- high-level filters out duplicate render commands from the queue so
backends don't have to.
- Setting draw color is now a render command, so backends can put color
information into the vertex buffer to upload with everything else instead
of setting it with slower dynamic data later.
- backends can request that they always batch, even for legacy programs,
since the lowlevel API can deal with it (Metal, and eventually Vulkan
and such...)
- high-level makes sure the queue has at least one setdrawcolor and
setviewport command before any draw calls, so the backends don't ever have
to manage cases where this hasn't been explicitly set yet.
- backends allocating vertex buffer space can specify alignment, and the
high-level will keep track of gaps in the buffer between the last used
positions and the aligned data that can be used for later allocations
(Metal and such need to specify some constant data on 256 byte boundaries,
but we don't want to waste all that space we had to skip to meet alignment
requirements).
--HG--
branch : SDL-ryan-batching-renderer
Olli-Samuli Lehmus
If one creates a window with the SDL_WINDOW_FULLSCREEN_DESKTOP flag, and creates a render target with SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"), and afterwards sets SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest"), after minimizing the window, the scale quality hint is lost on the render target. Textures however do keep their interpolation modes.
This isn't complete, but is enough to run testsprite2. It's currently
Mac-only; with a little work to figure out how to properly glue in a Metal
layer to a UIView, this will likely work on iOS, too.
This is only wired up to the configure script right now, and disabled by
default. CMake and Xcode still need their bits filled in as appropriate.
Eric wing
Hi, I think I found a bug when using SDL_WINDOW_ALLOW_HIGHDPI with SDL_RenderSetLogicalSize on iOS. I use SDL_RenderSetLogicalSize for all my stuff. I just tried turning on SDL_WINDOW_ALLOW_HIGHDPI on iOS and suddenly all my touch/mouse positions are really broken/far-off-the-mark.
I actually don't have a real retina device (still) so I'm seeing this using the iOS simulator with a 6plus template.
Attached is a simple test program that can reproduce the problem. It uses RenderSetLogicalSize and draws some moving happy faces (to show the boundaries/space of the LogicalSize and that it is working correctly for that part).
When you click/touch, it will draw one more happy face where your button point is.
If you comment out SDL_WINDOW_ALLOW_HIGHDPI, everything works as expected. But if you compile with it in, the mouse coordinates seem really far off the mark. (Face appears far up and to the left.)
Alex Szpakowski on the mailing list suggests the problem is
"I believe this is a bug in SDL_Render’s platform-agnostic mouse coordinate scaling code. It assumes the units of the mouse coordinates are always in pixels, which isn’t the case where high-DPI is involved (regardless of whether iOS is used) – they’re actually in “DPI independent” coordinates (which matches the window size, but not the renderer output size)."
Additionally, if this is correct, the Mac under Retina is also probably affected too and "as well as any other platform SDL adds high-dpi support for in the future".
This fixes an issue where an empty cliprect is treated the same as a NULL
cliprect, causing the render backends to disable clipping.
Also adds a new API, SDL_RenderIsClipEnabled(render) that allows you to
differentiate between:
- SDL_RenderSetClipRect(render, NULL)
- SDL_Rect r = {0,0,0,0}; SDL_RenderSetClipRect(render, &r);
Fixes https://bugzilla.libsdl.org/show_bug.cgi?id=2504
This resolves lots of confusion around resizable windows. Most people don't expect a viewport to be implicitly set when the renderer is created and then not to be reset to the window size if the window is resized.
Added common test command line parameters --logical WxH and --scale N to test the render logical size and scaling APIs.
Frank Zago to SDL
For those interested, here's a snapshot of the current port. I did away with
most of the previous attempt which was based of the sprite engine, because the
support is limited to 128 64x64 sprites. Instead I'm using the gl engine.
The drawback is that either the frame buffer or the gl engine can be used
because there's not that much video memory on a DS.
With minimal changes to their code, it can now run the following tests: ,
testspriteminimal, testscale and testsprite2. The last 2 only run under the
emulator for some reason. The tests are not included in this patch for size
reason.
In 16 bits mode, the 16th bit indicated transparency/opacity. If 0, the color
is not displayed. So I had to patch a few core file to set that bit to 1. See
patch for src/video/SDL_RLEaccel.c and src/video/SDL_blit.h. Is that ok, or is
there a better way ?
The nds also doesn't support windowed mode, so I force the fullscreen in
src/video/SDL_video.c. Is that ok, or is there a better way ?
To get a smaller library, I also tried to not compile the software renderer
when the hardware renderer is compiled in, and define SDL_NO_COMPAT; however
the compilation eventually fails in SDL_surface.c because SDL_SRCCOLORKEY is
defined in SDL_compat.h. Is SDL_NO_COMPAT only for application and not SDL
itself ?
The render viewport is automatically re-centered when the window changes size, so applications that don't care will not have to handle recalculating their rendering coordinates.
Fixed API for drawing and filling multiple rectangles - the parameter should be an array of rects, not an array of pointers to rects.
Fixed API for updating window rects for consistency with other APIs - the order is pointer to array followed by count in array.