Considering multi-monitor and multi-ppi configurations
Fullscreen-exclusive scales to available display resolution, ignoring content scaling
Windowed-borderless scales to available logical resolution considering HighDPI **if requested**
* fix: set correct default axes for gamepads that are not connected
`glfwGetGamepadState` will set all gamepad state variables to 0.0 if required gamepad is not connected, but `RecordAutomationEvent()` inside rcore.c expects trigger axes to be -1.0f when gamepad is not connected. Since SDL and RGFW return -1.0f in such case, this change is aligning it with them
* updated comment in rcore_desktop_glfw.c
Tested on two monitors with different DPI configuration, for HigDPI enabled and not, including window resizing (with framebuffer resizing if required). Verified mouse coordinates follow the requested screen size.
Note that high-dpi awareness must be enabled by users and `CORE.Window.render` reports the scaled framebuffer size, while `CORE.Window.screen` reports the logical size.
`ToggleBorderlessWindow()` has also been reviewed to be consistent with scaling, if monitor physical display size is reported as 1920x1080 but there is a content scale of 1.5, then the borderless fullscreen window will be 1280x720, with the 1920x1080 framebuffer
This improvement is just a prove of concept, at this moment `PLATFORM_WEB` is limited in terms of software rendering by `GLFW` that only allows creating a WebGL canvas context with `glfwCreateWindow()`.
We can skip that call but then some GLFW functionality is not available (windowing, inputs). The best solution is replacing GLFW completely by a pure Emscripten implementation for `PLATFORM_WEB`.
Following raylib design, a warning log message is shown and program can continue execution.
Some early return checks have been added on most critical functions.
[rtext] Previous implementation checking `isGpuReady` cross-module variable is not needed any more, resulting in a more decoupled code, load failure is managed at rlgl level
When SDL_GameControllerNameForIndex returns null, the app crashes. This was addressed earlier in PR#4859 though the fix submitted on PR #4859 was only fixing the crashing and not addressing the root cause.
* use FLAG_* macros where possible
* rename `FLAG_CHECK()` to `FLAG_IS_SET()`
* remove unnecessary equality checks
* fix issues
---------
Co-authored-by: Ray <raysan5@gmail.com>
SDL3 uses ID when dealing with monitors, unlike SDL2 which uses Index
for the same thing. This problem was already fixed in multiple places
by use of preprocessor branches, so I did the very same thing.
Please, notice that this is a pretty bad solution to this problem,
and I only did it to keep it consistent with the rest of the code.
The more about why it's not correct is mentioned here:
https://github.com/raysan5/raylib/issues/5256#issuecomment-3429156919
Hopefully, someone will refactor it someday :)
Fixes: https://github.com/raysan5/raylib/issues/5256
* add base of rlsw.h
* implement state support
Also replace the triangle rasterization functions with macros that generate specific functions for each state of the rendering system.
Also, add the OpenGL definitions in order to add a binding for rlgl.
* branchless float saturation
* apply perspective correction to colors
* impl line clipping and rasterization
+ tweak function names
* impl face culling
* impl color blending
* fixes and tweaks
* add clear buffer bitmasks
* small optimizations / tweaks
* review ndc to screen projection
* avoid to recalculate MVP when its not needed + tweaks
* review the loading and management of textures
to be closer to the OpenGL API
* texture sampling optimization
* review get pixel functions
+ review unorm/float conversion
* add several buffer format support
Several depth and color formats have been added for the framebuffer.
8-bit, 16-bit, and 24-bit formats are now available for depth.
RGB 8-bit (332), RGB 16-bit (565), and RGB 24-bit (888) formats are now available for color.
Alpha support is no longer present for the framebuffer at the moment, but it can easily be restored by adding the formats and reinterpolating the alpha in the areas that do not perform color blending.
Additionally, this commit brings performance improvements.
* tweaks
* impl line width
* impl points + point size
* fix and improve polygon clipping functions
* impl polygone modes
* add some not planned functions
- `glDepthMask`
- `glColorMask`
* framebuffer resizing + handle init failure
* add quick notes about line clipping algorithms used
* start to impl scissor test + review line clipping
The support for the scissor test has been implemented for clearing as well as for triangle clipping.
The implementation for lines and points is still missing.
I also removed the 2D clipping of lines that used the Cohen-Sutherland algorithm, opting instead to always use the Liang-Barsky algorithm in all cases.
This simplifies the implementation, and the 2D version would have caused issues when interpolating vertices in the future if we want to implement additional features.
* review scissor clear
* review `swScissor`
* impl line scissor clipping
* round screen coordinate (line rasterization)
* impl point scissor clipping
* remove unused defs
* add getter functions
* gl binding
* add `glHint` and `glShadeModel` macros (not implmented)
* binding tweaks
* impl copy framebuffer function + glReadPixels
* review `swCopyFramebuffer`
* update rlgl.h
* update rlgl.h
* texture copy support
* fix typo..
* add get error function
* def sw alloc macros
* reimpl get color buffer func
just in case
* remove normal interpolation
* review texture wrap
* fix ndc projection (viewport/scissor)
* impl framebuffer blit function
* reduce matrix compuations and memory usage
* swBegin tweaks
* preventing a possible division by zero
* remove useless scissor related data
* review color blending system
* greatly improve float saturation
* tweak lerp vertex function
* use opitmized fract function in sw_texture_map
* tweak framebuffer functions for better readability
* optimized copy/blit functions for each dst format
* review framebuffer filling functions
* impl specific quad rendering func
* use of a single global vertex buffer
* fix 'sw_poly_point_render'
* added `SW_RESTRICT` and redesigned `sw_lerp_vertex_PNCTH`
* tweak the pipeline flow regarding the face culling
avoids misprediction, improves vectorization if possible
* new rendering path for axis aligned quads
* oops, translating some comments
* use of `restrict` for blending function parameters
* update rlgl.h
* adding `GRAPHICS_API_OPENGL_11_SOFTWARE` in `DrawMesh`
* add `RL_OPENGL_11_SOFTWARE` enum
* temp tweak
* build fixes
* fix DrawMesh for GL 1.1
* update swClose
* review texture format + fix copy
* set minimum req vertices to 3 (quads)
* check swInit
* review pixelformat
* tweaks
* fix animNormals (DrawMesh)
* fallback color/texcoord (swDrawArrays)
* review swMultMatrixf
* fix texture pool alloc..
* review triangle scanlines
increment all data
* fix `sw_quad_sort_cw`
* impl sdl platform
* rm def
* increase max clipped polygon vertices
* improve triangle rasterization along Y axis
improved robustness against numerical errors
incremental interpolation along Y
simplified function, fewer jumps
* review current vertex data
+ increase max clipped polygon vertices (for extreme cases)
* fix and improve polygon clipping
Sets the vertex count to zero when the polygon is invalid
Stops clipping when the vertex count drops below 3
* fix gradient calculation
* cache texture size minus one + comments
* tweaks
* BGRA copy support
* adding software backend option (cmake)
* update Makefile
* fix face culling
* excluse some exemple with the software backend
* review SW_CLAMP case in sw_texture_map
* review sw_saturate
* review line raster
* fix sw_quad_is_aligned
* review sw_raster_quad_axis_aligned
* tweaks
* codepoint fix (?)
* fix var name...
* rcore_drm software renderering
* cleanup and tweaks
* adding support for `GL_POINT_SIZE` and `GL_LINE_WIDTH` get
* fix sampling issue
* fix swBlendFunc
---------
Co-authored-by: Ray <raysan5@gmail.com>
Currently, scaling doesn't work correctly on macOS (see #5185). This commit
works around this issue by disabling SCALE_FRAMEBUFFER on macOS when
`FLAG_WINDOW_HIGHDPI` is unset.
* win32 backend
* [rcore][win32] use SwapBuffers instead of wglSwapLayerBuffers
I don't understand OpenGL well enough to know the difference between
SwapBuffers and wglSwapLayerBuffers but the former seems to double
my FPS (from 2000 to about 4000 in core_vr_simulator).
* [rcore][win32] stop lying to the OS about when our window is updated
Instead of calling BeginPaint/EndPaint in WM_PAINT which signals to the
OS that our window content is updated, now when we encounter the WM_PAINT
message instead we return back to the raylib application which will
trigger it to render a new frame. We've replaced the call to BeginPaint
and EndPaint with a call to ValidateRect in SwapBuffers, which, means
we're now correctly telling the OS when our window content is actually
up-to-date.
Note that this doesn't fix the window content not being updated during
a window resize/move beacuse thos have their own message loop which
doesn't return early when it's time to paint.
* [rcore][win32] fallback to finding functions from opengl32.dll
* [rcore][win32] fixes from review/for gcc
* [rcore][win32] incorporate style conventions
* [rcore][win32] workaround unused function error SetupFramebuffer
* [rcore][win32] re-enable sanitize flags check for MSAA_4X
* [rcore][win32] more style changes and remove old DPI cases
Added some more missing spaces after conditional statements. Also
made unsupported MSAA_4X an assert instead of an abort and also
removed dpi-aware cases for older OS's. More changes would be needed
to support those OS versions, namely, removing the dependency
on shcore.
* [rcore][win32] fixes for compling with w64devkit without -DUNICODE
* Update build.zig
* Update build.zig
---------
Co-authored-by: Ray <raysan5@gmail.com>
Added CMake support for SDL3.
Now supports including SDL2 or SDL3 as a subdirectory within the project. The system will first check for SDL3, then SDL2. If neither is found, it will attempt find_package(SDL3), followed by find_package(SDL2). If all these checks fail, the process will terminate with an error.
The original implementation created/destroyed framebuffers (FBs) per-frame, leading to kernel overhead and screen tearing. This commit replaces it with a different approach using:
- Asynchronous `drmModePageFlip()` with vblank sync
- Framebuffer caching to reduce repeated FB creation/removal operations
- Proper resource management through BO callbacks and buffer release synchronization
- Added error handling for busy displays, cache overflows, and flip failures
- Event-driven cleanup via page_flip_handler to prevent GPU/scanout conflicts
Co-authored-by: rob-bits
I believe it makes sense to only do this when there are no known
touch points. I am not even sure if this should be done at all.
See https://github.com/raysan5/raylib/issues/4872 for more information.
Restore window currently says it sets the window state to:
"not minimized/maximized"
However, if a window is maximized and then minimized, it's typical that
it would restore back to being maximized, which is what seems to happen
from my testing. I've reworded the description to better reflect
this behavior.