Commit Graph

896 Commits (2f4f1f69239033c6cec522a5c8cb39844aa24e03)

Author SHA1 Message Date
SDL Wiki Bot 27389716ac Sync SDL3 wiki -> header 2024-03-02 23:05:24 +00:00
Sam Lantinga 7f9ff6277c Don't assume HDR headroom for HDR10 surfaces
Applications that support HDR will set the correct values for their content.
2024-03-02 15:02:17 -08:00
SDL Wiki Bot 8c015cd3b6 Sync SDL3 wiki -> header 2024-03-02 18:02:26 +00:00
Sam Lantinga 8d023f9869 Updated documentation for new property parameters 2024-03-02 09:56:29 -08:00
Sam Lantinga f2cd361e25 testyuv: added validation of P010 YUV format
Also added conversion between RGB and P010, using XRGB2101010 as a bridging format in PQ space
2024-03-01 20:26:52 -08:00
Ryan C. Gordon 1e8b006d43 stdlib: qsort and bsearch changes.
- Always use internal qsort and bsearch implementation.
- add "_r" reentrant versions.

The reasons for always using the internal versions is that the C runtime
versions' callbacks are not mark STDCALL, so we would have add bridge
functions for them anyhow, The C runtime qsort_r/qsort_s have different
orders of arguments on different platforms, and most importantly: qsort()
isn't a stable sort, and isn't guaranteed to give the same ordering for
two objects marked as equal by the callback...as such, Visual Studio and
glibc can give different sort results for the same data set...in this
sense, having one piece of code shared on all platforms makes sense here,
for reliabillity.

bsearch does not have a standard _r version at all, and suffers from the
same SDLCALL concern. Since the code is simple and we would have to work
around the C runtime, it's easier to just go with the built-in function
and remove all the CMake C runtime tests.

Fixes #9159.
2024-03-01 08:28:12 -05:00
Sam Lantinga af58ed978e Fixed the documentation for SDL_GetGamepadMappings() 2024-03-01 01:55:56 -08:00
SDL Wiki Bot 7ff9be7398 Sync SDL3 wiki -> header 2024-03-01 01:39:28 +00:00
Sam Lantinga 0454e1fdb4 Vulkan: added support for wrapping existing textures 2024-02-29 17:38:10 -08:00
SDL Wiki Bot 68588b232c Sync SDL3 wiki -> header 2024-02-28 15:13:26 +00:00
Sam Lantinga 614630df69 Allow using an external Vulkan device with the vulkan renderer 2024-02-28 07:12:15 -08:00
Sam Lantinga 220340e944 Remove SDL_PIXELFORMAT_P010
It's not supported by any renderer or pixel conversion path
2024-02-27 12:48:33 -08:00
Semphriss 84aaf63bd3 Fix typo in SDL_filesystem.h 2024-02-27 08:58:45 -08:00
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
Sam Lantinga 416803b03b Clarify the lifetime of the shape surface in SDL_SetWindowShape() 2024-02-10 07:08:28 -08:00
Sam Lantinga f95b7ee4da Renamed SDL_HasWindowSurface to SDL_WindowHasSurface
Fixes https://github.com/libsdl-org/SDL/issues/9034
2024-02-09 17:42:18 -08:00
SDL Wiki Bot 1ec0e22bcd Sync SDL3 wiki -> header 2024-02-10 00:38:20 +00:00
Sam Lantinga 1162097135 Added SDL_RenderViewportSet() to tell whether the viewport was previously set to a specific rectangle.
Fixes https://github.com/libsdl-org/SDL/issues/9029
2024-02-09 16:37:04 -08:00
SDL Wiki Bot 9ff8df932a Sync SDL3 wiki -> header 2024-02-10 00:05:26 +00:00
Sam Lantinga f6b92c9b88 Re-added a simplified version of SDL_SetWindowShape()
In order to handle mouse click transparency this needs to be implemented inside SDL
2024-02-09 16:04:46 -08:00
SDL Wiki Bot 1684032c17 Sync SDL3 wiki -> header 2024-02-08 18:39:20 +00:00
Sam Lantinga 4ce7ae31d4 Document that SDL_UpdateJoysticks() needs to be called to handle rumble processing
Related: https://github.com/libsdl-org/SDL/issues/4300
2024-02-08 10:43:00 -08:00
Sam Lantinga 1269590dfc Clarified that SDL scancodes are unaffected by keyboard layout 2024-02-07 09:33:27 -08:00
Sam Lantinga 3158342441 Use SDL_Color for SDL_RenderGeometryRaw() and add SDL_RenderGeometryRawFloat()
Eventually we can re-add a fast path for that data down to the individual renderers. Setting color scale would still require converting to float, and most hardware accelerated renderers prefer to consume colors as float, so this requires some thought and performance testing.

Fixes https://github.com/libsdl-org/SDL/issues/9009
2024-02-06 18:16:41 -08:00
SDL Wiki Bot ed86cec07f Sync SDL3 wiki -> header 2024-02-06 23:41:23 +00:00
Sam Lantinga 2039c46d2c Added support for creating an SDL texture from a CVPixelBufferRef 2024-02-06 15:40:47 -08:00
SDL Wiki Bot 451dc41427 Sync SDL3 wiki -> header 2024-02-06 10:49:24 +00:00
Sam Lantinga 30e176d6ba Added HDR display properties and related event
Also added an HDR calibration stage to testcolorspace
2024-02-06 02:48:05 -08:00
Sam Lantinga d4caef5b89 Generalize SDR white level handling into a color scale
This gives applications better control over how and when light levels are adjusted when working with HDR content and display.
2024-02-06 02:48:05 -08:00
Sam Lantinga e74171b1ae Added support for HDR10 video playback on direct3d11
Fixes https://github.com/libsdl-org/SDL/issues/8053
2024-02-05 09:45:39 -08:00
SDL Wiki Bot a6374123c7 Sync SDL3 wiki -> header 2024-02-04 21:10:23 +00:00
Sam Lantinga 327b976bc4 SDL_COLORSPACE_JPEG is the default YUV colorspace 2024-02-04 13:09:40 -08:00
Sam Lantinga 89b9d6cbdc SDL_RenderReadPixels() now returns a surface
Fixes https://github.com/libsdl-org/SDL/issues/8977
2024-02-03 11:49:15 -08:00
SDL Wiki Bot ab571633d1 Sync SDL3 wiki -> header 2024-02-03 15:37:23 +00:00
Sam Lantinga 50a805cdd1 Use YUV colorspaces instead of a global YUV conversion mode
Fixes https://github.com/libsdl-org/SDL/issues/8669
2024-02-03 07:36:18 -08:00
SDL Wiki Bot 2819988f8b Sync SDL3 wiki -> header 2024-02-03 04:40:24 +00:00
Sam Lantinga a2c45f61bb Updated scRGB render colorspace documentation 2024-02-02 20:38:48 -08:00
Sam Lantinga 25fd5da1a7 Removed maxCLL and maxFALL properties, moved them to SDL_image for HDR image loading 2024-02-02 15:13:09 -08:00
SDL Wiki Bot 943ab983cb Sync SDL3 wiki -> header 2024-02-02 23:10:26 +00:00
Sam Lantinga 5d48f9a63a Added SDL_CopyProperties() 2024-02-02 15:09:12 -08:00
SDL Wiki Bot c007c7ed55 Sync SDL3 wiki -> header 2024-02-02 21:14:23 +00:00
Sam Lantinga 9591b2cfb4 Finalized the SDL render API colorspaces
The renderer will always use the sRGB colorspace for drawing, and will default to the sRGB output colorspace. If you want blending in linear space and HDR support, you can select the scRGB output colorspace, which is supported by the direct3d11 and direct3d12
2024-02-02 13:13:53 -08:00
Sam Lantinga d04fea8b87 Even more miscellaneous gamepad buttons! 2024-02-01 20:34:05 -08:00
Sam Lantinga cb70e972e3 Added miscellaneous gamepad buttons for additional macro buttons on some controllers 2024-02-01 20:15:01 -08:00
SDL Wiki Bot dcfb069c75 Sync SDL3 wiki -> header 2024-02-01 20:18:29 +00:00
Sam Lantinga 19dde63e7c Added a simple linear scale for tonemapped HDR to SDR surface conversion 2024-02-01 12:17:35 -08:00
Sam Lantinga dd28ab0489 Added SDL_SetRenderDrawColorspace() and SDL_GetRenderDrawColorspace() 2024-02-01 12:17:35 -08:00
SDL Wiki Bot a4969e393e Sync SDL3 wiki -> header 2024-02-01 02:08:27 +00:00
Sam Lantinga 6f443e2aca Added support for the scRGB colorspace on D3D11 and D3D12 2024-01-31 18:07:00 -08:00
Sam Lantinga 3c45544a14 Added a slow blit function to handle large pixel formats and colorspace conversion 2024-01-31 09:50:46 -08:00
Amun 4a759b340f Fixes in SDL_ColorSpace (SDL_pixels.h) 2024-01-30 11:16:53 -08:00
SDL Wiki Bot d15fb9e063 Sync SDL3 wiki -> header 2024-01-30 17:49:26 +00:00
Sam Lantinga f257eb4481 Added the concept of colorspace to the SDL renderer
This allows color operations to happen in linear space between sRGB input and sRGB output. This is currently supported on the direct3d11, direct3d12 and opengl renderers.

This is a good resource on blending in linear space vs sRGB space:
https://blog.johnnovak.net/2016/09/21/what-every-coder-should-know-about-gamma/

Also added testcolorspace to verify colorspace changes
2024-01-30 09:48:02 -08:00
Sam Lantinga 554f0625d3 Renderer colors now have floating point precision 2024-01-30 09:48:02 -08:00
Sam Lantinga 61a3a163db Fixed typo (thanks @Akaricchi!) 2024-01-29 18:48:41 -08:00
SDL Wiki Bot 7fbd85ad5c Sync SDL3 wiki -> header 2024-01-29 02:25:21 +00:00
Sam Lantinga 61b5c38e6e Added the initial concept of colorspace to SDL 2024-01-28 18:24:39 -08:00
SDL Wiki Bot 00a8ca403e Sync SDL3 wiki -> header 2024-01-28 18:32:23 +00:00
Frank Praznik 5b8ca05f1a wayland: Add a forced screen space scaling mode
Add a mode that forces Wayland windows to output with scaling that forces 1:1 pixel mapping.

This is intended to allow legacy applications to be displayed without desktop scaling being applied, and may have issues with some display configurations, as this forces the window to behave in a way that Wayland desktops were not designed to accommodate (rounding errors can result from certain combinations of window/scale values, the window may be unusably small, jump in size at times, or appear to be larger than the desktop space, and cursor precision may be reduced).

Windows flagged as DPI-aware are not affected by this.

The automated video test suite passes with the hint turned on.
2024-01-28 13:31:42 -05:00
Sam Lantinga 12bdb2b4d0 Added the environment variable SDL_LOGGING to control default log output 2024-01-27 19:30:22 -08:00
Sam Lantinga a7a98d8bbb Document that the default log priority is error, not critical 2024-01-27 15:45:38 -08:00
SDL Wiki Bot fd14a20a4b Sync SDL3 wiki -> header 2024-01-27 23:26:26 +00:00
Sam Lantinga 17768c51fc Revert "Sync SDL3 wiki -> header"
This reverts commit 5e96e410d6.
2024-01-27 15:25:29 -08:00
Charlie Volow 5ae2ffc127 document that text input is on by default
See:
https://discourse.libsdl.org/t/text-input-is-active-by-default-hampering-frame-rate/24396
https://discourse.libsdl.org/t/restoring-text-input-to-the-default-state/42690
2024-01-27 15:18:05 -08:00
SDL Wiki Bot 5e96e410d6 Sync SDL3 wiki -> header 2024-01-27 23:12:19 +00:00
Sam Lantinga f66fe7e221 Replaced SDL_GetJoystickCaps() with joystick properties
Fixes https://github.com/libsdl-org/SDL/issues/8927
2024-01-27 15:11:52 -08:00
SDL Wiki Bot aba3038353 Sync SDL3 wiki -> header 2024-01-27 21:01:19 +00:00
Sam Lantinga 3b55c7d1f4 Shortened SDL property names 2024-01-27 13:00:50 -08:00
SDL Wiki Bot 1885e6b2e0 Sync SDL3 wiki -> header 2024-01-27 20:47:21 +00:00
Sam Lantinga 8a4284b7df Clarified the use of SDL_RENDERER_SOFTWARE when creating a renderer
Fixes https://github.com/libsdl-org/sdlwiki/issues/458
2024-01-27 12:46:41 -08:00
Sam Lantinga b9ea2dde44 Added VisionOS as a supported target to the Xcode project
Also added SDL_PLATFORM_VISIONOS to the platform definitions and generally switched from TARGET_OS_* macros to SDL_PLATFORM_* macros.
2024-01-27 11:07:21 -08:00
Sam Lantinga aeac8774f7 Missed one 2024-01-25 16:53:19 -08:00
Sam Lantinga d0dd60c8ba Updated new pixel format names to be more consistent with the others 2024-01-25 16:51:22 -08:00
Sam Lantinga 0f78aa7c30 Add some high bit-depth pixel formats
These are not fully supported yet, just preparing for future work.
2024-01-25 16:40:46 -08:00
Ryan C. Gordon ecbbef8b8d
blendmode: Corrected docs for `SDL_BLENDOPERATION_[REV_]SUBTRACT`.
They were documented backwards.

Fixes #8910.
2024-01-25 17:48:12 -05:00
Ryan C. Gordon 8814095aa8
main: Indented SDL_main headers for readability, removed SDL2 compat macros.
Specifically, SDL_WinRTRunApp, SDL_UIKitRunApp, and SDL_GDKRunApp macros were
removed, as likely unnecessary to SDL3 users. A note was added to the
migration doc about how to roll replacements. These are not going into
SDL_oldnames.h.

Fixes #8245.
2024-01-25 17:39:38 -05:00
Sam Lantinga 02f59f3ae6 Note that SDL_GetHaptics() is useful in combination with SDL_OpenHaptic() 2024-01-25 08:21:01 -08:00
Ozkan Sezer fd6ec3b9aa SDL_intrin.h: adjust for new SDL_PLATFORM_WINDOWS meaning. 2024-01-24 21:20:50 +03:00
Ozkan Sezer 2654c52d0e macro SDL_PLATFORM_WINDOWS now means Win32 api and Windows-based OS's.
macro SDL_PLATFORM_WIN32 means desktop windows, i.e. anything other than
WinRT or GDK, etc.
2024-01-24 21:20:50 +03:00
Sam Lantinga 8fe257b541 Added support for other HDR color primaries
Specifically, SDL_COLOR_PRIMARIES_XYZ, SDL_COLOR_PRIMARIES_SMPTE431, and SDL_COLOR_PRIMARIES_SMPTE432
2024-01-23 20:35:29 -08:00
Ozkan Sezer c5792cc0de SDL_thread.h: replace uses of __GDK__ and __WINRT__ (missed in #8875.) 2024-01-24 06:28:10 +03:00
Anonymous Maarten 31d133db40
Define SDL_PLATFORM_* macros instead of underscored ones (#8875) 2024-01-24 01:40:51 +00:00
SDL Wiki Bot ceccf24519 Sync SDL3 wiki -> header 2024-01-24 01:20:29 +00:00
Sam Lantinga 7cd914593f Added HDR surface properties and tone mapping from HDR to SDR
This currently only supports PQ, but can be expanded in the future
2024-01-23 17:19:41 -08:00
SDL Wiki Bot 6fb188eb35 Sync SDL3 wiki -> header 2024-01-23 03:24:26 +00:00
Sam Lantinga cd231a65f6 Added SDL_GetJoystickCaps() and SDL_GetGamepadCaps() to get the capabilities of controllers
Also added SDL_GAMEPAD_CAP_PLAYER_LED to let the application know if the controller has a visible player LED
2024-01-22 19:23:42 -08:00
Sam Lantinga a28a42cfc6 Fixed declaration of SDL_HapticRumbleSupported 2024-01-21 11:36:38 -08:00
Sam Lantinga 052b958bf2 Made SDL_HapticEffect const in the API
Also added some additional parameter validation to haptic effect functions
2024-01-21 11:29:40 -08:00
Sam Lantinga e2f35a16c2 Added <string.h> for declaration of memset() and memcpy() 2024-01-21 06:55:29 -08:00
Sam Lantinga 7a069cc4b0 Allow optimizing memcpy and memset where possible
Modern C runtimes have well optimized memset and memcpy, so use those instead of dispatching into SDL's versions. In addition, some compilers can analyze memset and memcpy calls and directly turn them into optimized assembly.
2024-01-21 06:55:29 -08:00
SDL Wiki Bot 4d6e2d8b73 Sync SDL3 wiki -> header 2024-01-20 14:33:19 +00:00
Sam Lantinga 308906ba25 Added SDL_FlipSurface() to flip a surface vertically or horizontally
Fixes https://github.com/libsdl-org/SDL/issues/8857
2024-01-20 06:31:37 -08:00
Sam Lantinga a31dc6dfcb Switched SDL_TouchID and SDL_FingerID to be Uint64 with 0 being an invalid value 2024-01-18 10:55:24 -08:00
Edoardo Lolletti b384973936 Remove no longer needed hint 2024-01-18 10:19:18 -08:00
Sam Lantinga cda2bffeee Re-add SDL_HAPTIC_SQUARE for SDL 3.0
Fixes https://github.com/libsdl-org/SDL/issues/8753
Closes https://github.com/libsdl-org/SDL/pull/8831
Closes https://github.com/libsdl-org/SDL/pull/8783
2024-01-18 09:24:03 -08:00
Sam Lantinga df4b855af5 Updated SDL_TLSID to use the same type as other IDs in SDL 2024-01-18 08:18:37 -08:00
Sam Lantinga fc0c774976 Renamed SDL_ThreadID() to SDL_GetCurrentThreadID()
Also renamed SDL_threadID to SDL_ThreadID and made it Uint64 for consistency with other ID types
2024-01-18 08:18:37 -08:00
Sam Lantinga d6a41f8f31 Updated SDL_TimerID to use the same type as other IDs in SDL 2024-01-18 07:08:15 -08:00
SDL Wiki Bot bc3a71d400 Sync SDL3 wiki -> header 2024-01-18 15:01:21 +00:00
Sam Lantinga 464f4d19fe Removed obsolete XInput mapping hint 2024-01-18 07:00:21 -08:00
Sam Lantinga f8dfee01bb Made SDL_ReadSurfacePixel a public function
Fixes https://github.com/libsdl-org/SDL/issues/8320
2024-01-18 07:00:10 -08:00
Sam Lantinga c540c77756 Removed SDL_INIT_EVERYTHING
Fixes https://github.com/libsdl-org/SDL/issues/8709
2024-01-18 06:17:58 -08:00
Sam Lantinga 26996e2c02 We've decided to keep separate functions for creating a thread with and without stack size specified.
Fixes https://github.com/libsdl-org/SDL/issues/6652
2024-01-18 06:11:55 -08:00
Sam Lantinga a2665f54c8 Updated the atomic API for SDL 3.0 naming conventions
Fixes https://github.com/libsdl-org/SDL/issues/7388
2024-01-18 04:41:34 -08:00
SDL Wiki Bot 4e60fc9b2b Sync SDL3 wiki -> header 2024-01-18 12:07:19 +00:00
Sam Lantinga fb898d6df0 Clarify that desktop mode is the non-exclusive borderless fullscreen mode
Fixes https://github.com/libsdl-org/SDL/issues/8413
2024-01-18 04:06:32 -08:00
SDL Wiki Bot b5bcf45a65 Sync SDL3 wiki -> header 2024-01-18 12:02:08 +00:00
Sam Lantinga 4fee6cb274 Added documentation for custom event cleanup in SDL_FlushEvent() 2024-01-18 04:00:48 -08:00
SDL Wiki Bot 20e8411b12 Sync SDL3 wiki -> header 2024-01-18 11:27:24 +00:00
Sam Lantinga f224af5ac5 Updated Haptic API for SDL 3.0 conventions
Also removed the XInput haptic support since using the haptic API for rumble is no longer supported.
2024-01-18 03:26:11 -08:00
SDL Wiki Bot 3ca8cee874 Sync SDL3 wiki -> header 2024-01-16 20:27:25 +00:00
Ryan C. Gordon 8bf74280e0
docs: Note SDL_UpdateWindowSurfaceRects can update beyond specified areas.
Reference Issue #8825.
2024-01-16 15:26:13 -05:00
SDL Wiki Bot 464a41411e Sync SDL3 wiki -> header 2024-01-15 18:55:24 +00:00
Frank Praznik 4f3d4bd110 wayland: Add the ability to import and wrap external surfaces
Add the ability to import and wrap external surfaces from external toolkits such as Qt and GTK.

Wayland surfaces and windows are more intrinsically tied to the client library than other windowing systems, so it is necessary to provide a way to initialize SDL with an existing wl_display object, which needs to be set prior to video system initialization, or export the internal SDL wl_display object for use by external applications or toolkits. For this, the global property SDL_PROPERTY_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER is used.

A Wayland example was added to testnative, and a basic example of Qt 6 interoperation is provided in the Wayland readme to demonstrate the use of external windows with both SDL owning the wl_display, and an external toolkit owning it.
2024-01-15 13:54:35 -05:00
Sam Lantinga 9a77813df0 WinMain is specified by the Win32 API as having extern "C" linkage
Fixes https://github.com/libsdl-org/SDL/issues/8814
2024-01-10 06:25:49 -08:00
Frank Praznik 4b6df89238 wayland: Add a property to allow creation of a wl_egl_window object even if OpenGL is not enabled
Useful if the application handles OpenGL outside of SDL and wants to use the window without having to pull in Wayland as a dependency.
2024-01-08 14:54:47 -05:00
Frank Praznik f7dd0f9491 wayland: Allow the creation of roleless window surfaces for custom application use
Allow for the creation of SDL windows with a roleless surface that applications can use for their own purposes, such as with a windowing protocol other than XDG toplevel.

The property `wayland.surface_role_custom` will create a window with a surface that SDL can render to and handles input for, but is not associated with a toplevel window, so applications can use it for their own, custom purposes (e.g. wlr_layer_shell).

A test/minimal example is included in tests/testwaylandcustom.c
2024-01-08 14:54:47 -05:00
Frank Praznik 4417250d0d wayland: Remove the registry from the window properties
A Wayland registry object can only have one listener attached at a time, so an application attempting to use the backend SDL registry object for its own purposes will just result in an error. Remove this property, as it is of no use to applications and will only result in errors.

If an application needs the registry, it needs to get the wl_display object via `SDL.window.wayland.display` and use wl_display_get_registry() to create a new registry object that it can attach its own listeners to.
2024-01-08 14:54:47 -05:00
Ryan C. Gordon 82f2c4d581
render: Renamed SDL_GetTextureRenderer to SDL_GetRendererFromTexture. 2024-01-08 14:16:16 -05:00
SDL Wiki Bot 95066ce2a0 Sync SDL3 wiki -> header 2024-01-08 19:10:31 +00:00
Ryan C. Gordon df438a3170
opengl: OpenGL renderers need to support texture target in properties.
Otherwise this has to become an awkward heuristic in sdl2-compat.
2024-01-08 14:08:35 -05:00
SDL Wiki Bot 44adab7dfd Sync SDL3 wiki -> header 2024-01-08 17:36:24 +00:00
Simon McVittie 059fb560ba gamepad: Clarify range and direction of axes
It would be easy to assume that all APIs that reference
SDL_JOYSTICK_AXIS_MAX work the same way, but they do not: triggers
generally use the full signed 16-bit range in the lower-level joystick
API, but are normalized to be non-negative by the higher-level gamepad
API.

We also never said explicitly which direction is positive here.
Experimentally, it's right (X), down (Y), and pressed (triggers).

Resolves: https://github.com/libsdl-org/SDL/issues/8793
Signed-off-by: Simon McVittie <smcv@collabora.com>
2024-01-08 09:35:25 -08:00
SDL Wiki Bot 4942027117 Sync SDL3 wiki -> header 2024-01-08 17:34:23 +00:00
Ryan C. Gordon e056f52f7d
include: Remove string literals from properties documentation.
I'm going to let the wiki bridge clean up the word wrapping for me, here. :)
2024-01-08 12:33:29 -05:00
SDL Wiki Bot e8c595af5c Sync SDL3 wiki -> header 2024-01-08 17:16:19 +00:00
Ryan C. Gordon adef35b9ec
include: Attempt to make new properties documentation wiki bridge friendly. 2024-01-08 12:14:08 -05:00
SDL Wiki Bot 4ffec098b7 Sync SDL3 wiki -> header 2024-01-08 15:18:26 +00:00
Ryan C. Gordon 9bc7cfc755
render: Added SDL_GetTextureRenderer(). 2024-01-08 10:17:38 -05:00
Sam Lantinga 7eae08cfc4 Removed SDL_GL_BindTexture() and SDL_GL_UnbindTexture()
Now that we have the OpenGL texture properties, you can directly bind them yourself.

Fixes https://github.com/libsdl-org/SDL/issues/2124
2024-01-07 20:19:19 -08:00
SDL Wiki Bot 4d5bffc323 Sync SDL3 wiki -> header 2024-01-08 01:02:25 +00:00
Sam Lantinga 1a13dae219 Added constant definitions for SDL properties
Fixes https://github.com/libsdl-org/SDL/issues/8622
2024-01-07 16:59:41 -08:00
Sam Lantinga 3deefa6b43 Updated documentation for SDL_HINT_SHUTDOWN_DBUS_ON_QUIT 2024-01-07 14:20:16 -08:00
Semphris 2348e8b6a2 Add hint to make SDL handle dbus_shutdown() 2024-01-07 14:11:33 -08:00
J. Neuschäfer 139a0931a3 Fix memory barriers on ARMv5
The ARM926EJ-S Technical Reference Manual states:

> You can only access CP15 registers with MRC and MCR instructions in a
> privileged mode. CDP, LDC, STC, MCRR, and MRRC instructions, and unprivileged
> MRC or MCR instructions to CP15 cause the Undefined instruction exception to
> be taken.

Furthermore, `MCR p15, 0, <Rd>, c7, c10, 5` (later called Data Memory Barrier)
is not specified for the ARM926. Thus, SDL should not use these cache
instructions on ARMv5.
2024-01-05 09:00:47 -08:00
Sam Lantinga 5b3ee51c6c Updated copyright for 2024 2024-01-01 13:15:26 -08:00
Sam Lantinga 2faae8457d The C standard defines a boolean expression as a signed integer value.
Microsoft came to the same conclusion:
https://devblogs.microsoft.com/oldnewthing/20110328-00/?p=11113

Fixes https://github.com/libsdl-org/SDL/issues/8761
2023-12-30 11:44:40 -08:00
Sam Lantinga e3d50619f8 Fixed fatal error: SDL_pen.h: No such file or directory 2023-12-29 20:04:40 -08:00
Sam Lantinga 7681695875 Revert "Fixed signed/unsigned warnings with Visual Studio when comparing SDL_bool with boolean expressions"
This reverts commit 61db102da9.

This causes the build to fail:
SDL_waylandwindow.c:1876:45: error: implicit truncation from 'int' to a one-bit wide bit-field changes value from 1 to -1 [-Werror,-Wsingle-bit-bitfield-constant-conversion]
            wind->fullscreen_was_positioned = SDL_TRUE;
2023-12-29 17:14:05 -08:00
Sam Lantinga ebd7f9adbd Fixed warning C4245: 'initializing': conversion from 'int' to 'Uint32', signed/unsigned mismatch in SDL_video.c 2023-12-29 10:37:28 -08:00
Sam Lantinga 61db102da9 Fixed signed/unsigned warnings with Visual Studio when comparing SDL_bool with boolean expressions 2023-12-29 09:23:47 -08:00
Sam Lantinga d71454da17 Store the surface properties in the reserved pointer of a surface
This prevents us from exposing the properties publicly and allows us to repurpose the pointer later if necessary.

Fixes https://github.com/libsdl-org/SDL/issues/8758
2023-12-29 08:17:06 -08:00
SDL Wiki Bot 5df3eac925 Sync SDL3 wiki -> header 2023-12-27 20:21:11 +00:00
Sam Lantinga a3b5eb07b2 Removed extern "C" linkage from main() declaration
According to the C++ spec, main() should not have any linkage specifier:
https://en.cppreference.com/w/cpp/language/main_function

Fixes https://github.com/libsdl-org/SDL/issues/8738
2023-12-26 10:19:22 -08:00
Sam Lantinga 50e309bb17 Include SDL_events.h in SDL_main.h
Applications shouldn't need to include it separately if they want to process events using the main callbacks.

Fixes https://github.com/libsdl-org/SDL/issues/8746
2023-12-26 10:11:48 -08:00
SDL Wiki Bot 07e9603398 Sync SDL3 wiki -> header 2023-12-22 17:14:22 +00:00
Sylvain ffd82fb7c4 Add scaleMode to SDL_SoftStretch(), remove SDL_SoftStretchLinear(). 2023-12-22 09:13:21 -08:00
Sylvain 5dba04b29b Remove SDL_{Set,Get}SurfaceScale().
Add Scale parameter to SDL_BlitSurfaceScaled() and SDL_BlitSurfaceScaledUnchecked()
(see #8732)
2023-12-22 02:08:49 -08:00
Sam Lantinga 2ad50e9675 Make the SDL3 surface ABI compatible with SDL2
We'll use properties for new data associated with a surface, which lets us preserve ABI compatibility with SDL2 and any surfaces created by applications and passed in to SDL functions.
2023-12-21 06:58:22 -08:00
Sam Lantinga 4bb5e1f0f9 Added migration notes for migrating Steam Input support from SDL2 to SDL3 2023-12-20 14:15:09 -08:00
SDL Wiki Bot 2c4360ce8f Sync SDL3 wiki -> header 2023-12-20 18:41:23 +00:00