Commit Graph

1214 Commits

Author SHA1 Message Date
Evan Hemsley
12ecdb9dde GPU: Rename some awkwardly named functions (#10642) 2024-08-30 15:31:10 -07:00
Sam Lantinga
bef07023d6 Fixed memory leak if the GPU renderer can't be initialized
DestroyRenderer needs to be set before we return false from GPU_CreateRenderer()
2024-08-30 14:49:49 -07:00
Sam Lantinga
b602c449e5 Remove SDL_SCALEMODE_BEST
Fixes https://github.com/libsdl-org/SDL/issues/10619
2024-08-30 10:30:14 -07:00
Sam Lantinga
40d85109ac Fixed crash when using the dummy video driver
The higher level code will clean up the renderer if initialization fails.
2024-08-30 07:16:47 -07:00
Sam Lantinga
16fb8e54cb Fixed the colorspace for YUV textures using native RGB representations
Fixes https://github.com/libsdl-org/SDL/issues/10624
2024-08-29 20:55:09 -07:00
Sam Lantinga
858589919a Temporarily use the GPU renderer by default so we get testing feedback 2024-08-29 17:33:52 -07:00
Sam Lantinga
b8e7ef27f3 Renamed GPU device creation properties 2024-08-29 17:33:52 -07:00
Sam Lantinga
d70578b9aa Renamed Gpu to GPU 2024-08-29 17:33:52 -07:00
cosmonaut
2e7d5bb429 Add the SDL_GPU API
Project Lead: Evan Hemsley <evan@moonside.games>

Co-designer, Metal Port, Console Ports:

Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>

Production, QA, Debug:

Co-authored-by: Ethan Lee <flibitijibibo@gmail.com>

SDL_Render Driver, Bugfixes:

Co-authored-by: Andrei Alexeyev <akari@taisei-project.org>

Additional D3D12 Programming, Bugfixes:

Co-authored-by: Bart van der Werf <bluelive@gmail.com>

Bugfixes and Feedback:

Co-authored-by: Zakary Strange <zakarystrange@gmail.com>
Co-authored-by: meyraud705 <meyraud705@gmail.com>
Co-authored-by: Joshua T. Fisher <playmer@gmail.com>
Co-authored-by: Topi Ritala <ritalat@fastmail.com>
Co-authored-by: David Gow <david@ingeniumdigital.com>

Original API Proposal:

Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
2024-08-29 15:57:29 -07:00
Sam Lantinga
00c409cff8 Additional cleanup exposed by building with a C++ compiler 2024-08-27 10:31:46 -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
Francisco Javier Trujillo Mata
aa527dd0c2 Allow MessageBox to work without window 2024-08-23 11:52:19 -07:00
Sam Lantinga
3e60fb4223 VULKAN_UpdateVertexBuffer() should return true if there's nothing to do 2024-08-22 13:30:02 -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
037541a0e0 Check standard error code return values as < 0 instead of == -1 2024-08-22 09:04:30 -07:00
Anonymous Maarten
46d9066a69 Fix warnings shown when making SDL_bool a typedef of bool 2024-08-22 16:03:39 +00:00
Sam Lantinga
d7b027a241 Namespace the object creation properties
Fixes https://github.com/libsdl-org/SDL/issues/10543
2024-08-15 12:56:04 -07:00
Sam Lantinga
efdcfef4b9 Fixed Android build warnings 2024-08-13 10:52:50 -07:00
Sylvain
a57c566988 Add internal SDL_UpdateTextureFromSurface(), making SDL_CreateTextureFromSurface() lighter 2024-08-07 10:42:47 +02:00
Ethan Lee
15bfef57cd d3d12: Generate Xbox C macros, adjust SDL_Render files accordingly 2024-08-06 16:05:10 -04:00
Sam Lantinga
627cb8acd0 SDL_EventFilter functions now return SDL_bool 2024-08-06 07:59:45 -07:00
Sam Lantinga
95adcc522f Allow SDL hints to override OpenGL extension availability 2024-08-05 08:54:10 -07:00
Ethan Lee
efefc4a1f3 d3d12: Move platform-specific includes/defines to SDL_d3d12.h 2024-07-31 23:34:31 -07:00
Sam Lantinga
a5f18048b2 Extend the 9-grid functions to handle a non-uniform grid layout (thanks @zaun!)
Fixes https://github.com/libsdl-org/SDL/issues/10389
2024-07-31 22:36:39 -07:00
Sam Lantinga
445983fc79 Remove D3D12 call hacks now that we have a good set of D3D12 headers 2024-07-31 19:10:13 -07:00
Ethan Lee
55e9a8ca45 d3d12: Import DirectX-Headers, use local d3d12.h in SDL_render.
This avoids lots of build issues with the various D3D12 headers out there (MinGW, old Windows SDKs, etc) and also opens the door for WSL2 libd3d12.so support.

Note that the build system has not been changed; technically _all_ platforms now have d3d12.h but we should only enable the backend when it's actually expected to work.
2024-07-31 18:41:17 -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
930d83aed2 Fixed warning: implicit conversion loses integer precision: 'VkDeviceSize' (aka 'unsigned long long') to 'size_t' (aka 'unsigned int') 2024-07-29 12:01:53 -07:00
Sam Lantinga
c4582a6536 Fixed warning building on tvOS 2024-07-29 11:56:28 -07:00
Sam Lantinga
95dd8781ce Do a full cleanup if renderer creation fails during autodetection 2024-07-27 16:46:09 -07:00
Sam Lantinga
7eb2605630 Fixed memory leak when a renderer fails to be created
The supported texture formats were leaking. In order to catch future issues, we'll just do a full teardown of the renderer in the failure case, and make sure it's safe to do so with a partially initialized renderer.
2024-07-27 13:36:12 -07:00
Sam Lantinga
4f55271571 Removed temporary memory from the API
It was intended to make the API easier to use, but various automatic garbage collection all had flaws, and making the application periodically clean up temporary memory added cognitive load to using the API, and in many cases was it was difficult to restructure threaded code to handle this.

So, we're largely going back to the original system, where the API returns allocated results and you free them.

In addition, to solve the problems we originally wanted temporary memory for:
* Short strings with a finite count, like device names, get stored in a per-thread string pool.
* Events continue to use temporary memory internally, which is cleaned up on the next event processing cycle.
2024-07-26 20:59:14 -07:00
Sam Lantinga
cf8b158ccb Added SDL_GetRenderSafeArea() 2024-07-24 17:40:41 -07:00
Sam Lantinga
b98e1e9ef0 Fixed the render viewport not updating when the metal view resizes
When the phone is in portrait mode and the window is in landscape mode, the view changes orientation after layoutSubviews runs. In this case we need some way of notifying the application that the Metal view has changed.
2024-07-24 16:12:29 -07:00
Sam Lantinga
c601120883 Handle all Android lifecycle events on the main thread
This restructuring also allows us to wait efficiently in SDL_WaitEvent() on Android
2024-07-24 13:37:40 -07:00
Sam Lantinga
ca4bd4b63c Android life cycle behavior more closely matches iOS
This change also decouples the pause/resume handling from the video subsystem on Android, so applications that don't use SDL for video can get application life cycle events.

The semantics for the life cycle events are that they need to be handled in an event watch callback, and once they've been delivered, the application will block until it's been resumed. SDL_HINT_ANDROID_BLOCK_ON_PAUSE can be used to control that behavior, and if that's set to "0", then the application will continue to run in the background at low CPU usage until being resumed or stopped.

SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO has been removed, and the audio will be paused when the application is paused.

Fixes https://github.com/libsdl-org/SDL/issues/3193
2024-07-24 05:11:13 -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
c4bf5f9f59 SDL_CreateTexture() uses the SDL_TextureAccess type for the access parameter 2024-07-22 09:32:02 -07:00
Sam Lantinga
128df75e05 Fixed potential NULL dereference 2024-07-21 14:32:19 -07:00
Sam Lantinga
6209c71f54 Added SDL_BlitSurface9Grid() and SDL_RenderTexture9Grid() 2024-07-20 18:21:19 -07:00
Sam Lantinga
12e50d17a2 Removed SDL_SoftStretch() from the public API
SDL_BlitSurfaceScaled() is more flexible and uses the SDL_SoftStretch() fast path when possible. Having two surface scaling APIs was confusing, especially when one of them has unexpected limitations.
2024-07-20 18:21:19 -07:00
Sam Lantinga
198caa54a1 Added SDL_RenderTextureTiled() 2024-07-20 18:21:19 -07:00
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
68322ac851 Ensure that all functions that follow the SDL_GetStringRule return temporary memory 2024-07-19 12:22:03 -07:00
Sam Lantinga
cd25cb3435 Check SDL_LockSurface() return value 2024-07-17 18:04:16 -07:00
Amir
5db08b86ca Fix warning for Android NDK compiler: "function declaration without a prototype is deprecated in all versions of C [-Wstrict-prototypes]"
https://stackoverflow.com/questions/42125/warning-error-function-declaration-isnt-a-prototype
In C int foo() and int foo(void) are different functions. int foo() accepts an arbitrary number of arguments, while int foo(void) accepts 0 arguments. In C++ they mean the same thing.
2024-07-17 14:09:11 -07:00
Sam Lantinga
761e86e25e Initialize output parameters to reasonable defaults in case of error 2024-07-17 10:27:37 -07:00
Sam Lantinga
5f5e91eab6 Reverted 3d2e5a0b66
Applying these changes to external code doesn't actually improve anything, and within the context of the other Get* functions for renderers and surfaces, these stand out as outliers, so I'm going to back this change out.
2024-07-17 10:27:37 -07:00