasteriser that fills
triangles directly into the EColor4K framebuffer. Vertices are sorted by
Y, split into upper/lower halves and filled with per-scanline edge
interpolation. Colour is stepped incrementally across each span (one
division per span edge rather than per pixel) to avoid the cost of
emulated integer division on the ARM920T.
[N-Gage] Audio is now double buffered to avoid stuttering and glitches. Some audio platform specific variables were exposed through SDL_Hints. Same method was used to display FPS. N-gage functions to obtain the current buffer and screen pitch were added to the render.
Adds hints:
SDL_AUDIO_NGAGE_LATENCY
SDL_AUDIO_NGAGE_SCHEDULER_TICK
SDL_AUDIO_NGAGE_PROCESS_TICK
SDL_AUDIO_NGAGE_PROCESS_PRIORITY
SDL_RENDER_SHOW_FPS
Adds functions to get current buffer address and pitch:
void *NGAGE_GetBackbufferAddress(void);
int NGAGE_GetBackbufferPitch(void);
---------
Co-authored-by: Michael Fitzmayer <mail@michael-fitzmayer.de>
Co-authored-by: Eddy Jansson <eloj@users.noreply.github.com>
[N-Gage] Correct SDL_FLIP_HORIZONTAL for sprite sheet textures
- ApplyFlip: swap toward midpoint when dest == source to avoid
overwriting pixels before they are read
- CopyEx: restore original bitmap pixels after BitBlt so the texture
is not permanently mutated across frames
- CopyEx: extract srcrect sub-region before transforming so flip/
rotate/scale operate on the correct pixels, not the full texture
[N-Gage] Use scratch bitmap in CopyEx to avoid mutating source texture.
Replace the write-then-restore pattern on the source texture with a
persistent iScratchBitmap. The transform pipeline operates entirely
within iPixelBufferA/B; the final result is copied into iScratchBitmap
and BitBlt reads from there. The source texture is never written to.
[N-Gage] Fix Copy() for render-target textures by using direct BitBlt
Bypass pixel readback for SDL_TEXTUREACCESS_TARGET textures in CRenderer::Copy().
Reading raw pixels via DataAddress() on a server-side bitmap is unreliable; use
BitBlt directly instead.
[N-Gage] Implement color-key masking using Symbian's BitBltMasked.
This implementation works fine, but relies on a platform specific property. This isn't ideal.
Todo: Add SDL_PIXELFORMAT_ARGB4444 to the N-Gage's rendering back-end.
[N-Gage] Avoid using BitBltMasked to improve performance. Much better!
Write only non-color-key source pixels directly into the destination bitmap
preserving existing destination pixels wherever the color key matches.
This replaces BitBltMasked and avoids the cost of building an EGray2 mask.
[N-Gage] Remove redundant function call since we're not using BitBltMasked() anymore.
[N-Gage] Remove SDL_PROP_TEXTURE_NGAGE_COLOR_KEY_NUMBER
- Promote SDL_PIXELFORMAT_XRGB4444 to SDL_PIXELFORMAT_ARGB4444 instead.
- Remove now unused functions.
If a size change occurs, the sdl2-compat event handler will flush the renderer, which will cause the software renderer to re-acquire a surface that was invalidated due to the size change. However, if the OnWindowPixelSizeChanged handler is called afterward, the invalid flag will be set on the surface, causing presentation to fail.
Check both for a null surface pointer and an invalid surface flag when checking surface validity in the software renderer.
[N-Gage] Set proper brush style to draw filled rects properly.
[N-Gage] Add persistent buffers to avoid per-frame memory allocations (which are expensive)
[N-Gage] Add support for SDL_TEXTURE_ACCESS_TARGET, fixes#13165
[N-Gage] Update README, add hint that the compiler does not support aggregate initializations for structs (knowing this, avoids a lot of headache during debugging)
[N-Gage] Add basic fast-path optimisations for render operations.
[N-Gage] Fix line drawing.
- Skip SDL_GetRenderScale call in Copy() fast path
- Cache last clear color to avoid redundant SetBrushColor calls
- Add whole-image bounds pre-check to skip per-pixel checks in rotation
- Simplify color packing in DrawPoints/FillRects to reduce overhead
- Remove redundant null checks
- Use cached texture properties instead of API calls (GetBitmapWidth/Height/Pitch)
- Eliminate duplicate SDL_GetRenderScale() call in Copy()
- Reorder CopyEx() fast paths to check no-transform case first
- Combine operations in NGAGE_ConvertColor() to reduce intermediate steps
- Add reusable line points buffer to eliminate per-call heap allocations in DrawLines.
- Cache last draw color to skip redundant SetPenColor/SetBrushColor calls.
- Pre-compute cardinal angle constants (0°, 90°, 180°, 270°) for CopyEx fast-path.
- Cache color modulation state to avoid redundant LUT rebuilds.
- Add missing break statement in HandleEvent.
- Initialize previously uninitialized lastTime variable in UpdateFPS.
- Replace FixDiv with inverse scale factors in ApplyScale
- Improve incremental DDA in ApplyRotation
- Optimize ApplyColorMod bit manipulation and LUT addressing
- Batch color changes in DrawPoints and FillRects to reduce API overhead
- Add early-exit optimizations to Copy/CopyEx for common cases
- Streamline Flip function by removing unnecessary API calls
- Fix vertex indexing bug in FillRects
- Implement lookup tables for faster color modulation
- Cache 0°/90°/180°/270° rotations for speedup on common angles
- Add dirty rectangle tracking infrastructure
- Process 4 pixels at a time in all transform operations
- Remove SDL_Surface member from NGAGE_TextureData structure and update all functions that currently use
surface->pixels to instead access bitmap->DataAddress() directly. This eliminates the intermediate copy
step (Mem::Copy from surface to bitmap) in rendering operations.
- Eliminate per-frame allocations in Copy/CopyEx methods. These buffers are now allocated once and resized
only when needed.
Previously we weren't doing drawing, but we were enqueuing viewport commands and so forth, which were causing GPU permission errors on iOS. We really don't want to be sending any work to the GPU when we're in the background.
Fixes a crash when calling SDL_RenderGeometryRaw() with both `texture`
and `uv` set to `NULL`, and with geometry that is laid out in a way
that passes the quad checks.
Removed obsolete documentation that shows this usage and macros that attempt it.
Also allow SDL_FUNCTION to be redefined by the application.
Fixes https://github.com/libsdl-org/SDL/issues/15004