Commit Graph

2449 Commits (566d14293849e74910e0c793784fcc67cb355122)

Author SHA1 Message Date
Ryan C. Gordon 0d007bbb01
psp: Fixed building with pspdev when not using CMake.
(psp-cmake defines `__PSP__` on the command line, but the compiler itself
only defines `__psp__` and some variations.

Fixes #9378.
2024-03-28 09:27:21 -04:00
Ryan C. Gordon 38e3c6a4aa
main: Add an optional `appstate` param to main callback entry points.
This allows apps to maintain state data without using global variables.

Fixes #9377.
2024-03-27 17:22:08 -04:00
SDL Wiki Bot 05b3605a41 Sync SDL3 wiki -> header 2024-03-27 18:02:23 +00:00
Frank Praznik 5abcfad352 video: Document that renderer lifetimes are tied to their associated windows 2024-03-27 11:01:41 -07:00
Sam Lantinga 823ab13b9c SDL_CreateTexture() takes a SDL_PixelFormatEnum format parameter 2024-03-26 10:40:40 -07:00
Daniel Ludwig 4562b41a4d VisualC-GDK: Add missing dialog sources, fix Xbox builds 2024-03-26 07:28:22 -07:00
Sam Lantinga 78c7834f90 Added SDL_HINT_WINDOWS_RAW_KEYBOARD to control whether raw keyboard is enabled on Windows 2024-03-25 20:41:05 -07:00
Sam Lantinga b9a88bbecb Removed SDL_TextInputShown()
This was only implemented on Windows and often confused with SDL_ScreenKeyboardShown()
2024-03-25 13:26:23 -07:00
Sam Lantinga 6443c75eda Removed SDL_TEXTINPUTEVENT_TEXT_SIZE 2024-03-25 13:26:23 -07:00
Cameron Gutman f14fb979c1 Remove legacy SDL2 input grab API 2024-03-24 16:53:23 -07:00
Sam Lantinga 36e73bdda4 Updated to version 3.1.0 for the preview release 2024-03-24 06:16:02 -07:00
Anonymous Maarten 1d0e5286aa Limit CPU features through a hint 2024-03-23 16:36:44 -07:00
SDL Wiki Bot 675216e81b Sync SDL3 wiki -> header 2024-03-23 23:32:24 +00:00
Sam Lantinga 72fc6f86e5 Text input is no longer automatically enabled when initializing video.
Fixes https://github.com/libsdl-org/SDL/issues/9309
Fixes https://github.com/libsdl-org/SDL/issues/9268
2024-03-23 16:31:00 -07:00
Sam Lantinga 9eb87ca325 Note that many things are considered mice and keyboards that you might not expect 2024-03-23 16:31:00 -07:00
Sam Lantinga c0f4565552 Added SDL_GetKeyboardName() and SDL_GetMouseName() 2024-03-23 16:31:00 -07:00
Sam Lantinga d1eb4adb16 Be explicit about the event mouse and keyboard ID 2024-03-23 16:31:00 -07:00
Sam Lantinga 2fe1a6a279 Initial support for hotplugging mice and keyboards 2024-03-23 16:31:00 -07:00
Sam Lantinga 171ff041d0 Removed invalid ascii from headers 2024-03-23 16:31:00 -07:00
Sam Lantinga 917d683811 Moved SDL_JoyBallEvent together with the other joystick events 2024-03-21 12:51:59 -07:00
Ozkan Sezer 888cc29df6 add missing `reserved` field to struct SDL_JoyBallEvent,
Fixes https://github.com/libsdl-org/SDL/issues/9327
2024-03-21 20:10:50 +03:00
Frank Praznik 4a7e3beeb9 filesystem: Use high-res file times on more platforms
Some POSIX platforms don't define macros to note the presence of the POSIX.1-2008 st_*tim timespec members of the stat struct, so check if this member exists during CMake configuration and conditionally enable it.

Apple platforms use st_*timespec naming, which is supported as of OSX 10.6. SDL3 requires 10.9+, so no fallback is needed.

Android only supports the POSIX.1-2008 semantics as of API version 26 or higher, so this has to be conditionally enabled in the makefile build via an API version definition check.

In other cases, file times fall back to the legacy path with second precision.
2024-03-20 11:39:42 -04:00
Sam Lantinga 2265d22f75 Updated Xcode project for time APIs 2024-03-19 14:53:55 -07:00
Susko3 b90fed094f Standardise header includes
Changes "SDL_*.h" and "SDL3/SDL_*.h" to <SDL3/SDL_*.h>
2024-03-19 13:41:53 -07:00
SDL Wiki Bot ba0417db40 Sync SDL3 wiki -> header 2024-03-19 17:58:24 +00:00
Frank Praznik a6fbf0488c Add time and realtime clock functions
Adds functions to query the system's realtime clock, convert time intervals to/from a calendar date and time in either UTC or the local time, and perform time related calculations.

An SDL_Time type (a time interval represented in nanoseconds), and SDL_DateTime struct (broken down calendar date and time) were added to facilitate this functionality.

Querying the system time results in a value expressed in nanoseconds since the Unix epoch (Jan 1, 1970) in UTC +0000. Conversions to and from the various platform epochs and units are performed when required.

Any direct handling of timezones and DST were intentionally avoided. The offset from UTC is provided when converting from UTC to a local time by calculating the difference between the original UTC and the resulting local time, but no other timezone or DST information is used.

The preferred date formatting and 12/24 hour time for the system locale can be retrieved via global preferences.

Helper functions for obtaining the day of week or day or year for calendar date, and getting the number of days in a month in a given year are provided for convenience. These are simple, but useful for performing various time related calculations.

An automated test for time conversion is included, as is a simple standalone test to display the current system date and time onscreen along with a calendar, the rendering of which demonstrates the use of the utility functions (press up/down to increment or decrement the current month, and keys 1-5 to change the date and time formats).
2024-03-19 10:57:36 -07:00
SDL Wiki Bot b2682da035 Sync SDL3 wiki -> header 2024-03-19 04:57:27 +00:00
Sam Lantinga 24ec1c09b9 Renamed SDL_PROP_IOSTREAM_STDIO_HANDLE_POINTER to SDL_PROP_IOSTREAM_STDIO_FILE_POINTER 2024-03-18 21:56:11 -07:00
Frank Praznik 1eb7b79986 video: Prepend global video property with "SDL" 2024-03-18 21:52:39 -04:00
SDL Wiki Bot 0d0aaa2d75 Sync SDL3 wiki -> header 2024-03-18 15:57:23 +00:00
Sam Lantinga 92d01ef12a You can pass NULL to SDL_GetPathInfo() and SDL_GetStoragePathInfo() to test for the existence of a file. 2024-03-18 08:56:24 -07:00
Frank Praznik ebb6582534 wayland: Handle the toplevel export property as a string
xdg-toplevel export handles are strings, so treat the property as one. Avoids the need to manually manage the string pointer.
2024-03-18 11:41:02 -04:00
SDL Wiki Bot fc26d5d328 Sync SDL3 wiki -> header 2024-03-18 04:28:30 +00:00
Sam Lantinga a1a0156756 Renamed SDL_SizeIO() SDL_GetIOSize() 2024-03-18 00:27:18 -04:00
Sam Lantinga df0f5deddf Added SDL_IOFromDynamicMem() 2024-03-18 00:27:18 -04:00
Sam Lantinga 747300b356 SDL file times are 64-bit integers representing nanoseconds since the Unix epoch 2024-03-17 13:21:04 -07:00
SDL Wiki Bot e7b9f75e62 Sync SDL3 wiki -> header 2024-03-17 19:29:22 +00:00
Sam Lantinga d65ae710a1 Renamed SDL_LogGetOutputFunction() and SDL_LogSetOutputFunction() to match SDL 3.0 naming convention 2024-03-17 12:28:11 -07:00
Sam Lantinga d8a54cd4f8 Updated "see also" references to be more consistent
Fixes https://github.com/libsdl-org/SDL/issues/9282
2024-03-17 12:28:11 -07:00
SDL Wiki Bot a206e1e3c0 Sync SDL3 wiki -> header 2024-03-17 15:40:25 +00:00
Sam Lantinga f460f42e70 Added filesystem operations to SDL_Storage 2024-03-17 08:39:43 -07:00
Sam Lantinga 7a088527c1 Removed the reserved parameter from SDL_EnumerateDirectoryCallback
If someone needs to, say, include an SDL_Storage object, they can simply point userdata at a structure that includes the the storage and any other data needed in enumeration.
2024-03-17 08:39:43 -07:00
Sam Lantinga ec3ba387d1 Added SDL_OpenFileStorage() for local file storage 2024-03-17 08:39:43 -07:00
Sam Lantinga db0c1d7aeb Added portable file and directory operations (thanks @icculus!) 2024-03-17 08:39:43 -07:00
Sam Lantinga fe5c34d4bd Renamed storage functions to match SDL 3.0 naming convention 2024-03-17 08:39:43 -07:00
SDL Wiki Bot 9ccde0def4 Sync SDL3 wiki -> header 2024-03-16 14:20:24 +00:00
Ethan Lee 744227e6ab Add SDL_storage 2024-03-16 07:19:50 -07:00
Frank Praznik 19764ffcc8 wayland: Add the xdg-foreign-unstable-v2 protocol
Add the xdg-foreign-unstable-v2 protocol and use it to create export handles for toplevel windows, which will be used when an external component, such as the file chooser portal, requires it.
2024-03-15 18:30:05 -04:00
Petar Popovic 2b45452dd5 Adding comments to init-flags SDL_INIT_AUDIO and SDL_INIT_SENSOR that they imply SDL_INIT_EVENTS
When initializing SDL with the flag SDL_INIT_AUDIO or SDL_INIT_SENSOR the event subsystem also gets initialized(SDL_INIT_EVENTS). This isn't mentioned in the comments.
This commit adds these two comments.
2024-03-15 13:10:49 -07:00
SDL Wiki Bot fa7ec59ecd Sync SDL3 wiki -> header 2024-03-15 19:59:26 +00:00
Ryan C. Gordon b7cda16613
iostream: Final fixes before merging.
- SDL_GetRWProperties -> SDL_GetIOProperties
- SDL_GetRWStatus -> SDL_GetIOStatus
- Some documentation corrections and improvements.
2024-03-15 15:37:03 -04:00
Ryan C. Gordon c175eb488c
iostream: Note that the new name has nothing to do with C++'s iostream class. 2024-03-15 01:16:31 -04:00
Ryan C. Gordon 5a21d87e69
rwops: Changed filenames that reference "rwops" to "iostream". 2024-03-14 23:30:59 -04:00
Ryan C. Gordon 6776b6108a
iostream: "free*" params should be "closeio". 2024-03-14 23:14:46 -04:00
Ryan C. Gordon 3a344cf877
rwops: Fixed some SDL2 symbols that got missed. 2024-03-14 21:57:21 -04:00
Ryan C. Gordon fc7afa9cbf
rwops: Renamed SDL_RWops to SDL_IOStream, and other related symbols. 2024-03-14 19:38:12 -04:00
Ryan C. Gordon fe33b2a81b
rwops: Give implementations access to status value. 2024-03-14 19:37:07 -04:00
Ryan C. Gordon 447c29e65c
include: Added missing RWops documentation. 2024-03-14 19:37:07 -04:00
Ryan C. Gordon cc58da4c63
rwops: Add SDL_GetRWStatus, make the statuses into an enum. 2024-03-14 19:37:06 -04:00
Ryan C. Gordon e35c304022
rwops: Add properties for some of the internal implementation details. 2024-03-14 19:37:05 -04:00
Ryan C. Gordon 7d4d8ccde0
rwops: Rename everything from SDL_RWxxx to SDL_XxxRW. 2024-03-14 19:37:04 -04:00
Ryan C. Gordon 655ceb3b31
rwops: Renamed SDL_CreateRW and SDL_DestroyRW to SDL_OpenRW and SDL_CloseRW. 2024-03-14 19:37:01 -04:00
Ryan C. Gordon 525919b315
rwops: Reworked RWops for SDL3.
- SDL_RWops is now an opaque struct.
- SDL_AllocRW is gone. If an app is creating a custom RWops, they pass the
  function pointers to SDL_CreateRW(), which are stored internally.
- SDL_RWclose is gone, there is only SDL_DestroyRW(), which calls the
  implementation's `->close` method before freeing other things.
- There is only one path to create and use RWops now, so we don't have to
  worry about whether `->close` will call SDL_DestroyRW, or if this will
  risk any Properties not being released, etc.
- SDL_RWFrom* still works as expected, for getting a RWops without having
  to supply your own implementation. Objects from these functions are also
  destroyed with SDL_DestroyRW.
- Lots of other cleanup and SDL3ization of the library code.
2024-03-14 19:36:08 -04:00
SDL Wiki Bot 495e432fb9 Sync SDL3 wiki -> header 2024-03-14 22:41:24 +00:00
Semphris 70c2e15615 Add file dialogs 2024-03-14 15:40:25 -07:00
Sam Lantinga 6c11449cd4 Added a note for the SDL_CommonEvent type 2024-03-14 09:00:47 -07:00
Sam Lantinga 442073f379 Added missing reserved field in SDL_CameraDeviceEvent (thanks @Saalvage!) 2024-03-14 08:51:48 -07:00
Sam Lantinga 9bef331dc8 Note that SDL_UserEvent and SDL_Event type are intentionally Uint32 2024-03-14 08:49:02 -07:00
Sam Lantinga 3875ef4552 Removed duplicated line (thanks @sechshelme!)
Fixes https://github.com/libsdl-org/SDL/issues/9264
2024-03-13 13:47:32 -07:00
Frank Praznik 9bdb992925 wayland: Allocate the cursor shared memory buffer entirely in memory, if possible.
Use memfd_create() to allocate the temporary SHM backing file in memory, and set the size with posix_fallocate(), which will return an error on insufficient space vs ftruncate(), which will silently succeed and allow a SIGBUS error to occur if the unbacked memory is accessed.

Additionally, make the legacy path more robust by unlinking the temp file, so it won't persist after close, and unmapping the shared memory buffer.
2024-03-12 20:54:55 -04:00
Sam Lantinga efbbafb3f1 Re-added balls to the SDL joystick API
It turns out these were being used on Linux and at least one virtual driver was making use of them (thanks @mrfixit2001!)
2024-03-10 21:30:14 -07:00
Riccardo Marcangelo 6534029691
Add DualShock 3 HIDAPI support on Windows (#9144)
This adds HIDAPI support for DualShock 3 controllers on Windows, addressing the current absence of this feature in SDL. To utilize this functionality, the official Sony driver 'sixaxis.sys' must be installed. HID offers several advantages over DirectInput, including rumble support and the ability to control the LED lights that display the controller number.
2024-03-10 20:08:36 -07:00
Sam Lantinga fde420a645 Revert "Added SDL_FLIP_DIAGONAL"
This reverts commit b9ab326982.

@rainerdeyke pointed out:
"This commit is incorrect. Flipping both horizontally and vertically is not equivalent to flipping diagonally."
2024-03-10 15:20:36 -07:00
RPP-dev b9ab326982 Added SDL_FLIP_DIAGONAL
Since SDL_RenderFlip is an enum, SDL_FLIP_HORIZONTAL and SDL_FLIP_VERTICAL can not be OR'ed to get the "SDL_FLIP_DIAGONAL".
Render code is actually able to perform these 3 kind of "flipping" so I just added a new enum called SDL_FLIP_DIAGONAL with the OR'ed value (3) so it can be used.
2024-03-10 09:27:14 -07:00
Tolik708 2a775cad6f Named typedef-ed structs Gave name to structs that were defined like anonymous struct with name given by typedef. Example 'typedef struct {...} Foo;' -> 'typedef struct Foo {...} Foo;' 2024-03-10 09:04:18 -07:00
Sam Lantinga 37d066b99b Clarify what pitch means (thanks @zlago!) 2024-03-10 09:02:59 -07:00
Ozkan Sezer 9e89f093d9 remove stale / wrong information from SDL_RWread() documentation 2024-03-08 18:55:19 +03:00
Sam Lantinga 790cd395f5 Make sure the type in the SDL_Event aligns properly across the union 2024-03-07 06:58:43 -08:00
Sam Lantinga e9ab2d46de Revert "Change `SDL_Keycode` type to an enum"
SDL_Keycode can actually be any printable character on the keyboard, so isn't limited to the enumerated values of SDL_KeyCode.
2024-03-07 06:58:43 -08:00
Sam Lantinga 33eaddc565 Cleaned up various type conversion issues
This makes sure SDL_PixelFormatEnum flows through the internal code correctly, as well as fixing a number of other minor issues.
2024-03-07 06:58:43 -08:00
Sam Lantinga f53bdc9531 The pixel format in SDL_DisplayMode uses SDL_PixelFormatEnum 2024-03-07 03:39:06 -08:00
SDL Wiki Bot 59ab5c0824 Sync SDL3 wiki -> header 2024-03-07 00:20:27 +00:00
Sam Lantinga c70710cde8 SDL_GetPixelFormatEnumForMasks() returns SDL_PixelFormatEnum 2024-03-06 16:19:08 -08:00
Susko3 722f4104bf Use enums as types in SDL_*Event structures
The main `SDL_Event` union is not using the enum as
valid user events types are not in the enum.
2024-03-06 15:40:05 -08:00
Susko3 ce44eff3d2 Use `SDL_WindowFlags` in public headers 2024-03-06 15:08:12 -08:00
Susko3 4f58d18373 Typedef `SDL_WindowFlags`
Window flags were previously an enum with the same name.
See ebd7f9adbd.
2024-03-06 15:08:12 -08:00
Susko3 424616e032 Use SDL_PixelFormatEnum as type 2024-03-06 15:02:13 -08:00
Susko3 f8cb3c742d Change `SDL_Keycode` type to an enum 2024-03-06 12:17:53 -08:00
Susko3 f8844d387c Use specific types in SDL_touch.h
Missed when picking 7ff34249c753122a2ba67e78aa6e9f9b56aa4a65 from https://github.com/libsdl-org/SDL/pull/9191.
2024-03-06 10:35:20 -08:00
SDL Wiki Bot 2d0cd90171 Sync SDL3 wiki -> header 2024-03-06 17:52:26 +00:00
Sam Lantinga 860155680d SDL_RegisterEvents() now returns 0 if it couldn't allocate any user events. 2024-03-06 09:51:15 -08:00
Sam Lantinga 95fbbc6f07 Fixed accidental use of tabs 2024-03-05 16:55:26 -08:00
Susko3 e268cdbec6
Use specific types in public headers (#9205)
Uses specific typedef'd types instead of generic integral types where applicable.
2024-03-05 16:52:15 -08:00
Sam Lantinga db24560387 Additional colorspace clarification
Note that SDL_MATRIX_COEFFICIENTS_BT470BG is functionally equivalent to SDL_MATRIX_COEFFICIENTS_BT601
2024-03-05 16:47:36 -08:00
Sam Lantinga b3858ec5f7 BT2020_CL is very different from BT2020_NCL, and not currently supported 2024-03-05 15:49:17 -08:00
Sam Lantinga 9db68f97f9 Reverted SDL_Vulkan_GetInstanceExtensions() API change
This function is commonly used with Vulkan structures that use uint32_t, so we should keep the Uint32 signature.
2024-03-05 13:39:42 -08:00
SDL Wiki Bot 0b4a195f4b Sync SDL3 wiki -> header 2024-03-05 21:32:25 +00:00
Sylvain cea717e5d3 Removed some uneeded 'unsigned': renderer.num_texture_format and SDL_Vulkan_GetInstanceExtensions() prototype 2024-03-05 13:31:28 -08:00
SDL Wiki Bot ffef13e1e1 Sync SDL3 wiki -> header 2024-03-04 17:30:25 +00:00
Sam Lantinga 48471f7dbd Added SDL_AddVulkanRenderSemaphores() for external synchronization with SDL rendering 2024-03-04 09:29:36 -08:00
Sam Lantinga 2c85052966 Removed unused headers from SDL_rect.h
Fixes https://github.com/libsdl-org/SDL/issues/8966
2024-03-03 11:33:59 -08:00
Susko3 86d36a2dc2 Add missing include 2024-03-03 09:37:59 -08:00
Nour Fouad e524e545f2 Add vulkan to SDL_HINT_RENDER_DRIVER 2024-03-02 15:17:09 -08:00
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
Sam Lantinga b9a00aa88e Fixed building the Vulkan renderer on Windows with Visual Studio 2024-02-22 17:18:46 -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 2613e3da24 camera: Rewrote Android support.
This does something a little weird, in that it doesn't care what
`__ANDROID_API__` is set to, but will attempt to dlopen the system
libraries, like we do for many other platform-specific pieces of SDL.

This allows us to a) not bump the minimum required Android version, which is
extremely ancient but otherwise still working, doing the right thing on old
and new hardware in the field, and b) not require the app to link against
more libraries than it previously did before the feature was available.

The downside is that it's a little messy, but it's okay for now, I think.
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 7191a97fe3 camera: Windows support, through the Media Foundation API! 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
Frank Praznik 8b6eae2d4f cmake: Split and store the libdecor version as individual parts
It is becoming necessary to enable additional features as libdecor continues to evolve, and checking against a single base version will no longer be adequate. Libdecor doesn't provide versioning defines in its headers, so split the version string into parts to allow for discrete version detection and feature enablement at build time.
2024-02-20 11:28:02 -05:00
Sam Lantinga fee140bdfe Added the option for GameInput support to the Win32 SDL build
GameInput is designed to be used by Win32 C applications, so no need to restrict it to the GDK build.
2024-02-17 14:07:42 -08:00
Nikita Krapivin 534f753e20 GameInput backend for SDL (Gamepad-only for now) 2024-02-17 11:33:51 -08:00
Sam Lantinga 7ed1f3554d Define HAVE_LIBC for the platforms with a C library
Allow the Visual Studio project to define HAVE_LIBC=0 to enable building without a C runtime on Windows entirely through Visual Studio project changes.
2024-02-17 11:31:06 -08:00
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