Sam Lantinga
e74171b1ae
Added support for HDR10 video playback on direct3d11
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Fixes https://github.com/libsdl-org/SDL/issues/8053
2024-02-05 09:45:39 -08:00
Sam Lantinga
50a805cdd1
Use YUV colorspaces instead of a global YUV conversion mode
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Fixes https://github.com/libsdl-org/SDL/issues/8669
2024-02-03 07:36:18 -08:00
Sam Lantinga
3b55c7d1f4
Shortened SDL property names
2024-01-27 13:00:50 -08:00
Anonymous Maarten
31d133db40
Define SDL_PLATFORM_* macros instead of underscored ones ( #8875 )
2024-01-24 01:40:51 +00:00
Sam Lantinga
7eae08cfc4
Removed SDL_GL_BindTexture() and SDL_GL_UnbindTexture()
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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
Sam Lantinga
1a13dae219
Added constant definitions for SDL properties
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Fixes https://github.com/libsdl-org/SDL/issues/8622
2024-01-07 16:59:41 -08:00
Sam Lantinga
5b3ee51c6c
Updated copyright for 2024
2024-01-01 13:15:26 -08:00
Ryan C. Gordon
447b508a77
error: SDL's allocators now call SDL_OutOfMemory on error.
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This means the allocator's caller doesn't need to use SDL_OutOfMemory directly
if the allocation fails.
This applies to the usual allocators: SDL_malloc, SDL_calloc, SDL_realloc
(all of these regardless of if the app supplied a custom allocator or we're
using system malloc() or an internal copy of dlmalloc under the hood),
SDL_aligned_alloc, SDL_small_alloc, SDL_strdup, SDL_asprintf, SDL_wcsdup...
probably others. If it returns something you can pass to SDL_free, it should
work.
The caller might still need to use SDL_OutOfMemory if something that wasn't
SDL allocated the memory: operator new in C++ code, Objective-C's alloc
message, win32 GlobalAlloc, etc.
Fixes #8642 .
2023-11-30 00:14:27 -05:00
Sam Lantinga
0907f345cb
Added property types: pointer, string, number, float
2023-11-12 10:48:38 -08:00
Sam Lantinga
b374105975
Replaced SDL_GetTextureDXGIResource() with texture properties
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Fixes https://github.com/libsdl-org/SDL/issues/8529
2023-11-10 20:38:13 -08:00
Sylvain
d8600f717e
Pointer as bool (libsdl-org#7214)
2023-11-09 14:18:36 -08:00
Sam Lantinga
aea6e6de6f
Simplified SDL_SetProperty() and added SDL_SetPropertyWithCleanup()
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Most of the time people won't need to set a cleanup callback, so we can simplify the more commonly used API.
2023-11-08 12:01:48 -08:00
Sam Lantinga
a1941fad6c
Replaced SDL_RenderGetD3D11Device(), SDL_RenderGetD3D12Device(), and SDL_RenderGetD3D9Device() with renderer properties.
2023-11-08 12:01:48 -08:00
Anonymous Maarten
382751c4b5
testffmpeg: print usage of options to change audio/video codec
2023-10-13 02:30:14 +02:00
Sam Lantinga
f91bde64d5
testffmpeg: Only enable blending if we're using a texture format that supports it
2023-10-12 14:26:46 -07:00
Sam Lantinga
516d6f9efc
testffmpeg: added support for YUVA formats using swscale
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Fixes https://github.com/libsdl-org/SDL/issues/8377
2023-10-12 14:10:25 -07:00
Sam Lantinga
d18f910248
testffmpeg: added the ability to specify audio and video codecs
2023-10-12 11:38:14 -07:00
Sam Lantinga
bf64fecf19
testffmpeg: allow resizing of the video window
2023-10-12 00:04:00 -07:00
Sam Lantinga
efa9a45048
Clarified that testffmpeg will resize the window to the video size
2023-10-11 23:38:08 -07:00
Anonymous Maarten
ebfbd7327b
testffmpeg: use SDL_test to parse arguments and track memory
2023-10-10 21:58:10 +02:00
Sam Lantinga
adcace6f95
Added a "--software" option to testffmpeg
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This allows easy performance comparison between hardware and software decoding
2023-10-10 04:07:22 -07:00
Ozkan Sezer
86ada8a9f0
fix testffmpeg.c build.
2023-10-10 14:02:40 +03:00
Sam Lantinga
2bd478ae65
Added SDL_GetTextureDXGIResource() to get the DXGI resource associated with a render texture.
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Also switched the D3D11 and D3D12 renderers to use real NV12 textures for NV12 data.
The combination of these two changes allows us to implement 0-copy video decode and playback for D3D11 in testffmpeg without any access to the renderer internals.
2023-10-10 03:32:46 -07:00
Sam Lantinga
a842446f62
Added support for 0-copy decode and display using D3D11
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FIXME: We need a way to do this that doesn't involve reaching into the D3D11 texture internals
2023-10-10 03:32:46 -07:00
Sam Lantinga
d830cd140b
Added support for 0-copy decode and display using Apple VideoToolbox
2023-10-10 03:32:46 -07:00
Sam Lantinga
1bf913b29a
Added support for 0-copy decode and display using VAAPI and EGL
2023-10-10 03:32:46 -07:00
Sam Lantinga
ed6381b68d
Allow setting any number of sprites over the video
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Default to no sprites over the video
2023-10-10 03:32:46 -07:00