Commit graph

3035 commits

Author SHA1 Message Date
Sam Lantinga
b76f908f27 Fixed compiling on Mac OS X 10.4 2011-02-20 12:39:59 -08:00
Sam Lantinga
f2209fb448 Simple rumble API for haptic
Edgar Simo      2011-02-20 10:27:52 PST

Adding patch that adds a simplified API for the haptic subsystem built ontop of
the "real one" for those who want simple rumble without jumping through hoops.

Adds 4 functions:

- extern DECLSPEC int SDLCALL SDL_HapticRumbleSupported(SDL_Haptic * haptic);
- extern DECLSPEC int SDLCALL SDL_HapticRumbleInit(SDL_Haptic * haptic);
- extern DECLSPEC int SDLCALL SDL_HapticRumblePlay(SDL_Haptic * haptic, float
strength, Uint32 length );
- extern DECLSPEC int SDLCALL SDL_HapticRumbleStop(SDL_Haptic * haptic);

Also provided is test/testrumble.c which does test this.

This has all been tested on linux and has worked, but due to being built ontop
of the other haptic API it should work on all OS the same.
2011-02-20 10:54:44 -08:00
Sam Lantinga
e7aaeec596 Added a revision number for easy compile-time tests. 2011-02-20 10:42:51 -08:00
Sam Lantinga
d5af47a5c7 Untested fix for bug 946 (SDL_HapticIndex returns 0 for all devices)
Edgar Simo      2011-02-20 09:02:31 PST

Linux uses fname, which is the name of the device path like for example
/dev/input/event3 so it shouldn't have the issue. However I can confirm that it
looks like haptic->index never gets properly set on windows. Have to look at
mac os x also. I'll see if I can fix it real quick now.
2011-02-20 09:28:13 -08:00
Sam Lantinga
ee61cc3170 Added OpenGL state caching for decent speed improvement. 2011-02-19 21:51:21 -08:00
Sam Lantinga
e2438fbcb2 Yes, it compiles now. 2011-02-19 16:41:01 -08:00
Sam Lantinga
9b4905af3b Fixed warning on Mac OS X 10.4 2011-02-19 14:27:16 -08:00
Sam Lantinga
662a1c6cbd Autogenerated full mask checks for pixel format match 2011-02-19 14:19:15 -08:00
Sam Lantinga
234bc0aa5d Added missing log debug function 2011-02-19 11:23:56 -08:00
Sam Lantinga
92f76388ca Zero streaming textures to reduce confusion.
(See mailing list message with subject "Streaming textures not properly initialized?")
2011-02-17 18:58:43 -08:00
Sam Lantinga
3746025d7f Allow the application to explicitly request a software renderer. 2011-02-17 12:03:48 -08:00
Sam Lantinga
baf813b8c1 Our minimum Windows version is Windows 2000, so it's okay to directly call InitializeCriticalSectionAndSpinCount().. 2011-02-17 09:26:15 -08:00
Sam Lantinga
58d7fc4732 Fixed bug 1128
Patrick Baggett      2011-02-16 22:58:33 PST

This enhancement is for both x86/x64 Windows.

The SDL implementation of mutexes uses the Win32 API interprocess
synchronization primitive called a "Mutex". This implementation is subpar
because it has a much higher overhead than an intraprocess mutex. The exact
technical details are below, but my tests have shown that for reasonably high
contention (10 threads on 4 physical cores), it has 13x higher overhead than
the Win32 CriticalSection API.

If this enhancement is accepted, I will write a patch to implement SDL mutexes
using the critical section API, which should dramatically reduce overhead and
improve scalability.


-- Tech details --
Normally, Win32 Mutexes are used across process boundaries to synchronize
separate processes. In order to lock or unlock them, a user->kernel space
transition is necessary, even in the uncontented case on a single CPU machine.
Win32 CriticalSection objects can only be used within the same process virtual
address space and thus to lock one, does not require a user->kernel space
transition for the uncontended case, and additionally may spin a short while
before going into kernel wait. This small spin allows a thread to obtain the
lock if the mutex is released shortly after the thread starts spinning, in
effect bypassing the overhead of user->kernel space transition which has higher
overhead than the spinning itself.
2011-02-17 09:13:12 -08:00
Sam Lantinga
ea8037a625 Implemented OpenGL ES RenderClear() 2011-02-17 02:23:48 -08:00
Sam Lantinga
7fda55f8d4 Fixed warnings about unused variables and so forth. 2011-02-17 02:18:41 -08:00
Sam Lantinga
30d36c1c80 Fixed SDL_RenderClear() if the render driver doesn't implement it. 2011-02-17 02:17:38 -08:00
Sam Lantinga
b411d9fc24 Fixed crash when drawing non-textured primitives 2011-02-17 02:16:30 -08:00
Sam Lantinga
1cbbefce43 Fixed bug 1122 (spinlock fails to compile with -march=armv4t) 2011-02-16 17:17:21 -08:00
Sam Lantinga
d4acca7166 Renamed SDL_keysym.h to SDL_keycode.h to avoid confusion.
--HG--
rename : include/SDL_keysym.h => include/SDL_keycode.h
2011-02-16 15:46:12 -08:00
Sam Lantinga
d2b922f555 Fixed bug #1090 (SDL_BlitCopyOverlap() assumes memcpy() operates in order)
Even if we're blitting between two different surfaces their pixels might still overlap, because of SDL_CreateRGBSurfaceFrom(), so always use SDL_BlitCopy() and check for overlap in that function.

When handling overlapping surfaces, don't assume that memcpy() iterates forward, instead use memmove() correctly, and provide a fallback implementation of SDL_memmove() that handles the different cases.

Fixed a bug with SDL_memset() not completely filling lengths that aren't a multiple of 4.
Optimized SDL_memcpy() a bit using the same technique as SDL_memset().
2011-02-16 15:25:10 -08:00
Sam Lantinga
9f536cb6f7 Source is not executable... 2011-02-16 12:52:09 -08:00
Sam Lantinga
c2204a539c Fixed bug #1121 (More than one device through SDL_JOYSTICK_DEVICE)
Chusslove Illich      2011-02-13 04:30:28 PST

Currently SDL_JOYSTICK_DEVICE environment variable can be used to add
exactly one topmost device. I think it would be nice if one could also set
several devices (e.g. a stick and a throttle) in this way, as a colon-
separated list. The attached patch implements this
2011-02-16 04:51:13 -08:00
Sam Lantinga
e6accab8ba Fixed bug #1085 (Jump to NULL function pointer on ALSA_OpenDevice)
Bruno      2010-12-16 02:41:51 PST

Fix segfault in ALSA_OpenDevice()

When alsa is linked to libsdl instead of being loaded on demand at runtime the
alsa macro snd_pcm_hw_params_alloca(ptr); misbehaves.

That macro calls snd_pcm_hw_params_sizeof() in order to determine the amount of
memory to allocate but due to mis-placed define that function is replaced with
ALSA_snd_pcm_hw_params_sizeof by preprocessor (and in case of link to alsa that
function pointer is initialized to itself).

Attached patch fixes the issue.
2011-02-16 04:08:28 -08:00
Sam Lantinga
e17d29cd0e Setup the screensaver in the OpenGL case as well. 2011-02-16 02:57:00 -08:00
Sam Lantinga
2266448814 Fixed bug #963 (Crash with OpenGL & window resizing)
The crash was already fixed, but the window doesn't need to be recreated if you're just changing the size of the OpenGL window.
2011-02-16 02:55:46 -08:00
Sam Lantinga
e0bf2dc643 Made it possible to build SDL from a fresh checkout without any additional steps.
The trick is that if you're using configure and you don't want to have SDL_config.h and SDL_revision.h to show up as modified, you need to configure and build from a separate directory.

You also need to include SDL_revision.h directly if you want to use the SDL_REVISION constant, as a side effect of these changes.

--HG--
rename : include/SDL_config.h.default => include/SDL_config.h
2011-02-16 02:37:09 -08:00
Sam Lantinga
20ae4187a4 Needed to allocate memory for the shadow surface if we needed to create one. 2011-02-16 01:40:44 -08:00
Sam Lantinga
3c7c3d8d8b Okay, _now_ SDL_WM_ToggleFullScreen() works on all platforms. :) 2011-02-16 01:26:39 -08:00
Sam Lantinga
d119c3824f Fixed resetting the Direc3D renderer on mode change 2011-02-16 00:11:48 -08:00
Sam Lantinga
6c726ca475 Fixed a host of issues with Windows fullscreen modes. Toggling fullscreen OpenGL works now in my test environment. 2011-02-15 23:07:14 -08:00
Sam Lantinga
99260d91a1 Implemented X11 fullscreen toggling with modern window managers 2011-02-15 17:23:02 -08:00
Sam Lantinga
8abd1a0541 Patch to fix includes from Frank Zago 2011-02-15 16:41:04 -08:00
Sam Lantinga
c1b336b8ee Don't accidentally pick a YV12 format as the closest format. 2011-02-15 15:50:21 -08:00
Sam Lantinga
a6be4e7267 Don't reset the viewport unless you have to. 2011-02-15 14:17:42 -08:00
Sam Lantinga
2a4134c20a Whoops, need to actually clip to the viewport in the software renderer. 2011-02-15 14:10:50 -08:00
Sam Lantinga
c804b92b9e Changed the concept of a render clip rect to a render viewport.
The render viewport is automatically re-centered when the window changes size, so applications that don't care will not have to handle recalculating their rendering coordinates.

Fixed API for drawing and filling multiple rectangles - the parameter should be an array of rects, not an array of pointers to rects.

Fixed API for updating window rects for consistency with other APIs - the order is pointer to array followed by count in array.
2011-02-15 13:59:59 -08:00
Ken Rogoway
32d70d6f2b Software scaling support. Not very fast, but it seems to work. 2011-02-14 11:50:18 -06:00
Sam Lantinga
20b4d9f762 Patch from Ken Rogoway:
Migrate all of the recent changes into the SDL VS2005 project file.
Fix missing return value in SDL_pixels.c
Fix compile error in testscale.c, variable was incorrectly named.
Added VS2005 project file for testscale
2011-02-14 00:45:16 -08:00
Sam Lantinga
72cdb910fb Center the old SDL 1.2 screen in the window if we can't get the size we wanted. 2011-02-13 23:09:18 -08:00
Sam Lantinga
98f0920828 Fixed crash while resizing a window on Mac OS X. 2011-02-13 22:53:12 -08:00
Sam Lantinga
19ffc209ef Fixed renderer variable scope. 2011-02-13 14:05:33 -08:00
Sam Lantinga
1c7ff9df09 Removed renderer definition, removed extra -I statements since no other platform has them (files should be explicit in their include paths). 2011-02-13 14:02:37 -08:00
Sam Lantinga
f9a5f416fb Frank Zago to SDL
On 02/12/2011 01:44 PM, Sam Lantinga wrote:
> BTW, you probably want to nuke the NDS renderer and just implement these three
> functions instead:
>     int (*CreateWindowFramebuffer) (_THIS, SDL_Window * window, Uint32 *
> format, void ** pixels, int *pitch);
>     int (*UpdateWindowFramebuffer) (_THIS, SDL_Window * window, int numrects,
> SDL_Rect * rects);
>     void (*DestroyWindowFramebuffer) (_THIS, SDL_Window * window);

Patch attached. The renderer for the DS is not used anymore, but I left the
file in place if someone wants to finish it.

I've also added a README.ds and fixed the spinlocks.
2011-02-13 14:01:02 -08:00
Sam Lantinga
5095592ce5 A few fixes:
Fixed creating render texture framebuffer.
Removed the need for palette watch, added surface format caching.
Added an SDL_DONTFREE flag so you can't free the window and 1.2 shadow surfaces.
2011-02-13 13:46:10 -08:00
Sam Lantinga
13ba84bf0e Whoops, work in progress, didn't mean to commit. 2011-02-13 01:31:07 -08:00
Sam Lantinga
978839d076 Updated the platform test for the new CPU feature functions. 2011-02-13 01:29:29 -08:00
Sam Lantinga
93ab733085 Fixed bug #1117
There's a new event that's always sent when the window changes size, and that event is what the renderers listen for to determine if they need to rebind their context.
2011-02-12 19:02:14 -08:00
Sam Lantinga
fbfad97573 Fixed bug #1116
Don't allocate the window's texture data until after creating the renderer, in case the renderer recreates the window.
2011-02-12 17:51:47 -08:00
Sam Lantinga
bb1d345990 This should match the header change. 2011-02-12 12:04:23 -08:00
Sam Lantinga
52df6c6092 changeset: 5272:cb08ef104ac4
tag: tip
user: Martin Decky <martin@decky.cz>
date: Sat Feb 12 20:53:06 2011 +0100
summary: improve header files compatibility with SDL 1.2 applications (namely QEMU)
2011-02-12 12:04:00 -08:00