XAudio2 doesn't have capture support, so WASAPI was to replace it; the holdout
was WinRT, which still needed it as its primary audio target until the WASAPI
code code be made to work.
The support matrix now looks like:
WinXP: directsound by default, winmm as a fallback for buggy drivers.
Vista+: WASAPI (directsound and winmm as fallbacks for debugging).
WinRT: WASAPI
--HG--
extra : amend_source : a28a9a9fbb09c4c25df05fa0a754fce0bee62335
extra : histedit_source : e5727ceb1a5db5806ce02534d8ffe4892eb6f5d9
New functions get and set the YUV colorspace conversion mode:
SDL_SetYUVConversionMode()
SDL_GetYUVConversionMode()
SDL_GetYUVConversionModeForResolution()
SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats.
Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
These fixes are lumped into two categories:
1. add new file, SDL_dataqueue.c, to UWP/WinRT build-inputs (via MSVC project
files)
2. implement a temporary, hack-fix for a build error in SDL_xinputjoystick.c.
Win32's Raw Input APIs are, unfortunately, not available for use in UWP/WinRT
APIs. There does appear to be a replacement API, available in the
Windows.Devices.HumanInterfaceDevice namespace.
This fix should be sufficient to get SDL compiling again, without affecting
Win32 builds, however using the UWP/WinRT API (in UWP/WinRT builds) would
almost certainly be better (for UWP/WinRT builds).
TODO: research Windows.Devices.HumanInterfaceDevice, and use that if and as
appropriate.
The repro steps were this:
1. run an sdl2 winrt/uwp app, on Win10, v10.0.10586.0 or higher
2. hide the cursor, via a call to SDL_ShowCursor(0)
3. make the Win10 game bar appear, by pressing the Windows + G hotkey
4. observe that the mouse cursor appears, in order to interact with the
game bar (this is expected behavior)
5. make the Win10 game bar disappear, either by pressing the Windows + G hotkey
again, or clicking somewhere in the app
EXPECTED RESULT: cursor disappears, as game bar disappears
ACTUAL RESULT: cursor didn't always disappear
--HG--
extra : rebase_source : 79e7effb57db209f08a3995a4c087be04fe3582c
I think this was important for SDL 1.2 because some targets needed
special device memory for DMA buffers or locked memory buffers for use in
hardware interrupts or something, but since it just defines to SDL_malloc
and SDL_free now, I took it out for clarity's sake.
--HG--
extra : histedit_source : 57b48e44e65de9ce4e16604167db325df05bdf98%2C31d881e4d1b5eeba771f04bb43be0d23c3e605ce
WinRT 8.0 (Phone and non-Phone) didn't offer an API to set an already-created
thread's priority. WinRT 8.1 offered this API, along with several other
Win32 thread functions that were previously unavailable (in WinRT).
This change makes WinRT 8.1+ platforms use SDL's Win32 backend.
This change removes the "Shared" component from the Windows 8.1 and Windows
Phone 8.1 project files, then renames the projects to use a file structure
that's the same as used for the Windows 8.0 and Windows Phone 8.0 projects.
This change now places WinRT projects in the following directories:
VisualC-WinRT\WinRT81_VS2013\ -- Windows 8.1 project files
VisualC-WinRT\WinPhone81_VS2013\ -- Windows Phone 8.1 project files (NEW, as of this change)
VisualC-WinRT\WinRT80_VS2012\ -- Windows 8.0 project files
VisualC-WinRT\WinPhone80_VS2012\ -- Windows Phone 8.0 project files
Windows 8.0 and Windows Phone 8.0 projects, as well as apps or libs that
reference these, should be unaffected by this change.
Windows 8.1 and Windows Phone 8.1 based apps or libs that reference SDL's
projects directly will need to have their old references removed, then
replaced with new ones that point to the updated structure.
This is a step towards supporting "Universal" Windows apps, when building for
Windows Phone. SDL can now build against the Windows Phone 8.1 SDK, and apps
linked to it can run, however further work and testing is required as some
previously Phone-only code appears to no longer be applicable for
Windows Phone 8.1. The Windows 8.1 code paths does seem to be preferable, but
should probably be tested and updated on a finer-grained basis.
If in doubt, use the Windows Phone 8.0 projects for now, as located in
VisualC-WinRT/WinPhone80_VS2012/
TODO:
- look at any Windows Phone specific code paths in SDL, and see if Phone 8.1
should use the Windows Phone code path(s), or the Windows 8.x or 8.1 paths
This commit also includes some base-level support for Universal apps.
TODO:
- add support for Windows Phone 8.1
- add support for satellite libs: SDL_image, SDL_ttf, and SDL_mixer
--HG--
extra : rebase_source : cde445519dd05c34d1cfc25b5c2f0734cf960adf