Commit Graph

20376 Commits

Author SHA1 Message Date
Ryan C. Gordon 0467c531fa wasapi: Check for a NULL device during disconnect handling.
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This is probably something we already cleaned up that has something running
in an unexpected order now that we've moved disconnect work to the main thread.
2025-10-03 09:36:31 -04:00
mccakit f6e711c377 replace script with flags
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2025-10-02 15:46:58 -07:00
mccakit 2e4bc73916 static release build fix 2025-10-02 15:46:58 -07:00
mccakit fe92d0a7bd android symbol export for release builds 2025-10-02 15:46:58 -07:00
Sam Lantinga b1c2dd8433 Make sure the current resolution is in the fullscreen mode list
Custom resolutions don't enumerate normally, but make sure the current resolution is in the mode list.

Fixes https://github.com/libsdl-org/SDL/issues/11551
2025-10-02 15:19:41 -07:00
Sam Lantinga 11a66bd18c Minor cleanup in calls to getContext()
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2025-10-02 10:50:10 -07:00
SDL Wiki Bot ed6b6bb7fc Sync SDL3 wiki -> header
[ci skip]
2025-10-02 17:02:50 +00:00
Ryan C. Gordon 24b47814f8 emscripten: Another attempt at optionally having the canvas use whole window.
Fixes #11949.
2025-10-02 13:01:35 -04:00
SDL Wiki Bot 352246cbb0 Sync SDL3 wiki -> header
[ci skip]
2025-10-02 16:25:57 +00:00
Anonymous Maarten e66f7efa2f SDL_WINDOWPOS_* macros are to be used with SDL_[GS]etWindowPosition 2025-10-02 18:24:31 +02:00
Simon McVittie 618b7b6c73 build: Prefix SDL- to revision from REVISION.txt
This makes it possible to get the version number of an unknown SDL binary
from `strings libSDL3.so.0 | grep SDL-`, like we could for SDL 2.

Resolves: https://github.com/libsdl-org/SDL/issues/14114
Signed-off-by: Simon McVittie <smcv@collabora.com>
2025-10-02 09:08:29 -07:00
Simon McVittie d5b79418f4 build: Prefix version from git with SDL- rather than SDL3-
We can tell it's SDL 3 from the version number and git revision,
so there's no need to duplicate that in the prefix.

Signed-off-by: Simon McVittie <smcv@collabora.com>
2025-10-02 09:08:29 -07:00
Frank Praznik e5c28c5326 wayland: Fix variable scope 2025-10-02 12:02:57 -04:00
Sam Lantinga a864dcac25 Added support for using the GPU renderer as an offscreen renderer
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SDL_CreateGPURenderer() now allows passing in an existing GPU device and passing in a NULL window to create an offscreen renderer.

Also renamed SDL_SetRenderGPUState() to SDL_SetGPURenderState().
2025-10-01 23:32:18 -07:00
Frank Praznik 9461db1ec8 Fix typo
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2025-10-01 19:21:10 -04:00
Frank Praznik 9182b8ab61 wayland: Add a fallback for xkb_keymap_key_get_syms_by_level() for old xkbcommon versions
This function is only available since version 1.0.0, but the SDL minimum is 0.5.0, and Steam Runtime 2 'soldier' uses 0.8.2, so add a fallback function with similar functionality for older versions.

xkb_keymap_key_get_mods_for_level() is more efficient, so it is still favored when available.
2025-10-01 17:59:07 -04:00
Sam Lantinga 8d7cd3c6c2 Fixed line endings
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2025-10-01 14:01:59 -07:00
Sam Lantinga 33c849d030 Always enable object validation when checking is explicitly enabled 2025-10-01 13:53:19 -07:00
Sam Lantinga f66e4d0a43 Enable full object validation by default
Full object validation was always done before this hint and there are a number of shipping products that relied on this, so don't change it by default.
2025-10-01 12:46:33 -07:00
Mathieu Eyraud 86da08b0be Zero-initialize SDL_GPUDevice 2025-10-01 07:22:17 -07:00
Mathieu Eyraud 409bb7722c Fix uninitialized variables 2025-10-01 07:21:44 -07:00
Sam Lantinga 9735c45db6 Added an advanced shader for the GPU renderer
This allows us to support YUV colorspaces and HDR in the GPU renderer.

Fixes https://github.com/libsdl-org/SDL/issues/11281
Fixes https://github.com/libsdl-org/SDL/issues/11282
2025-10-01 07:17:55 -07:00
Sam Lantinga fe3b399b7e Added support for P010 pixel format in SDL_UpdateNVTexture() 2025-10-01 07:17:55 -07:00
Sam Lantinga 548063e578 Fixed pixel shader for palettized textures using pixelart scaling 2025-10-01 07:17:55 -07:00
Sam Lantinga 224b4917a3 testpalette: added a --renderer command line option 2025-10-01 07:17:55 -07:00
Frank Praznik b54c5fd79c x11: Check for a valid input context before destroying it
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XDestroyIC crashes if passed a null parameter.
2025-09-30 14:48:39 -04:00
Sam Lantinga 8a5f9a3837 Removed validate_feature_indirect_draw_first_instance_disabled (thanks @rabbit-ecl!)
It was incorrectly checking the direct draw functions instead of checking indirect draw buffers.
2025-09-30 11:36:29 -07:00
Anonymous Maarten fd4c2f8cfd ci: build testffmpeg on MinGW (msys2) build bots 2025-09-30 17:42:11 +02:00
eafton 76308181b9 Fix #14072 2025-09-30 08:41:23 -07:00
Simon McVittie c81b4e8493 test: Space-separate arguments in as-installed tests' .test files
The "as-installed" tests have metadata files in the .desktop-like format
used by gnome-desktop-testing, which uses a subset of shell syntax for
the Exec field. The list of arguments is represented as a
semicolon-separated list by CMake, but we need to convert that into a
space-separated list for the Exec field.

Strictly speaking we should be quoting the arguments with the equivalent
of Python's shlex.quote, but I couldn't find a way to do that in CMake,
and currently none of the tests have arguments that need quoting.

Signed-off-by: Simon McVittie <smcv@collabora.com>
2025-09-30 15:58:49 +02:00
Anonymous Maarten 30c2cda25e Don't use assert(0) for SDL_TriggerBreak
The assert macro is disabled when building with -DNDEBUG.
On Android, the debugger stopped in the wrong frame.
2025-09-30 15:45:26 +02:00
Wohlstand e3d65796f4 SDL_render_psp.c: Implemented working viewport support
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Backported from the SDL2 branch
2025-09-29 19:09:26 -07:00
Sam Lantinga baed512453 Fixed building tests on visionOS 2025-09-29 13:28:00 -07:00
Sam Lantinga 15f1cb4c98 Added GPU API support on visionOS
You must set SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN to false on this platform, since setDepthClipMode is not supported on Apple headsets (as of visionOS 2.3) and clipping is the default.
2025-09-29 13:28:00 -07:00
Sam Lantinga 2809ce9389 Set enable_depth_clip to true by default if SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN is false 2025-09-29 13:28:00 -07:00
SDL Wiki Bot da6fa5e65f Sync SDL3 wiki -> header
[ci skip]
2025-09-29 19:44:11 +00:00
Sam Lantinga f61e271e11 Generalize and validate optional GPU feature properties
Fixes https://github.com/libsdl-org/SDL/issues/13139
Fixes https://github.com/libsdl-org/SDL/issues/13138
2025-09-29 12:42:47 -07:00
Sam Lantinga 37410908c7 Fixed building on visionOS
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2025-09-29 12:17:48 -07:00
Sam Lantinga 595f7b7ed9 Revert "Fixed Vulkan validation error"
This reverts commit b82b1f416f.

The renderer should not be enabling depth clamping.
2025-09-29 06:08:27 -07:00
Ozkan Sezer 5fffa8b9ad SDL_video_unsupported.c: fix SDL_iOSAnimationCallback type redefinition error
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2025-09-29 08:41:14 +03:00
SDL Wiki Bot 1d7e70833b Sync SDL3 wiki -> header
[ci skip]
2025-09-29 05:11:33 +00:00
Sam Lantinga b65590159b Each application palette corresponds to one hardware palette
When the application modifies the palette, any textures that use it will automatically be updated.
2025-09-28 22:10:06 -07:00
Sam Lantinga 5d311635cf Added Vulkan support for palettized textures 2025-09-28 22:10:06 -07:00
Sam Lantinga e2fe23ddab Added hardware accelerated support for palettized textures
Supported backends: direct3d, direct3d11, direct3d12, gpu, metal, opengl, opengles2
2025-09-28 22:10:06 -07:00
Sam Lantinga b82b1f416f Fixed Vulkan validation error
VUID-VkPipelineRasterizationStateCreateInfo-depthClampEnable-00782(ERROR / SPEC): msgNum: -316906200 - Validation Error: [ VUID-VkPipelineRasterizationStateCreateInfo-depthClampEnable-00782 ] | MessageID = 0xed1c6528 | vkCreateGraphicsPipelines(): pCreateInfos[0].pRasterizationState->depthClampEnable is VK_TRUE, but the depthClamp feature was not enabled. The Vulkan spec states: If the depthClamp feature is not enabled, depthClampEnable must be VK_FALSE (https://vulkan.lunarg.com/doc/view/1.3.268.0/windows/1.3-extensions/vkspec.html#VUID-VkPipelineRasterizationStateCreateInfo-depthClampEnable-00782)
2025-09-28 22:10:06 -07:00
Sam Lantinga 524ba0a4ad Reduce the size of the D3D12 vertex shader constants
This is needed to add more fragment shader constants in the future as we're already at our 64 size limit
2025-09-28 22:10:06 -07:00
Sam Lantinga 5622eef5a8 Fixed memory leak if requested renderer isn't available 2025-09-28 22:10:06 -07:00
Sam Lantinga 2a01e12d34 Simplify palette code
Each texture gets its own palette, the palette is updated when it is rendered if necessary, rendering is flushed if a texture render is already queued up.

Trying to share palettes and handle the different cases of queued rendering and changing palettes in the middle of the frame ends up being very complicated, so we'll keep it simple for now.
2025-09-28 22:10:06 -07:00
Sam Lantinga 7dcc09986d Test changing the palette for a single texture 2025-09-28 22:10:06 -07:00
Sam Lantinga 264b436dba Fixed changing palettes while rendering is in flight 2025-09-28 22:10:06 -07:00