Sam Lantinga
fa76d28021
Fixed setting the texture unit, still doesn't work.
2011-02-08 16:50:51 -08:00
Sam Lantinga
e27e8c5cb6
Beginning of a framework for OpenGL shaders
2011-02-08 16:27:52 -08:00
Sam Lantinga
1543672ced
Reduce duplicated code in the texture update code paths
2011-02-08 10:38:12 -08:00
Sam Lantinga
5069986bff
Made it possible to disable the rendering subsystem with configure --disable-render
2011-02-08 10:04:09 -08:00
Sam Lantinga
7d207a3141
It's now possible to disable the fast atomic operations, at a huge performance penalty.
2011-02-07 22:57:33 -08:00
Sam Lantinga
da46bc3be3
Added function SDL_RenderSetClipRect()
2011-02-07 20:06:26 -08:00
Sam Lantinga
a69f5b0686
Fixed stack overflow on Windows
2011-02-07 20:05:52 -08:00
Sam Lantinga
1f86c7c17d
Try to create an OpenGL ES 2.0 context on Android and successfully fall back to OpenGL ES 1.1 if that fails.
2011-02-07 17:44:07 -08:00
Sam Lantinga
47818cfba9
Added a simple log message API
2011-02-07 16:45:40 -08:00
Sam Lantinga
f1d38d9c1c
Renamed SDL_Key to SDL_Keycode to clarify terminology.
2011-02-07 10:40:21 -08:00
Sam Lantinga
60016c514e
Renamed SDLKey and SDLMod for consistency
2011-02-07 09:42:08 -08:00
Sam Lantinga
23370c8928
Sheena pointed out that "scancode" and "keysym" are single words and shouldn't be camel-cased.
2011-02-07 09:37:11 -08:00
Sam Lantinga
45cb5ded3a
Create an OpenGL 1.1 context by default, if available.
...
This is easier for people to set up and work with, and is more conformant to the way desktop OpenGL works.
2011-02-07 09:23:01 -08:00
Sam Lantinga
cbc7e8a0b1
You don't need to copy the pixels into the streaming texture's pixel data. This behavior is defined specifically to optimize the UpdateTexture path.
2011-02-06 20:56:21 -08:00
Sam Lantinga
8668130e2d
OpenGL ES 2.0 rendering LIVES!
2011-02-06 19:12:55 -08:00
Sam Lantinga
6da9e66522
Fixed compiling source shaders
2011-02-06 10:59:37 -08:00
Sam Lantinga
9b04a1e0ff
Whoops, duplicate case
2011-02-06 10:27:05 -08:00
Sam Lantinga
eac41801da
At least allow returning the values that were set.
2011-02-06 10:24:08 -08:00
Sam Lantinga
886171e4ad
Prefer the OpenGL ES 2.0 context when it's available, make it possible to create an OpenGL 2.0 context on iPhoneOS
2011-02-06 10:22:25 -08:00
Sam Lantinga
5cf33c9e22
Fixed crash when binary shaders are not available.
2011-02-06 08:46:48 -08:00
Sam Lantinga
bbf99fa10b
Fixed building on Android, added SDL_opengles2.h, removed unnecessary SDL_glesfuncs.h
2011-02-06 02:35:14 -08:00
Sam Lantinga
51284af59d
Minor consistency cleanup and documentation link update.
2011-02-06 00:48:41 -08:00
Sam Lantinga
fb51cac4e8
Removed extra unneeded pixel formats, added support for VSYNC on other platforms besides Zune HD.
2011-02-06 00:48:16 -08:00
Sam Lantinga
ae2ce1d91e
Added an OpenGL ES 2.0 renderer, contributed by itsnotabigtruck
...
This compiles, but it untested.
2011-02-06 00:00:13 -08:00
Sam Lantinga
3d231d07df
Created a simpler version of SDL_SetHint() that doesn't need a priority.
2011-02-05 20:02:37 -08:00
Sam Lantinga
b31aaaaad7
Updated the DirectFB support, from Couriersud
...
attached is a working directfb driver diff which works with the current
changes. There are a number of changes around it as well, e.g.
configure.in.
The directfb renderdriver right now still depends on a some "includes"
from src/video/directfb. That's why it is not yet moved to the new
render folder.
2011-02-05 16:07:10 -08:00
Sam Lantinga
1128c77f9f
Renamed files for consistency
2011-02-05 12:01:11 -08:00
Sam Lantinga
59a97fa5e9
Fixed newlines
2011-02-05 11:54:46 -08:00
Sam Lantinga
dd42a41854
Added the SDL_HINT_RENDER_DRIVER and SDL_HINT_RENDER_VSYNC hints.
2011-02-05 10:35:36 -08:00
Sam Lantinga
1a693a0bd3
Allow SDL_HINT_FRAMEBUFFER_ACCELERATION to specify the renderer to use.
2011-02-05 10:11:27 -08:00
Sam Lantinga
1012c06b0a
Added a hint to determine whether framebuffer texture acceleration should be used, and added default behaviors for the various platforms.
2011-02-05 10:03:12 -08:00
Sam Lantinga
8322900075
Added a hint system to allow configuration hints to be specified by the application.
2011-02-05 10:02:39 -08:00
Sam Lantinga
e113c084a6
Removed execute permissions on source files.
2011-02-05 01:03:51 -08:00
Sam Lantinga
d4a8b09eda
Updated the name of the Direct3D renderer.
2011-02-05 00:34:34 -08:00
Sam Lantinga
4f6e1878af
Restored SDL_BLENDMODE_MOD for MAME
2011-02-04 19:50:56 -08:00
Sam Lantinga
e37fdde92a
Removed a bunch of X11 support that we no longer need.
2011-02-04 19:18:08 -08:00
Sam Lantinga
f1e6f7169b
Added the X11 framebuffer implementation. Simple! :)
2011-02-04 18:05:20 -08:00
Sam Lantinga
16b53812a8
The format detection code works better with 555 and 565 pixel formats
2011-02-04 16:55:50 -08:00
Sam Lantinga
509c2203d4
SDL_SetTextureBlendMode broken, caught by Kai Sterker - Thanks!
2011-02-05 00:32:04 -08:00
Sam Lantinga
4e34cbe61d
These aren't executable files. :)
2011-02-04 23:31:56 -08:00
Sam Lantinga
cc347f201a
Fixed compiling on Windows CE
2011-02-04 13:58:29 -08:00
Sam Lantinga
ce8fba858d
Use the exact format of the window if possible, for speed.
2011-02-04 13:47:02 -08:00
Sam Lantinga
976387a5ed
Added the Windows framebuffer implementation.
...
This actually ends up being faster than Direct3D with a dynamic texture. (???)
2011-02-04 12:29:58 -08:00
Sam Lantinga
6bd644058c
Don't free the surface since the application might be still using it.
2011-02-04 12:26:01 -08:00
Sam Lantinga
7656894d2a
Standardized on using the managed texture pool.
...
Also experimented with dynamic textures, but didn't get any speed increase with them. More research and testing is needed.
2011-02-04 12:25:26 -08:00
Sam Lantinga
44c37e3487
Don't free the surface since the application might be still using it.
...
Also experimented with texture rectangle updates, but I think at this point the full rect update gives the most consistent results.
2011-02-04 12:24:28 -08:00
Sam Lantinga
164a293ce9
Removed unused variables
2011-02-04 12:22:52 -08:00
Sam Lantinga
6d8925632d
Switched the SDL 1.2 compatibility to use the window surface, so it's fast even when there's no hardware acceleration available.
...
This means that the YUV overlay now uses software, but that's okay since fast YUV code should be using the textures now anyway.
2011-02-03 21:13:55 -08:00
Sam Lantinga
8675df42c8
Fixed recursion crash when setting SDL_VIDEO_RENDERER=software
2011-02-03 17:42:58 -08:00
Sam Lantinga
b9dd9284f1
Fixed crash if SDL_VideoDriverName() is passed a NULL namebuf
2011-02-03 16:57:38 -08:00