Commit graph

7494 commits

Author SHA1 Message Date
Ryan C. Gordon
0884284086 Patched to compile on Linux with threads enabled. (whoops!) 2018-12-01 11:14:20 -05:00
Ryan C. Gordon
4de1ab9129 Patched to compile on Linux with --disable-threads.
Fixes Bugzilla #4393.

--HG--
extra : rebase_source : 7dcab81ff39b3345fa19e616e90ca0949373bd2d
2018-12-01 10:36:26 -05:00
Sam Lantinga
1897ec629d Added support for the Razer Raiju Mobile 2018-11-27 15:10:26 -08:00
Sam Lantinga
6d2e4bde2a Fixed the hotspot for cursors on Raspberry Pi 2018-11-27 11:16:04 -08:00
Sam Lantinga
a5a5e2cbd3 Fixed bug changing cursors on Raspberry Pi 2018-11-27 10:20:29 -08:00
Alex Szpakowski
f8efb8361a metal: use a staging texture in SDL_UpdateTexture, to make sure it doesn't stomp texture data being drawn in a previous frame on the GPU. 2018-11-25 22:13:09 -04:00
Alex Szpakowski
eaa6a12822 metal: Fix an incorrect division. 2018-11-21 23:46:37 -04:00
Alex Szpakowski
52adb7e81e metal: SDL_RenderFillRects uses one draw call per 16k rectangles (within the given FillRects call), instead of one draw call per rectangle. Reduces CPU usage when drawing many rectangles.
--HG--
extra : amend_source : 1b39afd4eaa31c151f607e4685f079a46fa6238c
2018-11-21 23:37:23 -04:00
Sebastian Krzyszkowiak
15c44098d6 wayland: ask xdg-decoration protocol extension to use server-side decorations if possible. 2018-11-04 21:08:40 +01:00
Sam Lantinga
97f778f0f3 Fixed bug 4394 - Crash in SDL_PumpEvents() after SDL_DestroyWindow()
Cameron Gutman

After updating to SDL 2.0.9, I got a user report that my app was crashing when closing a SDL_WINDOW_FULLSCREEN window to return to my Qt-based UI. It looks like the dead SDL window is getting a spurious updateLayer call which is causing SDL to dereference a null SDL_WindowData pointer.

For some reason, this only happens when using SDL_WINDOW_FULLSCREEN and not windowed or SDL_WINDOW_FULLSCREEN_DESKTOP. I was also unsuccessful in my attempt to get a simple reproducer for this crash. The Session.cpp code is available 688c4a90d9/app/streaming/session.cpp but I slightly modified it (adding a SDL_PumpEvents() call at 1179 to immediately trigger the issue, otherwise it happened when Qt next pumped the event loop).

The crashing line is:

    NSMutableArray *contexts = data->nscontexts;
2018-11-19 21:35:59 -08:00
Sam Lantinga
70916714eb Fixed bug 4391 - hid_enumerate() sometimes causes game to freeze for a few seconds
Daniel Gibson

Even though my game (dhewm3) doesn't use SDL_INIT_JOYSTICK, SDL_PumpEvent() calls SDL_JoystickUpdate() which ends up calling hid_enumerate() every three seconds, and sometimes on my Win7 box hid_enumerate() takes about 5 seconds, which causes the whole game to freeze for that time.
2018-11-19 21:17:00 -08:00
Ozkan Sezer
c1da1f116b os/2 bits for SDL_malloc.c -- from libffi 2018-11-18 19:28:20 +03:00
Ozkan Sezer
c166586725 libm: Watcom defines huge=__huge: undefine it to fix build using Watcom. 2018-11-18 11:50:20 +03:00
Ryan C. Gordon
7ce155694c opengles: Fixed compiler warnings.
--HG--
extra : rebase_source : aef63cc80f39c9351ca39fe0c24e4f4e78bbf5d1
2018-11-17 16:24:52 -05:00
Sam Lantinga
e1d71b88e1 Back out change initializing renderer blend mode incorrectly. 2018-11-17 12:12:29 -08:00
Ryan C. Gordon
b13e7d9f99 direct3d11: Fixed missing rendering of solid primitives.
Fixes Bugzilla #4388.
2018-11-17 14:39:42 -05:00
Ryan C. Gordon
5186bd4a84 Fixed a few compiler warnings. 2018-11-17 14:37:51 -05:00
Sam Lantinga
f1b7d53e6c The default draw blendmode is SDL_BLENDMODE_NONE 2018-11-17 00:58:45 -08:00
Sylvain Beucler
5a3f2fc79e Emscripten: make CloseAudio actually close audio
cf. https://bugzilla.libsdl.org/show_bug.cgi?id=4176
2018-11-15 18:22:30 +00:00
Ryan C. Gordon
8cac51aa90 software: fix blits with color mods that change during a command queue run.
--HG--
extra : rebase_source : f1b4087bb0bbf8955a9d418158b28b066ae79402
2018-11-14 22:38:58 -05:00
Sam Lantinga
2005ea6ca2 Fixed bug 3193 - Dualshock 3's motion sensors overwrite analog stick
maxxus

The Dualshock 3's motion sensors don't seem to be reported by the call to EVIOCGBIT but they still send EV_ABS events.  Because they're not reported by EVIOCGBIT they're not assigned a proper axis ids and the default of 0 is used, which is the valid id for the left analog sticks left/right axis.
2018-11-14 13:37:22 -08:00
Sam Lantinga
6e92b4109f Fixed bug 4366 - Compile throws a warning on RPI (Raspbian Stretch)
midwan

When trying to compile on a Raspberry Pi 3, running Raspbian Stretch (fully updated), a warning appears:

/home/pi/projects/SDL/src/test/SDL_test_memory.c: In function ‘SDL_TrackAllocation’:
/home/pi/projects/SDL/src/test/SDL_test_memory.c:112:109: warning: format ‘%llx’ expects argument of type ‘long long unsigned int’, but argument 5 has type ‘unw_word_t {aka unsigned int}’ [-Wformat=]
                 snprintf(entry->stack_names[stack_index], sizeof(entry->stack_names[stack_index]), "%s+0x%llx", sym, offset);
2018-11-12 16:42:49 -08:00
Alex Szpakowski
fb12641435 cocoa: fix building with the macOS 10.7 SDK (thanks Riccardo!)
Fixes bug #4368
2018-11-10 20:56:23 -04:00
Alex Szpakowski
8760526f85 Add SDL_TouchDeviceType enum and SDL_GetTouchDeviceType(SDL_TouchID id).
Touch device types include SDL_TOUCH_DEVICE_DIRECT (a touch screen with window-relative coordinates for touches), SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE (a trackpad-style device with absolute device coordinates), and SDL_TOUCH_DEVICE_INDIRECT_RELATIVE (a trackpad-style device with screen cursor-relative coordinates).

Phone screens are an example of a direct device type. Mac trackpads are the indirect-absolute touch device type. The Apple TV remote is an indirect-relative touch device type.
2018-11-10 16:15:48 -04:00
Sam Lantinga
1e59f48daf Added Vulkan headers version 1.1.91
Downloaded from https://github.com/KhronosGroup/Vulkan-Headers
2018-11-06 16:57:07 -08:00
Sebastian Krzyszkowiak
b204de6c4b wayland: fix resizing and fullscreen toggling
For starters, we need to correctly respond to 0,0 configure after unsetting
fullscreen. Also, turns out that there should be no drawing calls at all
in between eglSwapBuffers and wl_egl_window_resize, as otherwise EGL can
already allocate a wrongly sized buffer for a next frame, so handle those
together.
2018-11-07 01:08:35 +01:00
Alex Szpakowski
afbbecdd0a metal: SDL_RenderReadPixels on macOS synchronizes the render target's texture data if it's managed, before reading from it. 2018-11-04 14:31:56 -04:00
Alex Szpakowski
f6643dadd7 metal: fix the SDL_RENDERER_PRESENTVSYNC flag not being set on the renderer info on macOS, when vsync is used. 2018-11-04 12:31:02 -04:00
Alex Szpakowski
e82b90e740 metal: fix the size of the buffer used for constant data. 2018-11-04 12:24:05 -04:00
Ryan C. Gordon
8a700e7a89 mir: Removed mir client support.
Fixes Bugzilla #4288.
2018-11-02 21:34:17 -04:00
Sam Lantinga
176a57bcc3 Fixed bug 4315 - little Warning in Android_JNI_CaptureAudioBuffer
Sylvain

SDL_android.c
src/core/android/SDL_android.c:1302:5: warning: variable 'br' is used uninitialized whenever switch default is taken [-Wsometimes-uninitialized]
    default:
    ^~~~~~~
src/core/android/SDL_android.c:1306:12: note: uninitialized use occurs here
    return br;
           ^~
src/core/android/SDL_android.c:1270:12: note: initialize the variable 'br' to silence this warning
    jint br;
           ^


Maybe we could add some basics warning flags, not to see all warnings, but so that new warnings are caught sooner.

I would go for -Wall -Wextra, and some -Wno-warning for the allowed warnings.
2018-11-02 17:18:03 -07:00
Alex Szpakowski
dbdf655d67 metal: avoid an extra buffer allocation and GPU data copy in RunCommandQueue, it's not needed. Improves overall performance. 2018-11-01 20:24:21 -03:00
Alex Szpakowski
f2a29eea94 metal: remove an obsolete section of a constant buffer. 2018-11-01 19:49:01 -03:00
Ozkan Sezer
eb11815341 fix build using Watcom :
./src/render/SDL_render.c(2168): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2168): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2175): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2175): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant

./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
2018-11-01 20:04:24 +03:00
Ryan C. Gordon
2b3489261e merge fallout: Patched to compile, fixed some compiler warnings, etc.
--HG--
extra : amend_source : db5107c02c210087f25dea7f0407d09be10e24ba
2018-11-01 12:31:45 -04:00
Ryan C. Gordon
9f99a9c642 Merge SDL-ryan-batching-renderer branch to default.
--HG--
extra : rebase_source : 83b86d35497a01be6f48055490580bbba19ccc7a
extra : amend_source : faae1a04859499ede43aba3ba50fc4f62b5afbcb
2018-10-31 15:03:41 -04:00
Ryan C. Gordon
25e38e5a3e wayland: ask KDE protocol extension to use server-side decorations if possible.
--HG--
branch : SDL-ryan-batching-renderer
2018-10-29 10:14:59 -04:00
Ryan C. Gordon
538f2f7649 render: Add floating point versions of various draw APIs.
--HG--
branch : SDL-ryan-batching-renderer
2018-10-23 01:34:03 -04:00
Steven M. Vascellaro
0d5be75013 joystick: Add Linux mappings for "Xbox One Wireless Controller (Model 1708)"
Adds controller bindings to support the "Xbox One Wireless Controller
(Model 1708)" on Linux. The Model 1708 was released in 2016 alongside the
Xbox One S. It is the current model being sold by Microsoft as of writing.
(October 22, 2018)
2018-10-22 10:55:18 -04:00
Ozkan Sezer
e8cad22d6a fix NetBSD C90 build failure
src/vendor/SDL2/src/joystick/bsd/SDL_sysjoystick.c:353:5: error:
ISO C90 forbids mixed declarations and code [-Werror=declaration-after-statement]

reported by 'bch' at https://discourse.libsdl.org/t/25231
2018-11-01 12:35:00 +03:00
Cameron Gutman
030c9068a7 Fix crash when GL_LoadFunctions()/GLES2_LoadFunctions() fails
https://bugzilla.libsdl.org/show_bug.cgi?id=4350

We can't safely call GL_DestroyRenderer() until GL_LoadFunctions()
succeeds because we will be missing functions that we try to use
when activating the renderer for destruction if we have an GL context.
2018-10-31 20:17:53 -07:00
Sam Lantinga
4cd4ad8df6 Fixed bug 4349 - SDL_CreateWindow fails with KMS/DRM after upgrading Mesa to 18.2.3
Rainer Sabelka

After I did an upgrade of my arch Linux installation (resulting in an update of Mesa to version 18.2.3), all my SDL2 applications which use the KMS/DRM driver stopped working.
Reason: Creating a Window with SDL_CreateWindow failed because the call to EGL
eglCreateWindowSurface() returns an error "EGL_BAD_MATCH".
After investigating with the debugger I figured, that the configuration, which has been selected from the output of eglChooseConfig(), has an "EGL_NATIVE_VISUAL_ID" which does not match the "format" of the underlying gbm surface.

The attached patch fixes the problem. It does so, by mimicking Weston's behavior.
All configurations returned from eglChooseConfig() which have an visual_id different from the gbm format are discarded, and only from the remaining ones the "best" match is selected.
2018-10-31 15:16:51 -07:00
Sam Lantinga
9d7e7f0951 Fixed bug 4347 - Keyboard LEDs don't work on linux console
Rainer Sabelka

When using SLD2 on a Linux console with the KMS/DRM video backend and Linux evdev keyboard support, the caps lock, scroll lock, and num lock leds do not work.

The attached patch adds ioctls for setting the LED state in SDL_evdev_kbd.c
2018-10-31 15:01:20 -07:00
Sam Lantinga
8561b13616 Fixed bug 4188 - Software renderer SDL_RenderCopyEx blits corrupt image under certain cases
Sylvain

Re-opening this issue.

It fixes the test-case, but it introduces a regression with another bug (bug #4313).

So here's a new patch that activate cropping of the source surface to solve the issue.
It also reverts the wrong changeset.
It prevents unneeded colorkey error message.
2018-10-30 07:00:03 -07:00
Ryan C. Gordon
455993b5f7 winmain: Patched to compile on C89 compilers. 2018-10-29 20:18:50 -04:00
Ryan C. Gordon
0aa93ce8fd winmain: Don't use SDL_malloc (or SDL_stack_alloc, which might be malloc).
Otherwise, we are using the allocator before the app can set up its own hooks.

Now we use VirtualAlloc, and WideCharToMultiByte (because SDL_iconv uses
SDL_malloc, too!) to get ready to call into SDL_main.

This also makes console_wmain() call into the same routines as everything
else, so we don't have to deal with those allocations, too. Hopefully we
end up with the same results from GetCommandLine() as we do in wargv.

Fixes Bugzilla #4340.
2018-10-29 20:00:03 -04:00
Michał Janiszewski
fee5c91f4a Add and update include guards
Include guards in most changed files were missing, I added them keeping
the same style as other SDL files. In some cases I moved the include
guards around to be the first thing the header has to take advantage of
any possible improvements compiler may have for inclusion guards.
2018-10-28 21:36:48 +01:00
Sam Lantinga
99a161adc7 This change looks okay in the general case.
If we run into problems where these events aren't dispatched (initialized on a different thread than the main thread?) we may need to create a separate thread to handle device notifications like we do with the windows joystick subsystem.
2018-10-26 20:20:28 -07:00
Ryan C. Gordon
c81e3972ba hidapi: Don't run a separate event loop for device notifications.
Fixes Bugzilla #4286.
2018-10-26 14:43:39 -04:00
Sam Lantinga
c52506c862 Don't build SDL_JOYSTICK_HIDAPI by default on iOS
If you enable this, you'll need to link with CoreBluetooth.framework and add something like this to your Info.plist:
<key>NSBluetoothPeripheralUsageDescription</key>
<string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string>
2018-10-26 09:27:31 -07:00