Commit Graph

2483 Commits

Author SHA1 Message Date
SDL Wiki Bot
fbe7301aba Sync SDL3 wiki -> header 2024-02-25 23:55:23 +00:00
Sam Lantinga
be51b7acea Use the maximum potential headroom if EDR content isn't currently being displayed.
Also document that the HDR properties can change dynamically at runtime.
2024-02-25 15:54:34 -08:00
Sam Lantinga
276566235c Removed SDL_ClearHints() from the public API
Fixes https://github.com/libsdl-org/SDL/issues/9129
2024-02-24 21:07:50 -08:00
SDL Wiki Bot
dfd8073a8f Sync SDL3 wiki -> header 2024-02-22 22:59:24 +00:00
Dan Ginsburg
cab20117e6 Vulkan Renderer (#9114)
This pull request adds an implementation of a Vulkan Render backend to SDL.  I have so far tested this primarily on Windows, but also smoke tested on Linux and macOS (MoltenVK).  I have not tried it yet on Android, but it should be usable there as well (sans any bugs I missed).  This began as a port of the SDL Direct3D12 Renderer, which is the closest thing to Vulkan as existed in the SDL codebase. The shaders are more or less identical (with the only differences being in descriptor bindings vs root descriptors).  The shaders are built using the HLSL frontend of glslang.

Everything in the code is pure Vulkan 1.0 (no extensions), with the exception of HDR support which requires the Vulkan instance extension `VK_EXT_swapchain_colorspace`.  The code could have been simplified considerably if I used dynamic rendering, push descriptors, extended dynamic state, and other modern Vulkan-isms, but I felt it was more important to make the code as vanilla Vulkan as possible so that it would run on any Vulkan implementation.

The main differences with the Direct3D12 renderer are:
* Having to manage renderpasses for performing clears.  There is likely some optimization that would still remain for more efficient use of TBDR hardware where there might be some unnecessary load/stores, but it does attempt to do clears using renderpasses.
* Constant buffer data couldn't be directly updated in the command buffer since I didn't want to rely on push descriptors, so there is a persistently mapped buffer with increasing offset per swapchain image where CB data gets written.
* Many more resources are dependent on the swapchain resizing due to i.e. Vulkan requiring the VkFramebuffer to reference the VkImageView of the swapchain, so there is a bit more code around handling that than was necessary in D3D12.
* For NV12/NV21 textures, rather than there being plane data in the texture itself, the UV data is placed in a separate `VkImage`/`VkImageView`.

I've verified that `testcolorspace` works with both sRGB and HDR linear.  I've tested `testoverlay` works with the various YUV/NV12/NV21 formats.  I've tested `testsprite`.  I've checked that window resizing and swapchain out-of-date handling when minimizing are working.  I've run through `testautomation` with the render tests.  I also have run several of the tests with Vulkan validation and synchronization validation.  Surely I will have missed some things, but I think it's in a good state to be merged and build out from here.
2024-02-22 14:58:11 -08:00
SDL Wiki Bot
2132ba8985 Sync SDL3 wiki -> header 2024-02-22 03:26:22 +00:00
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
SDL Wiki Bot
31fe061ab5 Sync SDL3 wiki -> header 2024-02-20 20:57:27 +00:00
Ryan C. Gordon
70b89ab70d camera: Added SDL_GetCameraDevicePosition.
Otherwise, as a property, you have to open each camera device to figure out
which ones are which.
2024-02-20 15:56:26 -05:00
Ryan C. Gordon
8db2a3b27a camera: Add an optional property that reports if a camera is back or front.
This is useful for iOS and Android, so an app can find the camera it cares
about in the list of devices.
2024-02-20 15:56:26 -05:00
Ryan C. Gordon
99d1337de2 camera: Reenabled macOS/iOS support, with rewritten CoreMedia implementation. 2024-02-20 15:56:26 -05:00
Ryan C. Gordon
22dbc0f32f camera: Patched to compile after rebasing to latest in main. 2024-02-20 15:56:26 -05:00
Ryan C. Gordon
67708f9110 camera: Emscripten support!
This also adds code to deal with waiting for the user to approve camera
access, reworks testcameraminimal to use main callbacks, etc.
2024-02-20 15:56:26 -05:00
Ryan C. Gordon
182f707284 include: Fixed doxygen comments on new camera APIs. 2024-02-20 15:56:26 -05:00
Ryan C. Gordon
0b5875825e camera: framerate support. 2024-02-20 15:56:26 -05:00
Ryan C. Gordon
87e7046fca camera: Public API functions should say "Format" not "Spec" to match audio. 2024-02-20 15:56:26 -05:00
Ryan C. Gordon
d3e6ef3cc6 camera: Massive code reworking.
- Simplified public API, simplified backend interface.
- Camera device hotplug events.
- Thread code is split up so it backends that provide own threads can use it.
- Added "dummy" backend.

Note that CoreMedia (Apple) and Android backends need to be updated, as does
the testcamera app (testcameraminimal works).
2024-02-20 15:56:26 -05:00
Ryan C. Gordon
cb10c80aaf camera: Reworked to operate with a driver interface, like other subsystems. 2024-02-20 15:56:26 -05:00
Ryan C. Gordon
7ae955ce68 camera: Renamed everything from "video capture" to "camera", wired to CMake. 2024-02-20 15:56:26 -05:00
Ryan C. Gordon
f49ce4a15d camera: Renamed "video_capture" files to "camera" and moved to own subdir. 2024-02-20 15:56:26 -05:00
Sam Lantinga
8ce786d2b6 Property query functions don't set an error if they return the default value
You can call SDL_HasProperty() if you want to check to see if a property exists.

Fixes https://github.com/libsdl-org/SDL/issues/9067
2024-02-17 07:59:04 -08:00
SDL Wiki Bot
317099b01f Sync SDL3 wiki -> header 2024-02-17 03:51:21 +00:00
Sam Lantinga
cb38649490 Added SDL_PROP_DISPLAY_HDR_WHITE_LEVEL_FLOAT 2024-02-16 19:50:41 -08:00
SDL Wiki Bot
4d4c24acdd Sync SDL3 wiki -> header 2024-02-13 17:07:23 +00:00
Ryan C. Gordon
bc984f78bf android: Remove blocking permission request code. Async only in SDL3!
(this actually still blocks at our internal points of usage, though, for
replacement at a later time.)
2024-02-13 12:06:51 -05:00
Ryan C. Gordon
af61cfd5e0 android: Added SDL_AndroidRequestPermissionAsync. 2024-02-13 12:06:51 -05:00
Sam Lantinga
ead3cbafd7 Fixed documentation for SDL_HINT_WINDOWS_CLOSE_ON_ALT_F4 (thanks @AntTheAlchemist!) 2024-02-12 18:32:29 -08:00
Sam Lantinga
87c07a79c0 Changed property name from '-' to '_' 2024-02-12 09:55:40 -08:00
SDL Wiki Bot
59f1e66adc Sync SDL3 wiki -> header 2024-02-12 17:55:23 +00:00
Sam Lantinga
dca2721b91 Removed SDL_HINT_VIDEO_EXTERNAL_CONTEXT
This is replaced with SDL_PROP_WINDOW_CREATE_EXTERNAL_GRAPHICS_CONTEXT in SDL_CreateWindowWithProperties()
2024-02-12 09:54:33 -08:00
Sam Lantinga
2f7c24e4be Removed SDL_HINT_RENDER_SCALE_QUALITY
Textures now default to linear filtering, use SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_NEAREST) if you want nearest pixel mode instead.
2024-02-12 09:54:33 -08:00
Sam Lantinga
20051f805f Removed SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4
Replaced with SDL_HINT_WINDOWS_CLOSE_ON_ALT_F4, defaulting to SDL_TRUE
2024-02-12 09:54:33 -08:00
Sam Lantinga
7cb1ca60ec Removed SDL_HINT_RENDER_OPENGL_SHADERS
Shaders are always used if they are available.
2024-02-12 09:54:33 -08:00
Sam Lantinga
9920e062d5 Removed SDL_HINT_THREAD_STACK_SIZE
The stack size can be specified using SDL_CreateThreadWithStackSize()
2024-02-12 09:54:33 -08:00
Sam Lantinga
9e505252c0 Renamed SDL_HINT_PS2_DYNAMIC_VSYNC SDL_HINT_RENDER_PS2_DYNAMIC_VSYNC 2024-02-12 09:54:33 -08:00
Sam Lantinga
a538936821 Renamed SDL_HINT_LINUX_JOYSTICK_DEADZONES to SDL_HINT_JOYSTICK_LINUX_DEADZONES 2024-02-12 09:54:33 -08:00
Sam Lantinga
980c379a0b Renamed SDL_HINT_LINUX_JOYSTICK_CLASSIC to SDL_HINT_JOYSTICK_LINUX_CLASSIC 2024-02-12 09:54:33 -08:00
Sam Lantinga
1f7936d545 Renamed SDL_HINT_LINUX_HAT_DEADZONES to SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES 2024-02-12 09:54:33 -08:00
Sam Lantinga
39cfb437ed Renamed SDL_HINT_LINUX_DIGITAL_HATS to SDL_HINT_JOYSTICK_LINUX_DIGITAL_HATS 2024-02-12 09:54:33 -08:00
Sam Lantinga
b557c15bcf Renamed SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE to SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE 2024-02-12 09:54:33 -08:00
Sam Lantinga
4f628b5b62 Renamed SDL_HINT_GDK_TEXTINPUT_DEFAULT to SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT 2024-02-12 09:54:33 -08:00
Sam Lantinga
fd5d761128 Renamed SDL_HINT_DIRECTINPUT_ENABLED to SDL_HINT_JOYSTICK_DIRECTINPUT 2024-02-12 09:54:33 -08:00
Sam Lantinga
a5da7d0dd5 Renamed SDL_HINT_ALLOW_TOPMOST to SDL_HINT_WINDOW_ALLOW_TOPMOST 2024-02-12 09:54:33 -08:00
Sam Lantinga
ef8791cba8 Cleaned up and organized hint documentation 2024-02-12 09:54:33 -08:00
Sam Lantinga
9ce7fe2848 Removed SDL_HINT_ACCELEROMETER_AS_JOYSTICK
Sensors are a first-class object in SDL and we haven't gotten any feedback that this feature is useful these days.

Closes https://github.com/libsdl-org/SDL/pull/7879
2024-02-12 09:54:33 -08:00
Zack Middleton
5af7113842 Rename property define names to have a type suffix
Renamed the following property define names to have a type suffix to
match other property names.

SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET (number)
SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET (number)
SDL_PROP_WINDOW_CREATE_WAYLAND_SCALE_TO_DISPLAY (boolean)
SDL_PROP_WINDOW_RENDERER (pointer)
SDL_PROP_WINDOW_TEXTUREDATA (pointer)
2024-02-12 09:54:11 -08:00
Sam Lantinga
cacac6cc34 Updated structure and field names for consistency
Type names are camel case and field names are snake case except for fields ending in id, which are capitalized.

Fixes https://github.com/libsdl-org/SDL/issues/6955
2024-02-11 08:27:56 -08:00
Sam Lantinga
6f87973b9c Added a reserved field to the SDL_Event structure
This guarantees 64-bit alignment for the timestamp
2024-02-11 08:27:56 -08:00
SDL Wiki Bot
432ce3f167 Sync SDL3 wiki -> header 2024-02-10 15:09:26 +00:00