Sam Lantinga
ec0e84fc0a
testclipboard: support both BMP and PNG clipboard images
2025-10-09 12:20:19 -07:00
Sam Lantinga
cf97ca1511
Fixed style
2025-10-09 12:20:19 -07:00
Sam Lantinga
a6fc2c4b60
Use ndk r28 by default for 16KB page alignment
2025-10-08 21:34:19 -07:00
Sam Lantinga
5dc65f829f
check_android_jni.py: make sure we're using python3
2025-10-08 21:32:30 -07:00
Sam Lantinga
9a6455a526
Disable GameInput for mouse and keyboard by default
...
We're going to wait for this to get more testing before enabling it by default.
Fixes https://github.com/libsdl-org/SDL/issues/13846
2025-10-08 21:22:22 -07:00
Sam Lantinga
2a92a3c9c5
Recreate the Vulkan GPU swap chain when resuming on Android
...
Fixes https://github.com/libsdl-org/SDL/issues/12957
2025-10-08 21:06:17 -07:00
Sam Lantinga
6f4993ddee
Ignore invalid width/height in setOrientationBis()
2025-10-08 20:14:51 -07:00
Sam Lantinga
00ffddece8
Ignore VK_SUBOPTIMAL_KHR on the Android platform
...
This is returned whenever the device has been rotated, and can be safely ignored.
Fixes https://github.com/libsdl-org/SDL/issues/12950
2025-10-08 20:02:31 -07:00
Sam Lantinga
a2a60f75c7
Temporarily disabled texture binding validation
...
There are some advanced use cases that trip over this, so temporarily disabling the validation pending further review.
Reference: https://github.com/libsdl-org/SDL/issues/13871
2025-10-08 19:50:48 -07:00
Sam Lantinga
84b0565096
Fixed potential memory leak
2025-10-08 19:44:03 -07:00
Sam Lantinga
3316dde0c2
Improved error information when renderer creation fails
...
On Android, if you create a window with SDL_WINDOW_OPENGL, you can't create a Vulkan surface. The error message has been improved to reflect this, and the error is propagated back up to the application.
Also added warn level logging if the renderer couldn't be created.
2025-10-08 19:36:19 -07:00
Sam Lantinga
edf5f9ec5c
Properly upgrade a window to Vulkan when creating a Vulkan renderer
2025-10-08 19:17:11 -07:00
Sam Lantinga
d4b684311e
Added the Wooting 60HE keyboard to the controller blacklist
2025-10-08 16:06:17 -07:00
Sam Lantinga
caa33cb018
Removed InvalidateRect() when moving and resizing
...
This was added in 2016, presumably to help address the move/resize issues on Windows, which have been since been addressed by the live-resize functionality.
Fixes https://github.com/libsdl-org/SDL/issues/14079
2025-10-08 13:32:19 -07:00
Sam Lantinga
7914bdb7ea
Only call WIN_RoUninitialize() if WIN_RoInitialize() succeeded
...
Fixes https://github.com/libsdl-org/SDL/issues/14178
2025-10-08 13:15:48 -07:00
Sam Lantinga
8830b466d0
Improve handling of surfaces with NULL pixels
...
Fixes https://github.com/libsdl-org/SDL/issues/14059
2025-10-08 12:40:29 -07:00
Sam Lantinga
244ae39b30
Optimized the 16-bit -> 32-bit SSE pixel conversion
...
Test code:
---
int main( int argc, char *argv[] )
{
SDL_Surface *orig = SDL_LoadPNG("testyuv.png");
SDL_Surface *surf16 = SDL_ConvertSurface(orig, SDL_PIXELFORMAT_RGB565);
SDL_Surface *surf32 = SDL_ConvertSurface(surf16, SDL_PIXELFORMAT_ARGB8888);
Uint64 then = SDL_GetTicks();
for (int i = 0; i < 100000; ++i) {
SDL_BlitSurface(surf16, NULL, surf32, NULL);
}
Uint64 now = SDL_GetTicks();
SDL_Log("Blit took %d ms\n", (int)(now - then));
return 0;
}
---
Results on my system:
BlitNtoN: Blit took 34522 ms
Blit_RGB565_32 (3 LUT): Blit took 9316 ms
Blit_RGB565_32 (1 LUT): Blit took 5268 ms
Blit_RGB565_32_SSE41: Blit took 1619 ms
2025-10-07 16:31:14 -07:00
Sam Lantinga
168de63a7a
Switched back to a single LUT for 16-bit -> 32-bit pixel conversion
...
This beats the previous 3-LUT version and even beats SSE on my system.
Test code:
---
int main( int argc, char *argv[] )
{
SDL_Surface *orig = SDL_LoadPNG("testyuv.png");
SDL_Surface *surf16 = SDL_ConvertSurface(orig, SDL_PIXELFORMAT_RGB565);
SDL_Surface *surf32 = SDL_ConvertSurface(surf16, SDL_PIXELFORMAT_ARGB8888);
Uint64 then = SDL_GetTicks();
for (int i = 0; i < 100000; ++i) {
SDL_BlitSurface(surf16, NULL, surf32, NULL);
}
Uint64 now = SDL_GetTicks();
SDL_Log("Blit took %d ms\n", (int)(now - then));
return 0;
}
---
Results on my system:
BlitNtoN: Blit took 34522 ms
Blit_RGB565_32 (3 LUT): Blit took 9316 ms
Blit_RGB565_32 (1 LUT): Blit took 5268 ms
Blit_RGB565_32_SSE41: Blit took 6399 ms
2025-10-07 16:31:14 -07:00
Sam Lantinga
dbd5dd8c75
Ensure 16-bit -> 32-bit conversion is consistent between blitters
...
The SSE, LUT, and other blitters should have the same results for 16-bit -> 32-bit conversion
2025-10-07 16:31:14 -07:00
Sam Lantinga
e9c7cfb165
Revert "Use rounded results for expanding values to 8-bits"
...
This reverts commit ba5be7af74 .
We actually want to use high bits and replicated low bits, to match SIMD value expansion
2025-10-06 23:14:38 -07:00
Sam Lantinga
ba5be7af74
Use rounded results for expanding values to 8-bits
2025-10-06 21:28:42 -07:00
Sam Lantinga
1eb42b0dfd
Added SSE accelerated RGB565 to 32-bit pixel conversions
2025-10-06 21:28:42 -07:00
Sam Lantinga
e4c5b72fd7
video: Fix asserts calling SetWindowProgress{State,Value} when creating popup windows
2025-10-06 17:31:46 -07:00
Sam Lantinga
7877ed1802
Fixed permissions
2025-10-06 17:30:04 -07:00
Sam Lantinga
9f9be1425d
Fixed permissions
2025-10-06 17:24:56 -07:00
Sam Lantinga
69791ccad0
Don't treat the Moonlander MK1 Keyboard as a controller
...
Fixes http://github.com/mgba-emu/mgba/issues/3606
2025-10-06 16:52:03 -07:00
Sam Lantinga
bb0d6221c1
Use PNG files for tests and examples
...
These are much smaller than the previous BMP files
Fixes https://github.com/libsdl-org/SDL/issues/14159
2025-10-06 16:45:53 -07:00
Sam Lantinga
7454302cd0
Fixed 16-bit -> 32-bit blit lookup tables
...
The lookup tables weren't correct, e.g. 0xFFFF was being translated into 0xFFFFFFEF
2025-10-06 16:45:53 -07:00
Sam Lantinga
73334b6bb4
Added support for loading and saving PNG images using stb_image
2025-10-06 16:45:53 -07:00
Sam Lantinga
87e3250518
Add a note that OpenVR overlays assume unpremultiplied alpha by default
2025-10-06 11:58:21 -07:00
Sam Lantinga
b92557c0b7
Made error message consistent between SDL_SetSurfacePalette() and SDL_SetTexturePalette()
2025-10-06 09:22:34 -07:00
Sam Lantinga
941b0a8ea4
Added support for external GPU textures to the GPU renderer
2025-10-06 07:31:00 -07:00
Sam Lantinga
134b47730b
Added support for linear and pixel art scaling for palettized textures
2025-10-04 15:12:08 -07:00
Sam Lantinga
d832ac5d6f
SDL_RenderDebugText() is no longer blurry when scaled
2025-10-04 12:04:07 -07:00
Sam Lantinga
f3815ede24
Rebuilt GPU renderer shaders
2025-10-03 19:35:45 -07:00
Sam Lantinga
49d51a0d3c
Removed TEXTURETYPE_PALETTE_PIXELART
...
This doesn't make any sense since the pixel art algorithm uses a box filter to get an average pixel value which isn't possible with indexed textures.
2025-10-03 18:54:07 -07:00
Sam Lantinga
ac2c834021
Fixed build
2025-10-03 16:04:45 -07:00
Sam Lantinga
1cda789a37
render: Default to primary display in SDL_CalculateSimulatedVSyncInterval if window is not set
...
- Fixes previous change to SDL_CreateRendererWithProperties which skipped SDL_CalculateSimulatedVSyncInterval if window was not set.
2025-10-03 16:00:44 -07:00
Sam Lantinga
0cab3521f1
render: Fix asserts from null window usage in SDL_CreateRendererWithProperties
2025-10-03 16:00:41 -07:00
Sam Lantinga
32668c4ddd
Palettized textures will always use SDL_SCALEMODE_NEAREST.
...
Our algorithm for pixel art doesn't work on 8-bit images, needs further investigation.
Fixes https://github.com/libsdl-org/SDL/issues/14129
2025-10-03 14:29:47 -07:00
Sam Lantinga
d333044462
Fixed destination coordinates when using scale with the software renderer
...
Fixes https://github.com/libsdl-org/SDL/issues/14051
2025-10-03 13:58:45 -07:00
Sam Lantinga
b7b2e8bc31
Don't change the display of a window until it is mostly on the new one
...
Fixes https://github.com/libsdl-org/SDL/issues/12665
2025-10-03 12:38:47 -07:00
Sam Lantinga
baae2a628d
Store the current window display ID on the window
2025-10-03 12:38:47 -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()
2025-10-02 10:50:10 -07:00
Sam Lantinga
a864dcac25
Added support for using the GPU renderer as an offscreen renderer
...
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
Sam Lantinga
8d7cd3c6c2
Fixed line endings
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
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
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
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
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
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
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
Sam Lantinga
0b4b254a53
Added support for textures with palettes
...
Closes https://github.com/libsdl-org/SDL/pull/6192
2025-09-28 22:10:06 -07:00
Sam Lantinga
da84d78796
Fixed unknown frees being reported when SDL is built without allocation counts
2025-09-27 23:47:09 -07:00
Sam Lantinga
1d2a482dde
testgpurender_effects: use the grayscale algorithm from BT.709
2025-09-26 10:27:10 -07:00
Sam Lantinga
1f73c19a73
Added stub SDL_TimeToDateTime() for N-Gage
...
Fixes https://github.com/libsdl-org/SDL/issues/14047
2025-09-26 09:37:04 -07:00
Sam Lantinga
c39d772a07
Added a workaround for fullscreen mouse position on macOS 26
2025-09-25 15:10:08 -07:00
Sam Lantinga
b2188b325d
Fixed HIDAPI controller disconnect reading on multiple threads
...
If multiple threads are calling SDL_UpdateJoysticks(), then an overlapped read can be initiated on one thread (read_pending set to true) and GetOverlappedResult() called on another thread. This results in ERROR_OPERATION_ABORTED. This is harmless so we shouldn't return an error in this case, we'll just retry the read on the next call.
Fixes https://github.com/libsdl-org/SDL/issues/14033
2025-09-25 10:36:14 -07:00
Sam Lantinga
33a74c7548
Fixed typo
2025-09-25 07:31:07 -07:00
Sam Lantinga
0a50058f7a
Use the real window position on macOS
...
On newer MacBooks, the fullscreen window might be placed below the camera notch, so use the actual window position
Fixes https://github.com/libsdl-org/SDL/issues/10441
2025-09-23 22:57:21 -07:00
Sam Lantinga
fe8c080713
testime: allow enabling/disabling text input on individual windows
2025-09-23 09:59:11 -07:00
Sam Lantinga
221d1f12ea
Use an empty bitmap for the blank cursor on macOS
...
Some macOS installations seem to have trouble decoding the GIF we were using
Fixes https://github.com/libsdl-org/SDL/issues/14012
2025-09-22 19:14:38 -07:00
Sam Lantinga
6f3ef22d19
Fixed build warning
2025-09-22 11:27:23 -07:00
Sam Lantinga
cece47c64d
Fixed iOS build
2025-09-22 11:27:07 -07:00
Sam Lantinga
137b0b2bee
The default swap interval on EGL is 1, according to the spec
...
Fixes https://github.com/libsdl-org/SDL/issues/14014
2025-09-22 10:23:08 -07:00
Sam Lantinga
8a67a8a319
testautomation: fixed video tests on iOS
2025-09-22 10:09:30 -07:00
Sam Lantinga
5d9b9673b9
testautomation: use SDL functions for iostream test setup
...
This fixes the IOStream tests on iOS, since the current directory isn't writable
2025-09-22 10:09:30 -07:00
Sam Lantinga
9f9952d53a
Fixed filesystem operations on iOS
...
Full paths are used as-is, relative paths are prepended with a writable path, SDL_GetPrefPath("", ""), since the current directory isn't writable.
2025-09-22 10:09:30 -07:00
Sam Lantinga
7563a3e17d
Fixed clipboard tests on iOS
2025-09-22 10:09:30 -07:00
Sam Lantinga
a662d13f73
Fixed building testautomation on iOS
2025-09-22 10:09:30 -07:00
Sam Lantinga
86203d8312
Document that the joystick and gamepad functions are thread-safe
2025-09-22 08:32:39 -07:00
Sam Lantinga
34b09be6a5
Use clearPrimaryClip() on Android 9 and newer
...
Fixes https://github.com/libsdl-org/SDL/issues/8355
2025-09-21 23:30:20 -07:00
Sam Lantinga
c8f32b67ae
testautomation: use the correct return type for clipboard APIs
2025-09-21 23:27:59 -07:00
Sam Lantinga
a5b070ba2d
Skip render_testLogicalSize() if we didn't get a window of the expected size
...
We rely on that to validate the results of SDL_GetRenderLogicalPresentationRect()
2025-09-21 20:25:10 -07:00
Sam Lantinga
26dd4e3abb
Fixed filesystem operations on Android
...
Full paths are used as-is, relative paths are prepended with SDL_GetAndroidInternalStoragePath(), and operations fall back to the asset system as appropriate.
This is consistent with the behavior of opening files on Android.
2025-09-21 18:23:34 -07:00
Sam Lantinga
005f10bd97
testautomation: fix video tests on Android
...
Like emscripten, window positioning and sizing is not supported on Android.
2025-09-21 16:25:51 -07:00
Sam Lantinga
bae34c3e34
Fixed SDL_RunOnMainThread() on Android
...
If the application is waiting in SDL_WaitEvent(), we still need to run event loop maintenance in between calls to Android_PumpEvents().
Fixes the testautomation events_mainThreadCallbacks() test on Android.
2025-09-21 13:46:11 -07:00
Sam Lantinga
bce2a336d2
Use the default window focus behavior on macOS
...
We had to work around odd behavior in really old versions of macOS, but the current behavior is great.
Fixes https://github.com/libsdl-org/SDL/issues/3954
2025-09-20 18:57:22 -07:00
Sam Lantinga
400489c157
testcontroller: fixed memory leak
2025-09-20 18:21:26 -07:00
Sam Lantinga
6a9ac1cacd
Always poll udev on supported platforms
...
Fixes https://github.com/libsdl-org/SDL/issues/13995
2025-09-20 11:13:39 -07:00
Sam Lantinga
8eeae5f686
The wayland messagebox should only be used under wayland
2025-09-20 09:06:07 -07:00
Sam Lantinga
5503fe1c1b
Fixed a memory leak in fill_device_info_usage() (thanks @digant73)
...
Fixes https://github.com/libsdl-org/SDL/issues/13998
2025-09-20 09:05:37 -07:00
Sam Lantinga
597ef58966
Use zenity messageboxes by default on X11
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This makes messageboxes consistent between X11 and Wayland.
2025-09-20 08:37:51 -07:00