Log

Author Commit Date CI Message
Ryan C. Gordon 1ce1364b 2019-10-26T12:56:18 d3d11: Don't fail if there's no vertex data to upload (thanks, Martin!). Fixes Bugzilla #4832.
Ryan C. Gordon 6dffc5d4 2019-10-25T00:07:30 cpuinfo: Remove incorrect #warning when building for non-ARM architectures.
Ryan C. Gordon b7df2603 2019-10-24T23:17:19 cmake: added support for enabling the ARM SIMD/NEON code.
Ryan C. Gordon d5e9fcf1 2019-10-24T21:51:55 configure: Regenerate configure script with the ARM SIMD/NEON changes.
Ryan C. Gordon 07029549 2019-10-24T21:41:03 configure: warn about MIT-licensed code if using ARM SIMD/NEON optimizations.
Ben Avison 72f8044a 2019-10-24T21:17:52 ARM: NEON assembly optimization for SDL_FillRect
Ben Avison 1187b013 2019-10-24T21:17:38 ARM: NEON assembly optimization for function BlitARGBto565PixelAlpha
Ben Avison 2dfe0605 2019-10-24T21:17:19 ARM: NEON assembly optimization for function BlitRGBtoRGBPixelAlpha
Ben Avison a6bfdd10 2019-10-24T21:17:05 ARM: Create configure option --enable-arm-neon to govern assembly optimizations
Ben Avison 74846657 2019-10-24T21:15:50 ARM: SIMD optimization for 4:4:4:4 to 8:8:8:8 normal blits
Ben Avison becc649a 2019-10-24T21:15:35 ARM: assembly optimization for SDL_FillRect
Ben Avison 7ac733f0 2019-10-24T21:15:21 ARM: SIMD assembly optimization for BGR-to-RGB 32bpp normal blits
Ben Avison 8425d9d5 2019-10-24T21:15:09 SDL_blit: use a named enum for required hardware bits in dispatch tables
Ben Avison 0eaa52ce 2019-10-24T21:13:56 ARM: SIMD assembly optimization for function BlitARGBto565PixelAlpha
Ben Avison 57723b83 2019-10-24T21:13:05 ARM: SIMD assembly optimization for function BlitRGBtoRGBPixelAlpha Much of the heavy lifting of this optimization is lifted from the Pixman project, which is distributed under an MIT-style license. As far as possible, these elements have been relicensed to the zlib license.
Ben Avison 6a6a0528 2019-10-24T21:12:08 ARM: Create configure option --enable-arm-simd to govern assembly optimizations
Alex Szpakowski 59beaccd 2019-10-24T20:15:54 macOS: Expose high dpi-capable display modes on macOS 10.13+. Fixes an issue in macOS 10.15 where the displayed content would move up after entering, exiting and re-entering exclusive fullscreen when certain display modes were used (bug #4822). Bug #3949 is also related to this change.
Sylvain Becker 8081f117 2019-10-24T18:07:30 Fixed bug 2014 - Hardcoded srcA value in SDL_Blit_auto.c functions
Sylvain Becker 59352cea 2019-10-23T11:25:16 Fixed bug 4775 - Japanese on Android, remove inputtype PASSWORD (Thanks Tamo!)
Sylvain Becker 3a8b8994 2019-10-23T11:07:11 Android: remove eglGetProcAdded busted comment (bug #4040)
Sylvain Becker 0f871c03 2019-10-23T09:53:23 Fixed bug 4843 - Passing NULL to memset in SDL_PrivateLoadButtonMapping (Thanks!)
Sylvain Becker ed469fa5 2019-10-23T09:36:41 Fixed bug 4842 - Redundant condition in MS_ADPCM_Decode and IMA_ADPCM_Decode (Thanks!)
Sylvain Becker c9d0e2ae 2019-10-23T09:26:27 Fixed bug 4840 - Read of uninitialized memory in DXGI_LoadDLL (Thanks!)
Sylvain Becker d5d34de4 2019-10-23T09:17:53 Fixed bug 4839 - Read of uninitialized memory in Win32_ResizeWindowShape (Thanks!)
Sylvain Becker 758badff 2019-10-23T08:58:52 Fixed bug 4841 - Misplaced parenthesis WIN_WindowProc / WM_ACTIVATE / ClipCursor (Thanks!)
Sylvain Becker b7ab3b39 2019-10-23T08:50:57 Fixed bug 4838 - Use after free in SDL_JoystickUpdate (Thanks!)
Sylvain Becker 3ac67cf4 2019-10-23T08:46:59 Fixed bug 4837 - Use after free in SDL_SensorUpdate (Thanks!)
Sam Lantinga 5025109f 2019-10-22T15:43:58 Fixed accidental whitespace
Sam Lantinga 9da4bfc1 2019-10-22T10:57:07 Added support for the Power A Nintendo Switch Enhanced Wireless Controller
Sam Lantinga f96da11f 2019-10-22T10:28:51 Reordered Power A Switch controllers so they're grouped together
Sam Lantinga 9e7894ef 2019-10-22T10:27:30 Added support for the PowerA - Super Mario Controller
Sam Lantinga 4a25a099 2019-10-22T10:26:49 Fixed the location of controller_type.h in the Visual Studio project
Sam Lantinga 7bf6c887 2019-10-22T10:25:55 Fixed the location of controller_type.h in the Visual Studio project
Ozkan Sezer 9530ccba 2019-10-21T22:22:28 SDL_endian.h: Use endian.h for OpenBSD. Patch from OpenBSD CVS, authored by Donovan Watteau.
Ozkan Sezer 7c7801f1 2019-10-21T10:20:25 Fix typo with __MIPSEB__ preprocessor check (bug #4836.) Patch from Simon Howard
Ryan C. Gordon 9ececeea 2019-10-20T22:17:59 cpuinfo: Use a better default alignment value (thanks, Simon!). Fixes Bugzilla #4835.
Sam Lantinga cdc7181e 2019-10-19T01:54:02 Don't try to use the Xbox HID protocol with the NVIDIA Shield controllers
Sylvain Becker 336a7549 2019-10-19T09:23:40 remove warning prototype SDL_ExitProcess()
Ozkan Sezer 9c14c789 2019-10-18T23:10:00 updated includes for _exit()
Sylvain Becker 24bee6e5 2019-10-18T21:47:30 Add internal function SDL_EGL_GetVersion()
Sam Lantinga b060b2ea 2019-10-18T08:56:54 Fixed whitespace
Sylvain Becker 412ab7e1 2019-10-18T14:23:37 Fixed bug 4829 - Sensor events incorrectly disabled
Sylvain Becker e5bd2003 2019-10-18T14:08:07 Android: enable eglGetProcAddress (bug #4040, bug #4794)
Sylvain Becker 03f27a3a 2019-10-18T13:27:58 Add robustness getting the EGL version (see bug #4040)
Ryan C. Gordon 3ecce847 2019-10-18T00:07:32 egl: adjust how we load symbols in SDL_EGL_GetProcAddress. Use eglGetProcAddress for everything on EGL >= 1.5. Try SDL_LoadFunction first for EGL <= 1.4 in case it's a core symbol, and as a fallback if eglGetProcAddress fails. Finally, for EGL <= 1.4, fallback to eglGetProcAddress to catch extensions not exported from the shared library. (Maybe) Fixes Bugzilla #4794.
Sam Lantinga 4f304fd8 2019-10-17T18:07:52 Added support for the BDA PS4 Fightpad
Sam Lantinga 097b9c30 2019-10-17T17:51:49 Better fix for iOS build
Sam Lantinga a1349d46 2019-10-17T17:51:36 Build fix for the build fix
Sam Lantinga 8984d25b 2019-10-17T17:47:27 Fixed build on iOS
Sam Lantinga bf9092cf 2019-10-17T17:47:11 Removed unused variable
Sam Lantinga b3470f04 2019-10-17T17:32:47 Added the hint SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to control whether Nintendo Switch controllers use their button labels or button positions for game controller button reporting.
Sam Lantinga e6ac16ef 2019-10-17T16:59:05 Added support for third party Nintendo Switch controllers that don't support the full protocol
Sam Lantinga 43c5f62d 2019-10-17T16:14:17 Merged latest data from Steam
Alex Szpakowski 216f5b98 2019-10-17T18:48:58 metal: Fix compilation when using older Apple SDKs (bug #4828).
Ryan C. Gordon 6be83e61 2019-10-16T13:54:35 emscripten: Patched to compile (thanks, Caleb!). Fixes Bugzilla #4827.
Sam Lantinga 1b4de45d 2019-10-16T08:45:54 Fixed bug 4785 - SDL_CreateRGBSurface creates 1-bit surfaces with zero pitch Sylvain Seems to be a regression in this commit: https://hg.libsdl.org/SDL/rev/7fdbffd47c0e SDL_CalculatePitch() was using format->BytesPerPixel, now it uses SDL_BYTESPERPIXEL(). The underlying issue is that "surface->format->BytesPerPixel" is *not* always the same as SDL_BYTESPERPIXEL(format); BytesPerPixel defined as format->BytesPerPixel = (bpp + 7) / 8; vs #define SDL_BYTESPERPIXEL(format) ... (format & 0xff) Because of SDL_pixels.h format definitions, one is giving a BytesPP 1, the other 0.
Ryan C. Gordon ed7483f8 2019-10-15T22:36:08 x11: On macOS, look for X11 install in /opt/X11 instead of /usr/X11R6. This is where Apple installs XQuartz now (and apparently, the compatibility symlink at /usr/X11R6 can be missing). Fixes Bugzilla #4706.
Ryan C. Gordon 02a2ec98 2019-10-15T14:55:09 video: Make sure SDL_FillRects()'s fill_function isn't used unitialized.
Ryan C. Gordon eb066a71 2019-10-15T14:17:32 include: Removed a FIXME comment. Using (1 << 14) instead of 0x4000 might be clearer for the maintainer, but it makes it harder to look up these flags when debugging an app. The value has to be written once by one person, the has to be read by tons of people over and over.
Ryan C. Gordon 9f636be8 2019-10-15T14:04:43 video: Removed unused variables.
Ryan C. Gordon e23067ea 2019-10-15T14:03:01 video: speed up SDL_FillRect[s] slightly (thanks, Jakub!). "This patch does the following: * Instead of SDL_FillRects calling SDL_FillRect in a loop the opposite happens -- SDL_FillRect (a specific case) calls SDL_FillRects (a general case) with a count of 1 * The switch/case block is moved out of the loop -- it modifies the color once and stores the fill routine in a pointer which is then used throughout the loop" Fixes Bugzilla #4674.
Ryan C. Gordon e9c1e126 2019-10-15T12:02:19 test: Fixed wrong verbose flag check (thanks, watcom.hecht!). Fixes Bugzilla #4826.
Ryan C. Gordon 16dee35c 2019-10-15T09:07:12 windows: Remove /ARCH:SSE option from x64 Visual Studio builds. Fixes Bugzilla #4561.
Ryan C. Gordon aa0a6518 2019-10-15T08:54:25 test: Fixed compiler warning on Visual Studio.
Sam Lantinga 526b9bdf 2019-10-14T22:41:27 Backed out changeset b0241180cdc5 Better commit incoming!
Ryan C. Gordon cd8652d8 2019-10-15T01:13:44 events: SDL_WaitEvent()'s polling loop now sleeps 1ms instead of 10ms. Fixes Bugzilla #4356.
Ryan C. Gordon d5e378d1 2019-10-15T00:59:10 cocoa: Implement SDL_WINDOW_ALWAYS_ON_TOP support (thanks, Gabriel!). Fixes Bugzilla #4809.
Ryan C. Gordon ec04110d 2019-10-14T12:41:06 dynapi: Deal with failure cases better, other fixes. Fixes Bugzilla #4803.
Sylvain Becker fe20c35b 2019-10-14T16:40:46 Fixed race condition when scaling Touch events, and changing the renderer target. Always read the output size of the main renderer. (similar to bug 2107)
Alex Szpakowski 074f6a51 2019-10-14T00:51:53 macOS: Fix the initial window background not being black since macOS 10.14.2 or so, when OpenGL is used (bug #4810). Also fixes "CGContext: invalid context 0x0" errors when an OpenGL window is created (bug #4470).
Alex Szpakowski 009226c6 2019-10-13T21:39:20 macOS: Fix non-highdpi OpenGL contexts not scaling properly in macOS 10.15 (bug 4810 and 4822).
Sylvain Becker 72660a51 2019-10-13T20:52:52 Fixed bug 4825 - SDL Renderer OpenGL: Buffer overflow (SDL_RENDERCMD_DRAW_LINES)
Alex Szpakowski f8bdefe1 2019-10-13T15:18:28 macOS: Fix asserts in SDL_Render's metal scissor code when the window is resized.
Alex Szpakowski 1773da89 2019-10-13T12:16:40 macOS: Fix a new issue in 10.15 where the window decorations don't always get restored after SDL_SetWindowFullscreen(window, 0).
Sylvain Becker 3b0dcaf4 2019-10-12T18:47:56 Fixed bug 4797 - SDL fails to compile with Mesa Master (thanks Michael Olbrich!) fix building with Mesa 19.2 With Mesa 19.2 building fails with: /include/GLES/gl.h:63:25: error: conflicting types for 'GLsizeiptr' The same type is defined in include/SDL_opengl.h for OpenGL and the two headers should not be included at the same time. This was just never noticed because the same header guard '__gl_h_' was used. This was changed in Mesa. The result is this error. Fix this the same way GLES2 already handles this: Don't include the GLES header when the OpenGL header was already included. (https://hg.libsdl.org/SDL/rev/6a3670d6108d)
Sylvain Becker e5198bd2 2019-10-11T06:18:24 Remove 'Enum' suffixes (bug 4813)
Sylvain Becker a0934a23 2019-10-10T17:40:00 Fixed bug 4813 - Give enums their own name * SDL_PIXELTYPE_ * SDL_BITMAPORDER_ * SDL_PACKEDORDER_ * SDL_ARRAYORDER_ * SDL_PACKEDLAYOUT_ * SDLK_ * SDL_LOG_CATEGORY_
Sylvain Becker 97901b9f 2019-10-10T17:21:46 Fixed bug 4820 - SDL assumes RW_SEEK_SET == SEEK_SET
Ryan C. Gordon a747106c 2019-10-09T19:38:16 linux: If D-Bus isn't available on the system, don't keep trying to load it. Fixes Bugzilla #4476.
Ryan C. Gordon cf092eca 2019-10-09T13:42:13 mouse: Save initial position yet even if xrel and yrel are 0. The X11 target sets mouse->last_x and last_y in EnterNotify and then calls SDL_SendMouseMotion(), which throws away the new position because it matches the mouse->last_x and last_y we just set, meaning that if the pointer is in the window when it created, SDL_GetMouseState() will report a position of 0,0 until a MotionNotify event (the pointer moves) arrives and corrects the mouse state. Mostly fixes Bugzilla #1612.
Ryan C. Gordon b38a5ba0 2019-10-05T20:19:10 dynapi: Make gendynapi.pl work on older Perl releases.
David Ludwig c61ca915 2019-10-02T14:55:02 WinRT: fix a link-time error when building UWP + x64
Sam Lantinga 3b3dbb5a 2019-10-01T08:50:04 Removed unused volume check interval
Ozkan Sezer ffc7d091 2019-10-01T14:00:02 endpointvolume.h checks not needed since changeset 13078:8ab094a9df6b .
Sylvain Becker 7d47f526 2019-10-01T09:26:30 SDL_LockTextureToSurface: robustness of locked region compared to texture size
Ozkan Sezer a664e95d 2019-10-01T00:05:50 dynapi: move new SDL_LockTextureToSurface addition to the end of file.
Sylvain Becker 1ae61f10 2019-09-30T20:58:44 Added a helper function SDL_LockTextureToSurface() Similar to SDL_LockTexture(), except the locked area is exposed as a SDL surface.
Alex Szpakowski f46ac1e9 2019-09-27T20:15:42 macOS: Fix SDL_metal.h not being copied to the framework's Headers folder when SDL.framework is built using Xcode.
Sam Lantinga 191fe25b 2019-09-27T15:21:31 Fixed rtkit feature guard
Sam Lantinga 84dc44e2 2019-09-27T15:21:27 Fix the RealtimeKit dbus include guards The SDL_USE_LIBDBUS define is set inside SDL_debug.h, therefore the circular dependency made it impossible for this feature to be enabled. Instead, guard SDL_dbus.h based on the autoconf variable HAVE_DBUS_DBUS_H Additionally, fix one of the rtkit comments. CAP_SYS_NICE isn't required to achieve high priority. But there is some scheduler config that rtkit needs the app to setup.
Ryan C. Gordon 4001e6b3 2019-09-26T13:44:49 stdlib: Patched to compile.
Ryan C. Gordon 987aa311 2019-09-26T12:55:05 stdlib: Try to coerce VS2019 to not replace some loops with memset() calls. Fixes (?) Bugzilla #4759.
Ryan C. Gordon aef1ed4a 2019-09-25T15:40:27 audio: Set (something close to) the correct silence value for U16 audio. Partially fixes Bugzilla #4805.
Ryan C. Gordon 693755f0 2019-09-25T15:07:07 coreaudio: Apple doesn't support U16 data, so convert in that case.
Brandon Schaefer ee6d504a 2019-09-24T17:49:53 offscreen: Define missing define on a older EGL for an EXT function which it wont have
Brandon Schaefer 8a41948e 2019-09-24T17:27:51 offscreen: Avoid using EGLDeviceEXT as it causes issues with older platforms, which is just a void*
Brandon Schaefer 68985371 2019-09-24T16:36:48 offscreen: Add new video driver backend Offscreen The Offscreen video driver is intended to be used for headless rendering as well as allows for multiple GPUs to be used for headless rendering Currently only supports EGL (OpenGL / ES) or Framebuffers Adds a hint to specifiy which EGL device to use: SDL_HINT_EGL_DEVICE Adds testoffscreen.c which can be used to test the backend out Disabled by default for now
David Ludwig 3d55a514 2019-09-23T18:30:22 CMake: tabs to spaces in new parts of README-cmake.md
David Ludwig 00bc7f6b 2019-09-23T18:27:14 CMake: document iOS/tvOS support in README-cmake.md
David Ludwig 6398abe5 2019-09-23T18:24:03 CMake: bug-fix for tvOS support tvOS Device support wasn't working, at least not with the current-latest tvOS release (13.0), with CMake failing during its configuration stage.