Commit Graph

15039 Commits (35d335e61f67d05ee9fe66566f485eecc34cb770)

Author SHA1 Message Date
Sam Lantinga 039144350c Be more precise about what we're testing in testyuv 2024-02-28 17:15:47 -08:00
Sam Lantinga b30ba1c5d4 Updated RGBtoYUV() to use the full YCbCr conversion formula 2024-02-28 16:58:39 -08:00
Sam Lantinga 4513c32bb3 The ycbcrModel should be based on the transfer matrix, not the color primaries 2024-02-28 16:58:39 -08:00
Sam Lantinga a241cca9e6 Fixed warning C4090: 'function': different 'const' qualifiers 2024-02-28 11:45:24 -08:00
Sam Lantinga 7117d545a3 Fixed crash if the controller product name is NULL
This happens when the Razer Synapse software emulates a controller with a keyboard
2024-02-28 11:43:22 -08:00
Sam Lantinga 353e76b40b Use the correct colorspace for yuv conversion tests 2024-02-28 10:03:18 -08:00
Sam Lantinga fc94c3634e Fixed signed/unsigned comparison warning 2024-02-28 09:06:21 -08:00
Sam Lantinga ba34025423 Use direct3d11 as the default renderer on Windows
The D3D12 renderer initializes but has poor performance or graphical issues on older Intel hardware.

Fixes https://github.com/libsdl-org/SDL/issues/7634
Fixes https://github.com/libsdl-org/SDL/issues/9093
2024-02-28 09:00:36 -08:00
Dan Ginsburg ad036d43e9
Vulkan Renderer - implement YcBcCr using VK_KHR_sampler_ycbcr_conversion. (#9169)
* Vulkan Renderer - implement YcBcCr using VK_KHR_sampler_ycbcr_conversion.  This simplifies the shader code and will also allow support for additional formats that we don't yet support (such as SDL_PIXELFORMAT_P010 for ffmpeg). The renderer now queries for VK_KHR_sampler_ycbcr_conversion and dependent extensions and will enable it if it's present. It reimplements YUV/NV12 texture support using this extension (these formats are no longer supported if the extension is not present). For each YUV/NV12 texture, a VkSamplerYcbcrConversion object is created from SDL_Colorspace parameters.  This is passed to the VkImageView and also an additional sampler is created for Ycbcr.  Instead of using 1-3 textures, the shaders now all use 1 texture with a combined image sampler (required by the extension).  Further, when using Ycbcr, a separate descriptor set layout is baked with the Ycbcr sampler as an immutable sampler.  The code to copy the images now copies to the individual image planes.  The swizzling between formats is handled in the VkSamplerYcbcrConversion object.
2024-02-28 08:57:09 -08:00
Sam Lantinga fb3bf1dcbd Fixed device queue initialization when render and present queue families are different 2024-02-28 08:55:56 -08:00
Frank Praznik 945162c6d9 wayland: Small optimization for output removal function
In the case where an output is being removed, the SDL_DisplayData is already known, so no need to retrieve it from the wl_output user data.
2024-02-28 10:43:06 -05:00
SDL Wiki Bot 68588b232c Sync SDL3 wiki -> header 2024-02-28 15:13:26 +00:00
Sam Lantinga e142bb1b0c The extension strings are const and don't need to be duplicated 2024-02-28 07:12:15 -08:00
Sam Lantinga 0997bdd292 Fixed SDL_calloc() calls (should be count, size) 2024-02-28 07:12:15 -08:00
Sam Lantinga 614630df69 Allow using an external Vulkan device with the vulkan renderer 2024-02-28 07:12:15 -08:00
Anonymous Maarten e03746b25f cmake: add -Wl,-rpath,${libdir} to Libs section of pc file for Apple platforms 2024-02-28 12:58:02 +01:00
Anonymous Maarten c8372e20d6 SDLTest_CommonEvent: only set done when it is finished 2024-02-28 12:57:30 +01:00
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
Frank Praznik c259a20f96 wayland: Remove all references to destroyed outputs from windows
The removal of a wl_output may not be accompanied by leave events for the surfaces present on it. Ensure that no window continues to hold a reference to a removed output.
2024-02-27 12:18:01 -05:00
Semphriss 84aaf63bd3 Fix typo in SDL_filesystem.h 2024-02-27 08:58:45 -08:00
Anonymous Maarten 0a961915dc cmake: testffmpeg requires link to EGL library for EGL feature 2024-02-27 12:28:06 +01:00
Sam Lantinga 24e021c67e testffmpeg: refactored texture creation properties into a single function 2024-02-26 16:01:23 -08:00
Sam Lantinga ff18d7cfa0 testffmpeg: added pixel format mapping for NV12 and NV21 2024-02-26 15:52:21 -08:00
Sam Lantinga 81608ad077 Vulkan: fixed creating SDL_PIXELFORMAT_P010 textures 2024-02-26 15:51:13 -08:00
Sam Lantinga f99143f437 Don't quit testffmpeg when alt-tabbing away 2024-02-26 15:21:26 -08:00
Sam Lantinga 80d2ef7384 Fixed uploading Vulkan texture with w*bpp != pitch 2024-02-26 15:18:23 -08:00
Sam Lantinga 3a796c9722 Allow specifying the render driver in the environment for testffmpeg 2024-02-26 15:13:10 -08:00
Sam Lantinga dc9a3c83e2 Use the mastering display metadata to do proper tone mapping for HDR content 2024-02-26 14:20:34 -08:00
Sam Lantinga 98b1a59a95 Document the HDR tone mapping algorithm 2024-02-26 14:20:34 -08:00
Anonymous Maarten 1f536a1e77 cmake: fix SDL_RENDER_VULKAN reporting
Also fix an error when configuring with `-DSDL_VULKAN=ON
-DSDL_RENDER_VULKAN=FALSE`: the vulkan renderer is now correctly
disabled.
2024-02-26 20:37:10 +01:00
danginsburg 935c197059 Fix testautomation failures (including clip rect) - closes #9145. During merging for prep'ing the final PR for the Vulkan Renderer, I misordered a memcpy that regressed several of the testautomation test. From now on, I will make sure to run testautomation on any future PRs before submitting. 2024-02-26 10:04:10 -08:00
Ryan C. Gordon e61dfe405f
android: Fixed dead URL in comment. 2024-02-26 11:28:32 -05:00
danginsburg 35026cdcba Vulkan Renderer - robustly handle running out of descriptor sets or constant buffer memory. Closes #9131. My previous implementation of descriptor set handling was naive - it attempted to do VULKAN_IssueBatch when running out of descriptor sets or constant buffer space. For one thing, this had a bug and wasn't working (causing the crash), but moreover it would have resulted in having to flush the GPU. Instead, make the descriptor pools and constant buffer mapped buffers be resizeable so that if we need more it will grow to the size that is needed.
# Conflicts:
#	src/render/vulkan/SDL_render_vulkan.c
2024-02-26 08:12:24 -08:00
David Gow f976881651 Vulkan: Don't invalidate internal state in InvalidateCachedState
The VULKAN_InvalidateCachedState() function seems to be meant to
invalidate any _cached_ state, i.e. global state of the API which may
have been modified outside the renderer.

However, at the moment, the Vulkan renderer also resets a number of
internal variables which track buffers, offsets, etc, in use. As a
result, the renderer can get into an inconsistant state and/or lose
data.

For example, if VULKAN_InvalidateCachedState() is called in between two
calls to VULKAN_UpdateVertexBuffer(), the data from the first call will
be overwritten by that from the second, as the number of the next vertex
buffer to use will be reset to 0. This can result in rendering errors,
as the same vertex data is used incorrectly for several calls.

By no longer resetting this 'internal' state here, those glitches
disappear. However, I haven't tested this with any applications which
mix the Vulkan renderer with their own Vulkan code (do any such
applications exist?), so this may be insufficient in case a full flush
of the renderer state  -- and possibly a wait on the appropriate fence
-- could be required.

Signed-off-by: David Gow <david@ingeniumdigital.com>
2024-02-26 07:54:23 -08:00
David Gow c172fb5972 Vulkan: Support 'desired' vs 'required' memory flags (Fix #9310)
When selecting a memory type, there are some property flags we need
(e.g., VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, without which we cannot
vkMapMemory), and others we'd simply prefer (e.g.,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, which may have a performance
impact, but otherwise shouldn't be required).

By specifying these separately, we can fall back to a memory type which
doesn't have everything we want, but which should still work, rather
than giving up.

Signed-off-by: David Gow <david@ingeniumdigital.com>
2024-02-26 07:52:12 -08:00
David Gow 1558d52a0a Vulkan: Only return memory types which are a superset of what we need
VULKAN_FindMemoryTypeIndex() tries first to get a perfectly matching
memory type, then falls back to selecting any memory type which overlaps
with the requested flags.

However, some of the flags requested are actually required, so if -- for
example -- we request a memory type with
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, but get one without it, all future
calls to vkMapMemory() will fail with:

```
vkMapMemory():  Mapping memory without VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT set. Memory has type 0 which has properties VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT. The Vulkan spec states:
memory must have been created with a memory type that reports VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT.
```

(This occurs, for instance, on the totally non-conformant hasvk driver
for Intel Haswell integrated GPUs, which otherwise works fine.)

Instead, make sure that any memory type found has a superset of the
requested flags, so it'll always be appropriate.

Of course, this makes it _less_ likely for a memory type to be found, so
it does make #9130 worse in some ways. See the next patch for details.

Signed-off-by: David Gow <david@ingeniumdigital.com>
2024-02-26 07:52:12 -08:00
SDL Wiki Bot fbe7301aba Sync SDL3 wiki -> header 2024-02-25 23:55:23 +00:00
Sam Lantinga e223e1d498 Added SDL_camera.h to the public Framework headers 2024-02-25 15:54:34 -08:00
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
SDL Wiki Bot e0dadba6f5 Sync SDL3 wiki -> header 2024-02-25 22:26:23 +00:00
Anonymous Maarten e6d9251ecb docs: improve CMake documentation for Apple 2024-02-25 23:25:11 +01:00
Sam Lantinga 7a9c6c7ce9 Include SDL_PIXELFORMAT_P010 as a supported format for the metal renderer 2024-02-25 13:55:52 -08:00
Sam Lantinga d211da75ac Fixed crash if app delegate method is called when SDL isn't initialized 2024-02-25 13:38:47 -08:00
Sam Lantinga 9dbbf0a2f7 Implemented clip rect functionality for the Vulkan renderer 2024-02-25 10:13:59 -08:00
Sam Lantinga 141497b14f Added an automated test to verify clip rect functionality 2024-02-25 09:44:41 -08:00
Sam Lantinga d0af01e7d4 If the viewport changes the cliprect should be updated
The clip rectangle is defined to be viewport relative, so if the viewport changes we need to update it.

Fixes https://github.com/libsdl-org/SDL/issues/9094
2024-02-25 09:37:56 -08:00
Sam Lantinga 1cae52bbac Added JNI native methods to proguard-rules.pro (thanks @AntTheAlchemist!)
Fixes https://github.com/libsdl-org/SDL/issues/3563
2024-02-25 08:40:47 -08:00
David Gow b8a52c1237 Vulkan: Make sure validation layer name is in-scope
When enabling the Vulkan validation layers, the 'validationLayerName'
variable technically went out of scope before vkCreateInstance() was
called. While most compilers won't clean up stack variables after random
'if' statements, some will, particularly when optimisation or memory
sanitizers are enabled.

This can lead to vkCreateInstance() segfaulting when
SDL_HINT_RENDER_VULKAN_DEBUG is enabled.

Instead, make the validationLayerName visible throughout the entire
VULKAN_CreateDeviceResources() function.

While we're at it, extract the validation layer name out into a
preprocessor #define, so that we are definitely using the same name in
VULKAN_ValidationLayersFound().

Signed-off-by: David Gow <david@ingeniumdigital.com>
2024-02-25 08:24:43 -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
Sam Lantinga a1ea706215 Added names for the newly supported pixel formats 2024-02-24 20:13:59 -08:00