Commit Graph

65 Commits

Author SHA1 Message Date
Cameron Cawley
ab7d275113 Support 16-bit packed texture formats with the GPU renderer 2026-01-18 12:48:24 -08:00
Void Star Caster
b1aaa41921 gpu renderer: always pass tex_coord to fragment shader
As suggested in #14843, pass vertex tex_coord to vertex shader and to fragment shader even when no texture is bounded so they can be used by custom fragment shaders.
2026-01-16 16:22:06 -08:00
Ethan Lee
b12a88af76 render: Add support for private-platform shaders in GPU backend 2026-01-05 09:48:34 -05:00
Sam Lantinga
5f086e7623 Updated copyright for 2026 2026-01-01 09:40:08 -08:00
Sam Lantinga
9698e20399 gpu renderer: fixed memory leak when resizing the backbuffer
Fixes https://github.com/libsdl-org/SDL/issues/14734
2025-12-31 08:00:26 -08:00
Sam Lantinga
9b36a76ee6 Fixed supported pixel formats on big endian systems (thanks @ccawley2011!) 2025-12-08 08:36:32 -08:00
Sam Lantinga
09304831f6 Fixed issues with YUV texture updates in the 2D renderer 2025-12-05 08:30:52 -08:00
Sam Lantinga
f92435cdb9 Vulkan windows get the Vulkan GPU backend in the gpu renderer by default 2025-12-02 07:29:33 -08:00
Sam Lantinga
ead02b08dd Skip tonemapping for render targets with unspecified HDR headroom 2025-11-10 18:30:02 -08:00
Sam Lantinga
4e5ba722fd Change the batch if the color scale changes
The color scale is a shader constant so it can be applied in linear space
2025-11-10 18:30:02 -08:00
Sam Lantinga
d29f368ca8 Change the batch if the GPU render state changes 2025-11-10 18:30:02 -08:00
Sam Lantinga
3399bc600e gpu renderer: add color to the point/line vertex data
This allows us to batch color changes in a single draw call
2025-11-10 18:30:02 -08:00
Sam Lantinga
e24eeefbd1 The default render texture format is SDL_PIXELFORMAT_ARGB8888
We do this for consistency across backends
2025-11-06 09:46:43 -08:00
Sam Lantinga
941b0a8ea4 Added support for external GPU textures to the GPU renderer 2025-10-06 07:31:00 -07:00
Sam Lantinga
134b47730b Added support for linear and pixel art scaling for palettized textures 2025-10-04 15:12:08 -07:00
Sam Lantinga
f3815ede24 Rebuilt GPU renderer shaders 2025-10-03 19:35:45 -07:00
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
a864dcac25 Added support for using the GPU renderer as an offscreen renderer
SDL_CreateGPURenderer() now allows passing in an existing GPU device and passing in a NULL window to create an offscreen renderer.

Also renamed SDL_SetRenderGPUState() to SDL_SetGPURenderState().
2025-10-01 23:32:18 -07:00
Sam Lantinga
9735c45db6 Added an advanced shader for the GPU renderer
This allows us to support YUV colorspaces and HDR in the GPU renderer.

Fixes https://github.com/libsdl-org/SDL/issues/11281
Fixes https://github.com/libsdl-org/SDL/issues/11282
2025-10-01 07:17:55 -07:00
Sam Lantinga
f61e271e11 Generalize and validate optional GPU feature properties
Fixes https://github.com/libsdl-org/SDL/issues/13139
Fixes https://github.com/libsdl-org/SDL/issues/13138
2025-09-29 12:42:47 -07:00
Sam Lantinga
595f7b7ed9 Revert "Fixed Vulkan validation error"
This reverts commit b82b1f416f.

The renderer should not be enabling depth clamping.
2025-09-29 06:08:27 -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
Andrei Alexeyev
287e786120 render/gpu: fix copypaste error in render initialization 2025-09-15 10:29:04 -07:00
Sam Lantinga
e7784b7bf7 Set GPU properties for maximum hardware compatibility
Resolves https://github.com/libsdl-org/SDL/issues/13928
2025-09-11 21:30:58 -07:00
Sam Lantinga
035eed351c Added SDL_GetPixelFormatFromGPUTextureFormat() and SDL_GetGPUTextureFormatFromPixelFormat()
Fixes https://github.com/libsdl-org/SDL/issues/13899
2025-09-10 12:08:04 -07:00
Jaan Soulier
ed6a72a7fd Fix reallocation of GPU renderer vertex buffer 2025-09-09 20:28:14 -07:00
Sam Lantinga
a4b180f515 Added SDL_PROP_TEXTURE_GPU_TEXTURE_POINTER 2025-09-09 17:34:34 -07:00
Sam Lantinga
f35a2736b7 Don't reset the render target when invalidating GPU renderer cache state
Fixes https://github.com/libsdl-org/SDL/issues/12646
2025-04-11 09:23:02 -07:00
Topi-Matti Ritala
f7b7188837 Add SDL_CreateGPURenderer 2025-04-07 09:26:03 -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
2aee105b43 Added support for custom shaders with the GPU renderer
Added an example of MSDF font rendering with the SDL 2D renderer
2025-03-14 09:26:30 -07:00
Sam Lantinga
1ae4ef65e6 Fixed incorrect assert 2025-03-13 22:37:08 -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
853375da61 Removed texture_size from the GPU renderer vertex shader
This isn't used anywhere, and this saves a UV multiply and divide
2025-03-13 09:48:37 -07:00
Sam Lantinga
28ec461ebf Organize the GPU renderer draw code 2025-03-13 09:48:37 -07:00
Sam Lantinga
af0420d898 Switched GPU renderer shaders to shadercross and HLSL 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
Ryan C. Gordon
84a236c92e hashtable: Redesign the hashtable API.
This was intended to make the API public, so SDL_hashtable.h got an extreme
documentation makeover, but for now this remains a private header.

This makes several significant interface changes to SDL_HashTable, and
improves code that makes use of it in various ways.

- The ability to make "stackable" tables is removed. Apparently this still
  worked with the current implementation, but I could see a future
  implementation struggle mightily to support this. It'll be better for
  something external to build on top of the table if it needs it, inserting a
  linked list of stacked items as the hash values and managing them separately.
  There was only one place in SDL using this, unnecessarily, and that has also
  been cleaned up to not need it.
- You no longer specify "buckets" when creating a table, but rather an
  estimated number of items the table is meant to hold. The bucket count was
  crucial to our classic hashtable implementation, but meant less once we
  moved to an Open Addressing implementation anyhow, since the bucket count
  isn't static (and they aren't really "buckets" anymore either). Now you
  can just report how many items you think the hash will hold and SDL will
  allocate a reasonable default for you...or 0 to not guess, and SDL will
  start small and grow as necessary, which is often the correct thing to do.
- There's no more SDL_IterateHashTableKey because there's no more "stackable"
  hash tables.
- SDL_IterateHashTable() now uses a callback, which matches other parts of SDL,
  and also lets us hold the read-lock for the entire iteration and get rid of
  the goofy iterator state variable.
- SDL_InsertIntoHashTable() now lets you specify whether to replace existing
  keys or fail if the key already exists.
- Callbacks now use SDL conventions (userdata as the first param).
- Other naming convention fixes.

I discovered we use a lot of hash tables in SDL3 internally. :) So the bulk
of this work is fixing up that code to use the new interfaces, and simplifying
things (like checking for an item to remove it if it already exists before
inserting a replacement...just do the insert atomically, it'll do all that
for you!).
2025-02-15 18:52:56 -05:00
Sam Lantinga
3cfa476d3f Added support for SDL_PIXELFORMAT_ABGR8888 textures
This is the output format of stb_image for image decoding, so let's avoid a texture format conversion where possible.

Also standardized SDL_PIXELFORMAT_ARGB8888 as the default texture format for all renderers.
2025-02-10 19:45:02 -08:00
Sam Lantinga
7c6adc1ca7 gpu renderer: removed unused sampler slots
There used to be 3 scale modes, now there are only 2.
2025-01-17 16:31:40 -08:00
Sam Lantinga
f2074d7af3 Updated copyright for 2025 2025-01-01 07:45:52 -08:00
Lucas Murray
cc24518c41 render: Update GPU backend to use the new present workflow 2024-12-27 17:11:55 -08:00
Sam Lantinga
969f03d9f0 Added SDL_PROP_RENDERER_GPU_DEVICE_POINTER
Fixes https://github.com/libsdl-org/SDL/issues/11600
2024-12-23 16:51:43 -08:00
Sam Lantinga
61511c48a4 SDL_HashTable is now optionally thread-safe
Fixes https://github.com/libsdl-org/SDL/issues/11635
2024-12-12 14:39:53 -08:00
Evan Hemsley
119b4fa5f5 GPU: Remove D3D11 backend and allow D3D12 to ingest DXBC (#11456) 2024-11-12 10:55:21 -08:00
Sam Lantinga
87dade4421 Set SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER for the GPU renderer
Fixes https://github.com/libsdl-org/SDL/issues/11393
2024-11-01 18:38:42 -07:00
Sam Lantinga
e2254b1045 Added color scale info for the GPU renderer TODO item 2024-10-20 18:38:02 -07:00
Sam Lantinga
97f1da73da Rename GPU properties for consistency 2024-10-15 15:36:26 -07:00
Sam Lantinga
3234a3b902 Simplified internal SDL_Surface structure 2024-10-01 08:10:04 -07:00