Commit Graph

373 Commits

Author SHA1 Message Date
Sam Lantinga
dba255c1e5 Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
2014-02-02 00:53:27 -08:00
Ryan C. Gordon
838a451cc7 Patched to compile...uh, everywhere. :) 2014-01-27 16:13:13 -05:00
Ryan C. Gordon
d0ebb0069a Patched to compile on Windows when not supporting Direct3D. 2014-01-27 16:10:15 -05:00
David Ludwig
805683ec95 WinRT: fixed bug: SDL_RenderReadPixels didn't work with certain orientations of the physical display 2013-12-10 22:34:08 -05:00
David Ludwig
b13b8b6290 WinRT: enable the OpenGL ES 2 SDL_Renderer backend, if and when OpenGL ES 2 support is compiled in 2013-11-29 00:19:46 -05:00
David Ludwig
c96c4f3dc4 WinRT: merged with latest SDL 2.x/HG code
SDL 2.x recently accepted patches to enable OpenGL ES 2 support via Google's ANGLE library.  The thought is to try to eventually merge SDL/WinRT's OpenGL code with SDL-official's.
2013-11-28 22:09:21 -05:00
Ryan C. Gordon
03d5719413 Make internal SDL sources include SDL_internal.h instead of SDL_config.h
The new header will include SDL_config.h, but allows for other global stuff.
2013-11-24 23:56:17 -05:00
Sam Lantinga
0a62cfe773 Fixed float to int conversion warning, which was a legitimate bug. 2013-12-23 17:15:32 -08:00
Gabriel Jacobo
74cba7bdbe Wayland support
Based on the original port to Wayland by: Joel Teichroeb, Benjamin Franzke, Scott Moreau, et al.

Additional changes in this commit, done by me:

* Wayland uses the common EGL framework
* EGL can now create a desktop OpenGL context
* testgl2 loads GL functions dynamically, no need to link to libGL anymore
* Assorted fixes to the Wayland backend

Tested on the Weston Compositor (v1.0.5) that ships with Ubuntu 13.10,
running Weston under X. Tests ran: testrendercopyex (all backends), testgl2, testgles2,testintersections
2013-12-14 20:18:43 -03:00
Gabriel Jacobo
3fcc35f5bb OpenGL ES support for Windows 2013-11-22 13:24:53 -03:00
Sam Lantinga
4b7f04ae7e Better fix for bug 2207 - SDL_RenderSetViewport behavior is different/incorrect on OpenGL renderer vs DirectX renderer
At least, it works better here on my Mac. :)
2013-11-15 22:07:35 -08:00
Ryan C. Gordon
7958ad08cc Fix viewport being upside down in OpenGL renderer.
Fixes Bugzilla #2207.
2013-11-15 23:20:50 -05:00
Sam Lantinga
d42623edab Backed out changeset e8f93c2ebda3 - it didn't actually do anything useful 2013-11-14 21:39:54 -08:00
Sam Lantinga
0e55f65eda Diagonal flipping with RenderCopyEx
Ivan Rubinson

As it turns out, it was impossible to render a texture flipped diagonally (both vertically and horizontally) with one RenderCopyEx call.
With help from #SDL @ freenode, we came up with a fix.
2013-11-13 21:50:59 -08:00
Sam Lantinga
a5ebac21ae Fixed performance regression caused by the fix for bug 2158 2013-11-05 21:01:25 -08:00
Philipp Wiesemann
7ff0d83715 Changed function to return -1 through SDL_Error() instead of plain -1. 2013-11-02 11:46:43 +01:00
David Ludwig
40358f5b27 WinRT: added support for SDL_HINT_RENDER_SCALE_QUALITY 2013-11-01 22:54:39 -04:00
David Ludwig
529fcd3ee3 WinRT: merged with SDL 2.0.1 codebase 2013-10-27 21:26:46 -04:00
David Ludwig
be91d7d487 WinRT: made the Direct3D 11.x 'Debug Layer' be enable-able in any app via a hint
To enable the Debug Layer, set the hint, SDL_HINT_RENDER_DIRECT3D11_DEBUG to '1'.

The Debug Layer will be turned off by default, both in Release and Debug builds (of SDL).
2013-10-25 20:31:43 -04:00
Sam Lantinga
4f0394ef7d Fixed whitespace 2013-10-21 22:08:56 -07:00
Sam Lantinga
e7b498cf26 Fixed bug 2129 - fix for bug 2121 breaks linking for mingw and throws multiple warnings
Andreas Ertelt

The problem in question is caused by changeset 7771 (http://hg.libsdl.org/SDL/rev/4434498bf4b9 / https://bugzilla.libsdl.org/show_bug.cgi?id=2121)

The redefinition of __inline__ (introduced by the addition of begin_code.h:128's "|| __STRICT_ANSI__") results in mingw's gcc throwing multiple

   warning: always_inline function might not be inlinable [-Wattributes]

as well as a whole bunch of redefinitions of mingw internals which break linking of projects including the SDL2 headers.
2013-10-20 21:56:15 -07:00
Sam Lantinga
2ff88d48c7 Prevent conflicts when linking both SDL2 and SDL2_gfx 2013-10-20 21:34:38 -07:00
Sam Lantinga
22810a9476 Use vertex arrays for drawing points in addition to lines 2013-10-20 10:35:51 -07:00
Sam Lantinga
3a96110d57 Fixed bug 2158 - Pixel missing in SDL_RenderDrawLines
Sean McKean

I am running Ubuntu 12.04 (GL version 1.4 Mesa 8.0.4) , and on drawing a set of lines through the renderer through SDL_RenderDrawLines() (looped or not) or SDL_RenderDrawRect() I notice a pixel missing. For RenderDrawLines() it seems to be the second point in the sequence; for RenderDrawRect() it is the lower-right. This can be fixed by specifying SDL_RenderDrawPoint(s), but wouldn't it be easier to specify each pixel in a GL_POINTS glBegin/End loop in the OpenGL code, just to make sure?

I also ran the same program on Android; the rendering seemed to be correct, which uses glDrawArrays.
2013-10-20 10:10:14 -07:00
Sam Lantinga
94d66457c3 Fixed bug 2162 - SDL_RenderClear not clearing entire render target
Kevin Wells

Overview:
SDL_RenderClear is only clearing part of a texture when it is the render target and a different size than the screen.

Steps to Reproduce:
1) This only occurs with the render driver set to direct3d, so: SDL_SetHint(SDL_HINT_RENDER_DRIVER,"direct3d")
Also, my window was 1280x720.

2) Create a texture for a render target with a resolution of 1024x1024:
texture=SDL_CreateTexture(main_window.renderer,SDL_PIXELFORMAT_RGBA8888,SDL_TEXTUREACCESS_TARGET,1024,1024);
SDL_SetTextureBlendMode(texture,SDL_BLENDMODE_BLEND);

3) Target the texture for rendering: SDL_SetRenderTarget(main_window.renderer,texture);

4) Set the draw color to whatever you want (problem occurs with both 0,0,0,0 and 0,0,0,255 among others) and then clear the render target:
SDL_SetRenderDrawColor(main_window.renderer,0,0,0,0);
SDL_RenderClear(main_window.renderer);

Actual Results:
Only about the top 3/4s of the texture gets cleared on calling SDL_RenderClear. The bottom 1/4 or so does not clear.

Expected Results:
Entire render target should be cleared.
2013-10-19 01:29:23 -07:00
Sam Lantinga
2451a67018 Fixed building using MinGW
Our SDL_windows.h needed to be included before anything else so UNICODE is defined.
2013-10-17 23:02:29 -07:00
Sam Lantinga
027a8b8275 Added support for SDL_PIXELFORMAT_UYVY surfaces on Mac OS X 2013-10-14 08:56:37 -07:00
Sam Lantinga
e2a6bbf232 Do a 32-bit compare on RGBA values. Thsi should be inlined in optimized builds. 2013-10-05 12:29:05 -07:00
Ryan C. Gordon
775abe1296 Avoid redundant state changes in the GLES2 renderer. 2013-10-05 00:29:57 -04:00
Ryan C. Gordon
43d69defbc Removed "u_colorTable" uniform from the GLES2 renderer. It's not used anywhere. 2013-10-04 11:25:14 -04:00
Sam Lantinga
0d0380db84 Added optional error checking for OpenGL ES 2.0 in the same style as the OpenGL renderer.
You can enable it like this: SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
2013-10-03 20:48:52 -07:00
Sam Lantinga
3f8a1dd1c3 Fixed a potential double-free bug if glGenTextures() failed. 2013-10-03 20:42:43 -07:00
Sam Lantinga
beb9e10e46 Fixed const/non-const warning 2013-10-03 03:31:05 -07:00
David Ludwig
6610782740 WinRT: fixed a line-rendering bug in the D3D 11.1 backend 2013-09-16 00:31:01 -04:00
David Ludwig
59362ee702 WinRT: made rendering work with orientation changes on Windows Phone
Pointer event geometry still needs to be adjusted on Windows Phone, to note.
2013-08-28 15:27:01 -04:00
David Ludwig
46a76134a3 WinRT: removed a comment regarding a dealt-with TODO 2013-08-28 12:45:43 -04:00
David Ludwig
9523f29d5c WinRT: rendering orientation fixes for Windows Phone, part 1
This change should allow apps to render correctly in Portrait mode, at minimum,

Support for orientation changes is pending.

Thanks to Pierre-Yves for assistance!
2013-08-28 12:38:30 -04:00
David Ludwig
2c2aedbcdb WinRT: fixed a potential memory-related crash in SDL_Renderer on Windows Phone 2013-08-28 11:46:02 -04:00
David Ludwig
93507125de WinRT: experimental and preliminary support for XAML-based overlays on Windows 8/RT
The XAML support here is still rudimentary.  Bugs do exist.  You've been warned.

XAML support in Windows Phone 8 is not yet available (in SDL/WinRT).
2013-08-27 21:21:09 -04:00
David Ludwig
df865dd615 WinRT: made all WinRT-related TODO comments use the same prefix, "TODO, WinRT" 2013-08-27 13:03:43 -04:00
David Ludwig
669aa12b7e WinRT: renamed SDL_SYSWM_WINDOWSRT to SDL_SYSWM_WINRT
This is part of an overall effort to use the name, "WinRT", rather than "WindowsRT" (or "Windows RT"), as the shorthand name often seems to mean something different than the longhand name.  (WinRT is an API, Windows RT is a product name)
2013-08-27 11:44:43 -04:00
David Ludwig
51cd30d786 WinRT: added a stub implementation of UpdateClipRect to the D3D 11.1 renderer 2013-08-13 20:33:15 -04:00
David Ludwig
1ae5d8dea3 WinRT: build fixes and additional WinRT-related integrations with SDL 2.0.0 2013-08-13 20:09:52 -04:00
David Ludwig
373ffd0dac WinRT: merged with SDL 2.0.0 codebase (aka. SDL hg rev d6a8fa507a45) 2013-08-12 22:29:55 -04:00
Sam Lantinga
53a86d45bd Check the return value of glGenTextures() 2013-08-10 10:49:26 -07:00
Sam Lantinga
dfac4af69a Reset the viewport when we reset the other D3D state.
From Sythical:

Hello, I've created a simple SDL2 application which draws a texture on the screen. The problem I'm having is that if I launch another program which loads the UAC popup or if I lock my PC and then login again, the application stops drawing the texture. I tried adding SDL_Delay(10000) after SDL_RenderPresent(renderer). This made the texture stay on the screen for a little bit but the texture wasn't drawn again after the delay. Here's my code:

#include "SDL.h"

int main(int argc, char *argv[])
{
    SDL_Renderer *renderer;
    SDL_Window *window;
    SDL_Surface *surface;
    SDL_Texture *rect_texture;
    SDL_Event main_event;
    SDL_Rect rect_data;
    int enable_vsync = 1;

    if(SDL_Init(SDL_INIT_VIDEO) < 0) return 1;

    window = SDL_CreateWindow("SDL2 Application", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 600, 600, SDL_WINDOW_RESIZABLE);

    renderer = SDL_CreateRenderer(window, -1, enable_vsync ? SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC : SDL_RENDERER_ACCELERATED);
    SDL_SetRenderDrawColor(renderer, 20, 20, 30, 255);

    surface = SDL_LoadBMP("icon.bmp");
    rect_texture = SDL_CreateTextureFromSurface(renderer, surface);

    rect_data.w = 32; rect_data.h = 32;
    rect_data.x = 300; rect_data.y = 300;

    while(main_event.type != SDL_QUIT)
    {
        SDL_PollEvent(&main_event);

        SDL_RenderClear(renderer);
        SDL_RenderCopy(renderer, rect_texture, NULL, &rect_data);
        SDL_RenderPresent(renderer);
    }

    SDL_DestroyTexture(rect_texture);
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();

    return 0;
}
2013-08-07 01:14:04 -07:00
Sam Lantinga
4b9d9d7d74 Fixed clobbering viewport when window is resized when using the software renderer. The viewport adjustment is already handled in the top level rendering code. 2013-08-06 22:31:11 -07:00
Ryan C. Gordon
6282a112e5 Removed anisotropic option from SDL_HINT_RENDER_SCALE_QUALITY.
Anisotropic filtering is meant to be used for textures at a stark
 angle, not perpendicular to the camera.
2013-08-06 00:23:04 -04:00
Sam Lantinga
2170675d1e Fixed bug 2008 - error typos in gles2 renderer
Martin Gerhardy

The attached patch fixes some typos in the SDL_SetError calls that are a little bit misleading.
2013-08-04 09:26:45 -07:00
Sam Lantinga
a082c12fd1 Fixed bug 1968 - SDL_RenderCopy stretch loses proportion on viewport boundaries for 3D renderers
driedfruit

SDL_RenderCopy clips dstrect against the viewport. Then it adjusts the
srcrect by "appropriate" amount of pixels. This amount is actually
wrong, quite a lot, because of the rounding errors introduced in the "*
factor / factor" scale.

            real_srcrect.x += (deltax * real_srcrect.w) / dstrect->w;
            real_srcrect.w += (deltaw * real_srcrect.w) / dstrect->w;

For example:

I have a 32 x 32 srcrect and a 64 x 64 dstrect. So far the
stretching is done perfectly, by a factor of 2.

Now, consider dstrect being clipped against the viewport, so it becomes
56 x 64. Now, the factor becomes 1.75 ! The adjustment to "srcrect"
can't handle this, cause srcrect is in integers.

And thus we now have incorrect mapping, with dstrect not being in the
right proportion to srcrect.

The problem is most evident when upscaling stuff, like displaying a 8x8
texture with a zoom of 64 or more, and moving it beyond the corners of
the screen. It *looks* really really bad.

Note: RenderCopyEX does no such clipping, and is right to do so. The fix would be to remove any such clipping from RenderCopy too. And then fix the software renderer, because it has the same fault, independently of RenderCopy.

[attached patch]
this leaves Software Renderer buggy, as it does it's own clipping later on
2013-08-01 09:15:36 -07:00
Sam Lantinga
ff814534d2 Fixed compiler warning with gcc 2013-07-30 00:02:45 -07:00
Sam Lantinga
cc357a636a A little cleanup on the cleanup, just for consistency. 2013-07-23 19:18:01 -07:00
Jørgen P. Tjernø
f87ccc3ea5 Fix build errors from last change. 2013-07-23 17:40:16 -07:00
Jørgen P. Tjernø
61b46199ac Fix some clang analyzer warnings.
This fixes some analyzer warnings and a couple of minor memory leaks.
2013-07-23 17:40:13 -07:00
Sam Lantinga
3d68d1d1ea Added Direct3D shader to hardware accelerate YV12 and IYUV textures. 2013-07-23 12:55:19 -07:00
Sam Lantinga
4862c1fc30 Updated blend semantics so blending uses the following formula:
dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA))
    dstA = srcA + (dstA * (1-srcA))
This allows proper compositing semantics without requiring premultiplied alpha.

Needs full unit test coverage and bug fixes!
2013-07-23 08:06:49 -07:00
Sam Lantinga
17747734e6 Fixed bug 1813 - MouseMotion relative values do not respect renderer LogicalSize
driedfruit

A trivial issue, the xrel and yrel values of MouseMotion event struct are not adjusted to renderer logical size.
2013-07-21 12:54:27 -07:00
Ryan C. Gordon
94f48a7a79 Include SDL_assert.h to fix broken build. 2013-07-20 21:22:37 -04:00
Ryan C. Gordon
f5dc9cbdd4 Don't allocate memory if we're just going to fail when checking parameters. 2013-07-20 21:19:20 -04:00
Ryan C. Gordon
458f6d50de Don't try to clear errors in GL_ActivateRenderer() before we MakeCurrent.
Otherwise, if we destroyed a different renderer, next time this one draws,
it'll clear errors forever (GL_INVALID_OPERATION for having no current
context, at least on Windows), hanging up the program in an infinite loop.

Fixes Bugzilla #1775.
2013-07-20 21:10:05 -04:00
Sam Lantinga
56ec88d00b Fixed bug 1977 - D3D_UpdateClipRect() sets the wrong width for the clip rect
Bithika Mookherjee

SDL_RenderSetClipRect() calls into renderer->UpdateClipRect(renderer).

I am not sure if UpdateClipRect() can point to a number of clip rect update functions, but on my platform it calls D3D_UpdateClipRect().

In that function, the rect to pass to IDirect3DDevice9_SetScissorRect() has it's right field set as:

    r.right = rect->w + rect->w;

But actually, this should be:

    r.right = rect->x + rect->w;
2013-07-19 22:43:14 -07:00
Ryan C. Gordon
a4b32eb96a Get rid of glGetError() calls in GLES2 renderer.
It's not usually useful, and it causes pipeline stalls.
2013-10-02 22:16:11 -04:00
Sam Lantinga
e0ecd82d03 Fixed bug 2122 - SDL_CreateTexture allows illegal texture sizes
Lloyd Bryant

SDL_CreateTexture() is succeeding (i.e. returning a valid pointer) when the requested horizontal or vertical size of the texture exceeds the maximum allowed by the render.  This results in hard-to-understand errors showing up when later attempting to use that texture (such as with SDL_SetRenderTarget()).
2013-09-30 22:16:14 -07:00
Sam Lantinga
c049a88aca Call AddRef() on the device so it doesn't accidentally get released from underneath the caller. 2013-09-28 14:07:17 -07:00
Sam Lantinga
ac2735a4a4 Make it clear we're just returning a D3D9 device, allowing for new functions to get other D3D versions 2013-09-28 14:07:14 -07:00
Sam Lantinga
c045f564ad Added a hint to create the D3D device in thread-safe mode: SDL_HINT_RENDER_DIRECT3D_THREADSAFE 2013-09-28 14:07:08 -07:00
Sam Lantinga
4eac5bc7be Added platform specific call: SDL_RenderGetD3DDevice() 2013-09-28 14:07:05 -07:00
Sam Lantinga
c2caca9f44 Moved SDL_Direct3D9GetAdapterIndex() to SDL_windowsvideo.c since it doesn't belong in the window code. 2013-09-28 14:06:59 -07:00
Sam Lantinga
e90c3d6709 Implemented SDL_UpdateYUVTexture() for Direct3D 2013-09-28 14:06:55 -07:00
Sam Lantinga
5468c2d97f Added missing SDL_assert.h 2013-09-28 14:06:51 -07:00
Sam Lantinga
b7d5ed3b6f Added optimized YUV texture upload path with SDL_UpdateYUVTexture() 2013-09-28 14:06:47 -07:00
Sam Lantinga
dcaec5adaf Moved D3D_LoadDLL and SDL_Direct3D9GetAdapterIndex to SDL_windowswindow.c at Jorgen's insistence. That file is wrapped in a more appropriate define check so it will work if somebody builds a binary without D3D support.
Added a reference to SDL_Direct3D9GetAdapterIndex to SDL_test_common.c so SDL will fail to compile if the new symbol isn't included properly.

CR: Jorgen
2013-09-28 14:06:20 -07:00
Edward Rudd
fab88c0df2 add in High DPI support (aka Retina)
- based on Jørgen's patch with a few bug fixes
2013-09-20 13:43:00 -04:00
Sam Lantinga
c1a125c267 Added SDL_Direct3D9GetAdapterIndex(), which returns the adapter index you would pass into CreateDevice to get your device on the right monitor in full screen mode. This fixes the default adapter in SDL_render_d3d.c, which means that tests will work fullscreen off the main monitor now.
CR: Sam
2013-09-13 17:42:46 -07:00
Gabriel Jacobo
6b6b23633c Fixes bug #2040, prepare SDL_GL_CONTEXT_EGL for deprecation on v2.1
SDL_GL_CONTEXT_EGL = 1 is now internally treated as profile_mask = SDL_GL_CONTEXT_PROFILE_ES
2013-08-29 15:02:32 -03:00
Sam Lantinga
6d9d4b6eba Christoph Mallon: Remove pointless if (x) before SDL_FreeSurface(x) 2013-08-29 08:29:51 -07:00
Sam Lantinga
753aae78fc Christoph Mallon: Remove pointless if (x) before SDL_free(x) 2013-08-29 08:29:21 -07:00
Gabriel Jacobo
3d70638fcf Fix warning in GL ES2 renderer 2013-08-22 17:26:22 -03:00
Gabriel Jacobo
bc514bada3 Fixes for -Wdeclaration-after-statement 2013-08-21 10:12:16 -03:00
Gabriel Jacobo
8515791f86 OCD fixes: Adds a space after /* (glory to regular expressions!) 2013-08-21 09:47:10 -03:00
Gabriel Jacobo
871473e032 OCD fixes: Adds a space before */ 2013-08-21 09:43:09 -03:00
Gabriel Jacobo
f93c78450b More non C89 compliant comments 2013-08-20 20:34:40 -03:00
Ryan C. Gordon
ae735be7ec Fixed leaking of pixel shader object in D3D renderer (thanks, Peter!).
Fixes Bugzilla #2047.
2013-08-19 11:02:44 -04:00
Sam Lantinga
aaeb2536aa Fixed Windows build 2013-08-17 17:14:15 -07:00
Sam Lantinga
997833aa8a Do full state initialization in D3D_Reset(), this fixes blend mode issues when resizing the window on Windows 8. 2013-08-17 09:54:30 -07:00
Gabriel Jacobo
973b6fec27 Android quirk:Some devices don't report GL_OES_framebuffer_object but support it 2013-08-16 14:38:04 -03:00
Ryan C. Gordon
6d08ab8e93 Patched to compile. 2013-08-16 12:51:29 -04:00
Gabriel Jacobo
6af114230c [Bug 2042] OpenGL ES renderer tries to load OES functions unconditionally
Also, fail more gracefully when creating texture to avoid double free errors.
2013-08-16 13:37:27 -03:00
Sam Lantinga
c0d6bf12b0 Fixed bug 1810 - xxx_RenderReadPixels - incorrect behaviour in certain conditions
PoopiSan

GLES2_RenderReadPixels, GLES_RenderReadPixels, GL_RenderReadPixels and possibly other backends is incorrectly implemented.

If the current target viewport is different than window size the function is reading garbage and according to the function documentation should work with any rendering target "Read pixels from the current rendering target.".

this seems to be caused by this line:

...
SDL_GetWindowSize(window, &w, &h);
2013-07-12 00:55:04 -07:00
Sam Lantinga
824e95758a Don't crash if the current render target is destroyed. 2013-07-12 00:43:16 -07:00
Sam Lantinga
ce81311ab7 Check the parameters to SDL_UpdateTexture() 2013-07-11 22:04:16 -07:00
Philipp Wiesemann
1f5019fb44 Changed include directive to standard header. 2013-07-07 16:13:17 +02:00
Sam Lantinga
722a61f8df Fixed the logical size for rendering to texture, thanks to Mason Wheeler.
Mason Wheeler

The SDL_RenderGetLogicalSize function should always return the amount of pixels that are currently available for rendering to.  But after updating to the latest SDL2, I started getting crashes because it was returning (0,0) as the logical size!  After a bit of debugging, I tracked it down to the following code in SDL_SetRenderTarget:

    if (texture) {
        renderer->viewport.x = 0;
        renderer->viewport.y = 0;
        renderer->viewport.w = texture->w;
        renderer->viewport.h = texture->h;
        renderer->scale.x = 1.0f;
        renderer->scale.y = 1.0f;
        renderer->logical_w = 0;
        renderer->logical_h = 0;
    }

This is obviously wrong; 0 is never the correct value for a valid renderer.  Those last two lines should read:

        renderer->logical_w = texture->w;
        renderer->logical_h = texture->h;
2013-06-29 14:40:55 -07:00
Sam Lantinga
cee64ab8c3 Merged 2013-06-28 20:46:11 -07:00
Sam Lantinga
f212eb00a5 Fixed bug updating the clip rect for the software renderer 2013-06-27 11:27:19 -07:00
Sam Lantinga
3fdc17618c Fixed bug 1929 - SDL_Texture* from SDL_CreateTexture() causes GL_BindTexture() to segfault
Charles Huber

If SDL_CreateTexture() takes the !IsSupportedFormat() path it will return a SDL_Texture* with a NULL driverdata member.

If you then SDL_GL_BindTexture() this will cause a segfault in GL_BindTexture() when it unconditionally dereferences driverdata.
2013-06-25 20:21:31 -07:00
Sam Lantinga
6993e59213 Fixed some Visual Studio analyze warnings 2013-06-15 02:46:32 -07:00
Yuri K. Schlesner
ce7e01dd7b Re-apply texture filter when resetting direct3d renderer. 2013-05-29 06:31:48 -05:00
Sam Lantinga
028c19b92b When the window is resized, the viewport is automatically reset.
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.
2013-05-29 03:22:19 -07:00
Sam Lantinga
23f33cb76c Fixed bug 1622 - SDL_RenderSetViewport with empty SDL_Rect raises wrong error for OpenGL rendering backend
It's now legal to set an empty viewport rect - it will prevent any rendering.

Also added an API to query the output size: SDL_GetRendererOutputSize()
2013-05-29 03:07:55 -07:00