Commit Graph

1197 Commits (7dbd6669c36a5e7ba85aa384a0dbc46acf0dce25)

Author SHA1 Message Date
Sam Lantinga d451fcd7a7 Fixed HDR video content being too bright on Apple platforms
This probably isn't the exact formula that we need, but it's much closer to correct.
2024-02-15 16:39:13 -08:00
Sam Lantinga c09daf8388 Removed unused variables 2024-02-15 14:11:04 -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 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 a538936821 Renamed SDL_HINT_LINUX_JOYSTICK_DEADZONES to SDL_HINT_JOYSTICK_LINUX_DEADZONES 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
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 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
Sam Lantinga 1143bdc351 Greatly simplified the shape example 2024-02-09 03:04:40 -08:00
Sam Lantinga 1c4c29b7ad Fixed a swap chain leak and a double-free in testffmpeg.c
Also added more debug logging to the direct3d11 renderer
2024-02-06 21:33:57 -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
Sam Lantinga 8afba41aef Added support for HDR10 video on Apple platforms 2024-02-06 15:40:47 -08:00
Sam Lantinga 2039c46d2c Added support for creating an SDL texture from a CVPixelBufferRef 2024-02-06 15:40:47 -08:00
Sam Lantinga ba074acad4 Implemented scRGB colorspace and HDR support on macOS 2024-02-06 12:29:44 -08:00
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
meyraud705 f85535b4b6 Use functions from SDL instead of libc 2024-02-05 09:01:28 -05:00
Sam Lantinga ec322bee1c Fixed testyuv help message 2024-02-04 13:09:40 -08:00
Sam Lantinga 327b976bc4 SDL_COLORSPACE_JPEG is the default YUV colorspace 2024-02-04 13:09:40 -08:00
Sam Lantinga 5b8e5f8b9f Fixed accidental changing of All to Allu in previous commit (thanks @zturtleman!) 2024-02-03 23:46:22 -08:00
Sam Lantinga c0b27ccef9 Fixed warning C4701: potentially uninitialized local variable 'drawnTextRect' used 2024-02-03 11:49:15 -08:00
Sam Lantinga 8eba5b75ca Fixed warning C4701: potentially uninitialized local variable 'rndctx' used 2024-02-03 11:49:15 -08:00
Sam Lantinga 445cb42acd Fixed warning C4244: 'function': conversion from 'int' to 'Uint16', possible loss of data 2024-02-03 11:49:15 -08:00
Sam Lantinga 45f936c788 Fixed warning C4245: 'initializing': conversion from '__int64' to 'unsigned __int64', signed/unsigned mismatch 2024-02-03 11:49:15 -08:00
Sam Lantinga 74e85e3a51 Fixed warning C4706: assignment within conditional expression 2024-02-03 11:49:15 -08:00
Sam Lantinga c3e3ad6140 Fixed build warnings 2024-02-03 11:49:15 -08:00
Sam Lantinga c02aaebccc Fixed warning C4245: 'initializing': conversion from 'int' to 'Uint32', signed/unsigned mismatch 2024-02-03 11:49:15 -08:00
Sam Lantinga ff5fdf9f53 Fixed warning C4244: 'initializing': conversion from 'int' to 'const Uint8', possible loss of data 2024-02-03 11:49:15 -08:00
Sam Lantinga 9989f92eee Fixed warning C4245: 'initializing': conversion from 'int' to 'SDL_AudioDeviceID', signed/unsigned mismatch 2024-02-03 11:49:15 -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
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
Sam Lantinga f9c57e16b0 Don't test 10-bit pixel format conversion
We either need to explicitly test using the sRGB colorspace or update the tests for HDR10 color conversion. We'll just disable them for now, as these formats aren't commonly used in games.
2024-02-02 18:24:15 -08:00
Sam Lantinga b8fe96fa81 Fixed build warning 2024-02-02 18:24:05 -08:00
Sam Lantinga 5d48f9a63a Added SDL_CopyProperties() 2024-02-02 15:09:12 -08:00
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
Simon McVittie 7c089f4e57 testautomation_math: Fix misleading log output
These originally checked for expected ± EPSILON as logged, but since
commit 880c6939 they check for expected ± max_err, where max_err may
need to be greater than EPSILON for very large expected results like
the ones in exp_regularCases().

Also, EPSILON is so small that the default precision of the %f format
(6 decimal places) would never actually have shown its effect, so log
it in scientific notation instead.

Fixes: 880c6939 "testautomation_math: do relative comparison + more precise correct trigonometric values"
Signed-off-by: Simon McVittie <smcv@collabora.com>
2024-02-02 07:44:04 -08:00
Simon McVittie b66dba2a9d test: Don't accept results that are much less than expected
While looking at the other tests in this file, I noticed that instead
of checking for a result in the range of expected ± FLT_EPSILON as I
would have expected, these tests would accept any result strictly less
than expected + FLT_EPSILON, for example a wrong result that is very
large and negative. This is presumably not what was intended, so add
the SDL_fabs() that I assume was meant to be here.

Fixes: 474c8d00 "testautomation: don't do float equality tests"
Signed-off-by: Simon McVittie <smcv@collabora.com>
2024-02-02 07:44:04 -08:00
Anonymous Maarten f1f9e27128 testautomation_math: do relative comparison + more precise correct trigonometric values
If the magnitude of the expected result is small, then we can safely
assume that the actual calculated result matches it to 10 decimal
places.

However, if the magnitude is very large, as it is for some of our exp()
tests, then 10 decimal places represents an unrealistically high level
of precision, for example 24 decimal digits for the test that is
expected to return approximately 6.6e14. IEEE 754 floating point only
has a precision of about 16 decimal digits, causing test failure on
x86 compilers that use an i387 80-bit extended-precision register for
the result and therefore get a slightly different answer.

To avoid this, scale the required precision with the magnitude of the
expected result, so that we accept a maximum error of either 10 decimal
places or 1 part in 1e10, whichever is greater.

[smcv: Added longer commit message explaining why we need this]
(cherry picked from commit 880c69392ae10c726fc97f17b6e5e2173f70b62f)
2024-02-02 07:44:04 -08:00
Simon McVittie babca704e0 testautomation: Don't expect exp to yield exact floating point results
In the Steam Runtime 1 'scout' environment, when compiling for i386
using the default gcc-4.6, Exp(34.125) matches the desired value to the
precision shown in the log (6 decimal places) but is not an exact match
for the desired value.

Signed-off-by: Simon McVittie <smcv@collabora.com>
2024-02-02 07:44:04 -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
Sam Lantinga ea0853d23d Added an HDR gradient test to testcolorspace 2024-02-01 15:36:49 -08:00
Sam Lantinga 90597aeaef HDR10 colorspace isn't currently supported
You can't do blending directly in PQ space, which means you have to create a scene render target in linear space and use shaders to convert PQ texture data to linear, etc. All of this is out of scope for the SDL 2D renderer at the moment.
2024-02-01 12:17:35 -08:00
Sam Lantinga 496ed01bdb Detect blending in HDR10 colorspace 2024-02-01 12:17:35 -08:00
Sam Lantinga 6f443e2aca Added support for the scRGB colorspace on D3D11 and D3D12 2024-01-31 18:07:00 -08:00
Sam Lantinga c1f97c8e07 Fixed testgeometry after color format change (thanks @sezero!) 2024-01-30 23:31:48 -08:00
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
Frank Praznik 344ec60f8f tests: Fix window centering test with Wayland display scaling mode
The usable fullscreen bounds need to be queried after window creation, as Wayland can send different usable bounds depending on the focused window's scaling mode.
2024-01-28 13:31:42 -05:00