Update SDL3 from 3.2.4 to 3.2.20

This commit is contained in:
Sven Balzer
2025-08-27 21:24:05 +02:00
parent 6283160467
commit ad651462df
332 changed files with 20334 additions and 4852 deletions
@@ -122,7 +122,6 @@ typedef struct
ID3D11Texture2D *stagingTexture;
int lockedTexturePositionX;
int lockedTexturePositionY;
D3D11_FILTER scaleMode;
D3D11_Shader shader;
const float *YCbCr_matrix;
#ifdef SDL_HAVE_YUV
@@ -231,11 +230,14 @@ SDL_PixelFormat D3D11_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat)
case DXGI_FORMAT_B8G8R8A8_UNORM:
case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB:
return SDL_PIXELFORMAT_ARGB8888;
case DXGI_FORMAT_R8G8B8A8_UNORM:
case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB:
return SDL_PIXELFORMAT_ABGR8888;
case DXGI_FORMAT_B8G8R8X8_UNORM:
case DXGI_FORMAT_B8G8R8X8_UNORM_SRGB:
return SDL_PIXELFORMAT_XRGB8888;
case DXGI_FORMAT_R10G10B10A2_UNORM:
return SDL_PIXELFORMAT_XBGR2101010;
return SDL_PIXELFORMAT_ABGR2101010;
case DXGI_FORMAT_R16G16B16A16_FLOAT:
return SDL_PIXELFORMAT_RGBA64_FLOAT;
default:
@@ -248,13 +250,18 @@ static DXGI_FORMAT SDLPixelFormatToDXGITextureFormat(Uint32 format, Uint32 outpu
switch (format) {
case SDL_PIXELFORMAT_RGBA64_FLOAT:
return DXGI_FORMAT_R16G16B16A16_FLOAT;
case SDL_PIXELFORMAT_XBGR2101010:
case SDL_PIXELFORMAT_ABGR2101010:
return DXGI_FORMAT_R10G10B10A2_UNORM;
case SDL_PIXELFORMAT_ARGB8888:
if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) {
return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
}
return DXGI_FORMAT_B8G8R8A8_UNORM;
case SDL_PIXELFORMAT_ABGR8888:
if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) {
return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
}
return DXGI_FORMAT_R8G8B8A8_UNORM;
case SDL_PIXELFORMAT_XRGB8888:
if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) {
return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB;
@@ -278,13 +285,18 @@ static DXGI_FORMAT SDLPixelFormatToDXGIMainResourceViewFormat(Uint32 format, Uin
switch (format) {
case SDL_PIXELFORMAT_RGBA64_FLOAT:
return DXGI_FORMAT_R16G16B16A16_FLOAT;
case SDL_PIXELFORMAT_XBGR2101010:
case SDL_PIXELFORMAT_ABGR2101010:
return DXGI_FORMAT_R10G10B10A2_UNORM;
case SDL_PIXELFORMAT_ARGB8888:
if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) {
return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
}
return DXGI_FORMAT_B8G8R8A8_UNORM;
case SDL_PIXELFORMAT_ABGR8888:
if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) {
return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
}
return DXGI_FORMAT_R8G8B8A8_UNORM;
case SDL_PIXELFORMAT_XRGB8888:
if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) {
return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB;
@@ -1159,7 +1171,6 @@ static bool D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
if (!textureData) {
return false;
}
textureData->scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? D3D11_FILTER_MIN_MAG_MIP_POINT : D3D11_FILTER_MIN_MAG_MIP_LINEAR;
texture->internal = textureData;
@@ -1783,17 +1794,6 @@ static void D3D11_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
SAFE_RELEASE(textureData->stagingTexture);
}
static void D3D11_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode)
{
D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal;
if (!textureData) {
return;
}
textureData->scaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? D3D11_FILTER_MIN_MAG_MIP_POINT : D3D11_FILTER_MIN_MAG_MIP_LINEAR;
}
static bool D3D11_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal;
@@ -2305,8 +2305,8 @@ static bool D3D11_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
D3D11_SetupShaderConstants(renderer, cmd, texture, &constants);
switch (textureData->scaleMode) {
case D3D11_FILTER_MIN_MAG_MIP_POINT:
switch (cmd->data.draw.texture_scale_mode) {
case SDL_SCALEMODE_NEAREST:
switch (cmd->data.draw.texture_address_mode) {
case SDL_TEXTURE_ADDRESS_CLAMP:
textureSampler = rendererData->samplers[D3D11_SAMPLER_NEAREST_CLAMP];
@@ -2318,7 +2318,7 @@ static bool D3D11_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
return SDL_SetError("Unknown texture address mode: %d", cmd->data.draw.texture_address_mode);
}
break;
case D3D11_FILTER_MIN_MAG_MIP_LINEAR:
case SDL_SCALEMODE_LINEAR:
switch (cmd->data.draw.texture_address_mode) {
case SDL_TEXTURE_ADDRESS_CLAMP:
textureSampler = rendererData->samplers[D3D11_SAMPLER_LINEAR_CLAMP];
@@ -2331,7 +2331,7 @@ static bool D3D11_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
}
break;
default:
return SDL_SetError("Unknown scale mode: %d", textureData->scaleMode);
return SDL_SetError("Unknown scale mode: %d", cmd->data.draw.texture_scale_mode);
}
#ifdef SDL_HAVE_YUV
if (textureData->yuv) {
@@ -2699,7 +2699,6 @@ static bool D3D11_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL
#endif
renderer->LockTexture = D3D11_LockTexture;
renderer->UnlockTexture = D3D11_UnlockTexture;
renderer->SetTextureScaleMode = D3D11_SetTextureScaleMode;
renderer->SetRenderTarget = D3D11_SetRenderTarget;
renderer->QueueSetViewport = D3D11_QueueNoOp;
renderer->QueueSetDrawColor = D3D11_QueueNoOp;
@@ -2718,8 +2717,9 @@ static bool D3D11_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL
renderer->name = D3D11_RenderDriver.name;
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR8888);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XRGB8888);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XBGR2101010);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR2101010);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA64_FLOAT);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_IYUV);