Commit graph

10342 commits

Author SHA1 Message Date
Alex Szpakowski
eec1fe1f38 metal: Fix pipeline states to use the pixel format of the current render target, instead of a hard-coded format. 2018-01-07 16:57:32 -04:00
Alex Szpakowski
f09c79bde3 metal: Add support for YUV/NV12 texture formats. 2018-01-06 18:54:12 -04:00
Alex Szpakowski
825117dcd7 metal: use a private instead of managed buffer for the renderer's non-changing constant data.
Recommended by Xcode's Metal frame capture analysis.
2018-01-04 22:16:42 -04:00
Alex Szpakowski
b080c63c45 metal: Implement fast hardware clearing when possible, by deferring the start of a render pass until a clear or draw operation happens. 2018-01-04 19:29:33 -04:00
Sam Lantinga
50d5c93fb8 Fixed spacing in copyright headers 2018-01-03 11:31:42 -08:00
Sam Lantinga
23c4008064 Fixed bug 4018 - Implement SDL_GetWindowBordersSize() under Windows/Win32/WinAPI
Ismael Ferreras Morezuelas (Swyter)

As a new year gift I have implemented the Windows version of SDL_GetWindowBordersSize(). I needed it for auto-selecting a cozy window size for the game I'm currently working on and noticed that it only worked under X11, so I thought it could be a good excuse to contribute back more stuff. The Mercurial patch is attached as a .diff file. Let me know what you think.

Happy 2018 to all the SDL2 devs and users!

--

PS: Keep in mind that Windows 10 includes the 8px invisible grip borders as part of the frame. There's a way of detecting if Aero/DWM is being used and ask only for the visible rect, but I believe that GetWindowRect() is doing that for a reason and working as intended, so I haven't changed it. (See [2])


References:
[1]: http://www.firststeps.ru/mfc/winapi/r.php?72
[2]: https://stackoverflow.com/a/34143777/674685
[3]: https://stackoverflow.com/a/431548/674685
[4]: https://wiki.libsdl.org/SDL_GetWindowBordersSize
2018-01-03 10:58:58 -08:00
Sam Lantinga
7dd37aec98 Fixed bug 4013 - Wayland: fix videoquit on multimonitor system
Vladimir

On multimonitor system Wayland_VideoQuit invalid deiniting.

Tested in Centos7 + Weston
2018-01-03 10:49:26 -08:00
Sam Lantinga
ff24f774f7 Fixed bug 4012 - Wayland: invalid direction on mouse wheel
Vladimir

Invalid direction on mouse wheel

Patch tested in Centos 7 + Weston
2018-01-03 10:43:01 -08:00
Sam Lantinga
b00ee82424 Fixed bug 4011 - Wayland: fix free cursor
Vladimir

Sometimes SDL application crashes on cursor free.

Patch tested under Centos 7 + weston
2018-01-03 10:07:27 -08:00
Sam Lantinga
346af016a5 Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Alex Szpakowski
7b8088185d metal: Misc. improvements.
- Use a single buffer for various non-changing constants accessed by the GPU, instead of multiple buffers.
- Do the half-pixel offset for points and lines using a transform matrix so we don't need a malloc when rendering.
- Don't add a half-pixel offset for other primitives and textures. This matches D3D and GL render behaviour.
- Remove the half-texel texture coordinate offset since it's not needed now that there's no more half-pixel position offset when rendering a texture.
- Don't try to set texture usage on iOS 8 since it doesn't exist there.
2018-01-03 00:43:01 -04:00
Alex Szpakowski
a879f3978e metal and moltenvk: fix highdpi. 2018-01-02 21:44:28 -04:00
Alex Szpakowski
ae3088d32b configure script: Implement testing for build-time Metal SDK support. 2018-01-02 19:06:14 -04:00
Sam Lantinga
70e42bafac Fixed direction of y adjustment for new orthographic projection in the metal renderer 2018-01-02 14:32:15 -08:00
Sam Lantinga
088a7a4bc1 Fixed metal renderer pixel centers when drawing 2018-01-02 14:11:10 -08:00
Alex Szpakowski
70b738ba02 metal: Fix a typo preventing iOS compilation... 2018-01-01 23:06:08 -04:00
Alex Szpakowski
5eb1319f1d metal: Clean up manual reference counting. Fixes some memory leaks. 2018-01-01 23:03:50 -04:00
Ryan C. Gordon
c480947ff8 windows: Remove references to GetVersionExA (thanks, Andrew Pilley!).
"GetVersionExA is deprecated in windows 8.1 and above's SDK, causing a warning
when building against the win10 SDK. Attached patch cleans up the usage for a
warning-free build.

GetVersionExA was being used to test to see if SDL was running on win9x or
winnt. A quick chat with Ryan on twitter suggested that SDL doesn't
officially support win9x anymore, so the call to this can be outright removed.

As an aside, replacing the call to GetVersionExA with VerifyVersionInfoA (the
recommended path) would have been pointless, as VerifyVersionInfoA only
supports VER_PLATFORM_WIN32_NT and doesn't officially support any other value
for dwPlatformId currently. (And it's probable that win9x SDKs didn't have
VerifyVersionInfo* in them anyway.)"

Fixes Bugzilla #4019.
2018-01-01 19:16:51 -05:00
Alex Szpakowski
584e9b8cf6 iOS: fix build 2018-01-01 19:40:29 -04:00
Alex Szpakowski
ab9047d439 metal: Use sampler state objects instead of shader-declared samplers for linear vs nearest filtering.
This avoids a ton of shader duplication once multiple shaders that use samplers are added (e.g. the currently missing YUV shaders).
2018-01-01 19:37:16 -04:00
Alex Szpakowski
f6752e16ff metal: Add support for custom blend modes. 2018-01-01 18:06:27 -04:00
Alex Szpakowski
857571199f metal: implement SDL_RenderCopyEx, and fix a memory leak in SDL_CreateTexture. 2017-12-31 21:06:16 -04:00
Alex Szpakowski
56b4f2c655 metal: Use the existing cocoa code for creating a Metal view on macOS. Fixes the renderer size when the window is resized. 2017-12-31 15:30:08 -04:00
Alex Szpakowski
ac386a6a17 macOS: Fix MoltenVK Metal view resizing, and allow the metal view to be used without vulkan. 2017-12-31 15:21:25 -04:00
Ryan C. Gordon
877b4d55f3 winrt: Add mmdevapi.lib dependency to WinRT8.1 builds, for WASAPI support. 2017-12-31 03:51:17 -05:00
Ryan C. Gordon
176e3ba105 winrt: workaround for pre-UWP builds.
There's probably a better way to do this for legacy platforms, though.
2017-12-31 03:36:54 -05:00
Ryan C. Gordon
752cd6649a windows: Use WaitForSingleObjectEx() always
This is available since Windows XP, so it's safe to use always, not just in
a WinRT ifdef.
2017-12-31 03:35:41 -05:00
Ryan C. Gordon
65ac88f6df wasapi: Patched to compile on non-UWP WinRT builds. 2017-12-31 03:34:16 -05:00
Ryan C. Gordon
9e11bde509 winrt: Disabled Windows Phone 8.0 builds.
It lacks APIs we need for WASAPI and probably no one will miss it. 8.1 is
still supported.
2017-12-31 03:17:18 -05:00
Ryan C. Gordon
5330756d55 winrt: bumped SDL's shipping version number in winrtbuild.ps1 2017-12-31 03:13:33 -05:00
Alex Szpakowski
3668dd8ac9 metal: Respect the vsync flag on macOS 10.13+. 2017-12-30 22:39:55 -04:00
Alex Szpakowski
0d72a31759 metal: use a projection matrix instead of manually transforming vertices into clip space on the CPU. 2017-12-30 20:32:22 -04:00
Alex Szpakowski
94f975ceac metal: only 4 (instead of 5) vertices are needed to draw rectangles and textures, and only 3 (instead of 5) vertices are needed to cover the screen for the 'full-screen quad' when clearing. 2017-12-30 18:48:07 -04:00
Ryan C. Gordon
e4884ccd2e xcode: Add Metal and QuartCore to everything as a weak_framework.
--HG--
extra : amend_source : 351d631ed41aae1f7a0ff8f8875958abf9b99808
2017-12-30 14:40:39 -05:00
Alex Szpakowski
7a58568a49 macOS: Make sure the desktop's display mode is always in SDL's list of display modes. 2017-12-29 22:13:40 -04:00
Sam Lantinga
59ea3b0b37 Fixed bug 4001 - Android, prevent error message box to crash
Sylvain

Prevent the error message box to crash after being clicked.
Because of "SDLActivity.mSingleton.finish();"
2017-12-19 11:19:10 -08:00
Sam Lantinga
b94ab49142 Fixed bug 4000 - SDL2 on raspberry: mouse displayed at 0,0 after SDL_ShowCursor
Laurent Merckx

I have a problem with the SDL_ShowCursor method on Raspberry.

Depending on the context, my application hides or show the mouse cursor with SDL_ShowCursor.
But when calling SDL_ShowCursor(true), the cursor is displayed at 0,0 (and not at last position).

After debugging sources by myself, it seems that the problem is in SDL_rpimouse.c - RPI_ShowCursor:

vc_dispmanx_rect_set( &dst_rect, 0, 0, curdata->w, curdata->h);
should be
vc_dispmanx_rect_set( &dst_rect, mouse->x, mouse->y, curdata->w, curdata->h);

For me, it solves the problem.
2017-12-19 11:17:37 -08:00
Sam Lantinga
603ab1d8b2 Fixed bug 4003 - HAVE_POLL undefined in SDL_poll.c, making it impossible to use.
tomwardio

HAVE_POLL is correctly defined in SDL_config.h when running configure. However, in the only place where it's used, it's undefined at the start of the file.
2017-12-19 11:14:06 -08:00
Sam Lantinga
8e756fcf3e Fixed bug 4004 - iOS: don't hide keyboard on RETURN
Dominik Reichardt

As discussed in 2012 the iOS onscreen keyboard hides when you hit RETURN (see https://discourse.libsdl.org/t/on-screen-keyboard-change/19216).
IMO this is a bad idea to not be able to influence this behavior and just recently this was fixed for Android by adding the hint SDL_HINT_ANDROID_RETURN_HIDES_IME in changeset 11768	0f2fb9ec6ad6.
2017-12-19 10:57:21 -08:00
Sam Lantinga
61322e904c Fixed bug 4005 - Android, SDL_IsGameController() crashes is index is out of range
Sylvain

On Android, if you give an invalid index to SDL_IsGameController(), it will crash in SDL_SYS_IsDPAD_DeviceIndex().
2017-12-19 10:48:29 -08:00
Sam Lantinga
6e62d312ea Fixed default Android D-PAD mapping so the back button is treated as B 2017-12-16 10:40:47 -08:00
Sam Lantinga
c251324f2f Fixed handling of the Apple TV remote buttons
The menu button on the remote is the back button
2017-12-16 10:40:45 -08:00
Sam Lantinga
7bb51d1142 Added support for the ASUS TV500BG Android gamepad 2017-12-16 10:40:43 -08:00
Sam Lantinga
047df473a4 Added Android build script for SDL 2017-12-16 10:40:41 -08:00
Ryan C. Gordon
eeb5c074b1 wasapi: switched to event-driven interface.
This reduces latency and improves battery life.

--HG--
extra : rebase_source : 94378e202c98258e9b59c454a8c81fe11470b956
2017-12-13 14:35:55 -05:00
Ryan C. Gordon
161fc4aa6e windows: Fixed a comment.
--HG--
extra : rebase_source : 94621aac2da4199e3f79fb63c3bfd8db49d63a4e
2017-12-12 22:25:39 -05:00
Sam Lantinga
46339ac88b Moved deployment target values to project settings 2017-12-12 22:30:21 -08:00
Sam Lantinga
1872077ebd Parameterized the All (target platform) build target scripts so they can be used in other projects 2017-12-12 21:59:39 -08:00
Sam Lantinga
44e7397995 Fixed bug 3992 - SDL_GetColorKey doesn't set error message
Luke A. Guest

SDL_GetColorKey does not set an error message on failure. The current source just returns -1.

The documentation https://wiki.libsdl.org/SDL_GetColorKey?highlight=%28%5CbCategoryAPI%5Cb%29%7C%28SDLFunctionTemplate%29 says to call SDL_GetError but that is useless in this case.
2017-12-12 16:37:23 -08:00
Sam Lantinga
35623271c9 Fixed bug 3981 - Inverted logic bug in SDL_renderer "overscan" feature
Eric wing

There is a tiny bug in the new overscan code for the SDL_renderer.

In SDL_renderer.c, line 1265, the if check for SDL_strcasecmp with "direct3d" needs to be inverted.

Instead of:
if(SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {

It should be:
if(0 == SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {

This bug causes the "overscan" mode to pretty much be completely ignored in all cases and all things remain letterboxed (as before the feature).
2017-12-12 16:34:16 -08:00