kc3-lang/SDL

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Log

Author Commit Date CI Message
29888bd6 2021-01-08 21:56:00 fixed permissions of xcode project file
8d396342 2021-01-08 21:50:02 regenerated configure
50ea3b77 2021-01-08 10:09:37 Fixed bug 5080 - SDL_netbsdaudio: Always use the device's preferred frequency Nia Alarie The NetBSD kernel's audio resampling code is much simpler and lower quality than libsamplerate. Presumably, if SDL always performs I/O on the audio device in its native frequency, we can avoid resampling audio in the kernel and let SDL do it with libsamplerate instead.
b2449473 2021-01-08 18:57:12 [KMS/DRM] Go back to the LEGACY interface only because using planes breaks compatibility with HW, so no advantage on using ATOMIC.
2f72535c 2021-01-08 09:54:55 Fixed joysticks generating SDL mouse events
a5dba7d3 2021-01-08 09:54:52 Fixed Xbox One Series X share button incorrectly triggering on newer firmware
940e1b8d 2021-01-08 16:33:50 [KMS/DRM] Small readability changes.
e5bf1850 2021-01-08 15:39:05 [KMS/DRM] Fix cpmpilation warnings. Thanks to Ozkan Sezer for pointing this out!
cef1bd06 2021-01-08 13:14:42 [KMS/DRM] Prevent creating another default cursor everytime a window is created. Other fixes and cleanups.
70325397 2021-01-07 19:33:12 Disabled Bluetooth if BLE is not supported BluetoothManager is supported for Android API 18+. On older versions, skip Bluetooth instead of crashing.
e778881a 2021-01-07 11:49:28 Fixed bug 5449 - SDL_DROPFILE update mouse location of drop in Cocoa Dominik Reichardt Exult (http://exult.info) has an editor app that uses GTK+2. Up to now we were using X's drag'n'drop to allow dropping of assets from the editor onto Exult. There is now an experimental branch that makes use of SDL_DROPFILE. That works under X, dropping in Exult's SDL2 window puts the asset right at the spot you dropped at. On macOS with native Exult and Quartz GTK+2 this doesn't work, the location of the drop is where the mouse was last tracked before you left the window (usually one of the edges, unless you tabbed out). All we tried out pointed to the fact that the location update needs to be done by the dropfile event in SDL2, not by our own (which always only worked after the Exult window getting focus). This patch adds this to SDL_cocoawindow.m and it works perfectly, passing the correct coordinates to our code (SDL_GetMouseState()).
c8a64ad9 2021-01-07 10:23:55 Fixed building when SDL_LIBUSB_DYNAMIC is defined
d079130c 2021-01-07 18:44:34 [KMS/DRM] Don't use primary plane for scaling because that's unsupported on most LEGACY-only HW.
e23666f6 2021-01-07 17:40:00 update config.guess and config.sub from mainstream.
e168d113 2021-01-07 14:40:24 [KMS/DRM] Correct drmModeSetCursor() dimensions.
335d78ff 2021-01-07 11:30:33 [KMS/DRM] Add the missing files for Vulkan support to the KMSDRM_LEGACY backend, had forgotted to do -hg add-.
661bacfe 2021-01-07 00:47:21 [KMS/DRM] Add Vulkan suport to the KMSDRM_LEGACY backend.Minor text spacing tweaks for better readability. Comment out unused function.
dfb0afe3 2021-01-07 00:41:32 fix build after commit 5730b2005da1
67e0b1dd 2021-01-06 22:15:26 [KMS/DRM] Rewrite KMSDRM_LEGACY backend to accomodate Vulkan compatibility. Fix several bugs on that backend.
57a5c453 2021-01-05 22:06:51 Fix D3D11 UpdateTextureNV in non fullscreen (bug #5430)
fc61ecb2 2021-01-05 21:54:03 Fix software UpdateNVTexture non fullscreen (bug #5430)
204ef3b5 2021-01-05 20:38:31 Fix D3D11 UpdateNVTexture (bug #5430)
c0df40e0 2021-01-05 17:39:48 Add more SDL_HAVE_YUV defines
dc0e5de9 2021-01-05 17:10:02 Update config.guess and config.sub from mainstream. Recognizes riscv32be and riscv64be.
76295cec 2021-01-05 15:50:10 video/windows: ANSI/UNICODE updates (cf. bug 5435): - explicitly use UNICODE versions of DrawText, EnumDisplaySettings, EnumDisplayDevices, and CreateDC: the underlying structures have WCHAR strings. - change WIN_UpdateDisplayMode and WIN_GetDisplayMode() to accept LPCWSTR instead of LPCTSTR for the same reason. - change WIN_StringToUTF8 and WIN_UTF8ToString to the explicit 'W' versions where appropriate.
265a1cc9 2021-01-05 15:50:02 use WIN_StringToUTF8W instead of WIN_StringToUTF8 where needed (#2) cf. bug #5435. - SDL_wasapi_win32.c (GetWasapiDeviceName): pwszVal is WCHAR* - windows/SDL_sysfilesystem.c (SDL_GetBasePath, SDL_GetPrefPath) - windows/SDL_sysurl.c (SDL_SYS_OpenURL): wurl is WCHAR* - SDL_windowssensor.c (ConnectSensor): bstr_name is WCHAR* - windows/SDL_systhread.c (SDL_SYS_SetupThread): strw is WCHAR*
516042b4 2021-01-05 15:15:50 ran gendynapi.pl after SDL_UpdateNVTexture addition
31751bdc 2021-01-05 15:15:37 wmmsg.h: constified wmtab
b0325041 2021-01-05 12:36:34 Fix unused variable warning on METAL (see bug #5430)
c1eb9ecf 2021-01-05 12:29:43 Add SDL_UpdateNVTexture for META (bug #5430) (not tested)
73d93dbc 2021-01-05 12:20:02 Fix compilation on Window10 (see bug #5430)
df6b8131 2021-01-05 12:16:32 Fix compilation (implicit declaration of function) (see bug #5430)
d1f031c8 2021-01-05 12:08:16 Add SDL_UpdateNVTexture for d3d11 (bug #5430) (not tested)
f5eba2cc 2021-01-05 12:00:54 Fixed invalid read in yuv_rgb_sse() (see bug #5430)
be4cfd51 2021-01-05 11:56:22 Add SDL_UpdateNVTexture() to update NV12/21 Texture (bug #5430) for renderer software, opengl, and opengles2
0f094670 2021-01-04 19:51:56 Use Clang/GCC builtins for SDL byteswapping functions __builtin_bswap32/64 were introduced in GCC 4.3. __builtin_bswap16 was not available on x86 until GCC 4.8 due to a bug. __builtin_bswap32/64 were introduced in Clang 2.6. __builtin_bswap16 was introduced in Clang 3.2.
d72dbd98 2021-01-04 17:30:28 Fixed detection of the Wooting Two keyboard, which shows up as an Xbox 360 controller
b2a0c712 2021-01-04 12:24:44 Allow setting the player index to -1, which turns off the player LED for PS5 controllers
bf754b52 2021-01-04 12:17:24 Valve contributed code is under the Zlib license
8cb421b2 2021-01-04 10:20:10 SDL_windows_main.c: use new WIN_StringToUTF8W macro
a594b850 2021-01-04 10:00:30 use WIN_StringToUTF8W macro instead of WIN_StringToUTF8, where needed: i.e. where the string is known guaranteed to be WCHAR*, in: - SDL_dinputjoystick.c (WIN_IsXInputDevice): VARIANT->var is BSTR (WCHAR*) - SDL_rawinputjoystick.c (RAWINPUT_AddDevice): string is WCHAR* - SDL_windows_gaming_input.c (IEventHandler_CRawGameControllerVtbl_InvokeAdded): string is WCHAR* There should be more of these..
5b14bbff 2021-01-04 10:00:10 make ANSI/UNICODE versions of WIN??UTF8 macros individually available.
f2bd861c 2021-01-04 08:50:00 move SDL_tcsstr definition to core/windows/SDL_windows.h
f414a436 2021-01-04 03:00:10 simplify Watcom implementation of SDL_MostSignificantBitIndex32()
ae18109a 2021-01-04 01:23:50 SDL_windowsjoystick.c (SDL_CreateDeviceNotification): use L, not TEXT() cf. bug #5435.
390fd14f 2021-01-04 01:23:50 SDL_windowswindow.c (SDL_HelperWindowCreate): adjust for ANSI/UNICODE: change SDL_HelperWindowClassName and SDL_HelperWindowName from WCHAR * to be const TCHAR* cf. bug #5435.
398d2764 2021-01-04 01:23:50 RAWINPUT_InitWindowsGamingInput: change pNamespace from LPTSTR to PCWSTR because WindowsCreateStringReference specifically accepts const WCHAR * - WGI_JoystickInit(): ditto. cf. bug #5435.
f09e0af7 2021-01-04 01:23:50 SDL_dinputjoystick.c (IsXInputDevice): adjust to be ANSI/UNICODE-agnostic cf. bug #5435.
ed39f2f3 2021-01-04 01:23:50 SDL_wasapi_win32.c (WASAPI_PlatformThreadInit): use L instead of TEXT() because AvSetMmThreadCharacteristicsW specifically accepts WCHAR* input cf. bug #5435.
01a2f276 2021-01-04 01:23:50 consistently use TEXT() macro with LoadLibrary() and GetModuleHandle() cf. bug #5435.
91a831e2 2021-01-03 14:02:55 Implement SDL_MostSignificantBitIndex32 using MSVC intrinsics
393c8c1f 2021-01-03 10:32:55 Fixed bug 5440 - MacCatalyst build failures C.W. Betts I tested building commit http://hg.libsdl.org/SDL/rev/7adf3fdc19f3 on Mac Catalyst and found some issues: * MTLFeatureSet_iOS_* enums aren't available under Mac Catalyst. * OpenGL ES is unavailable under Mac Catalyst. * Some Metal features are available under Catalyst but not iOS, such as displaySyncEnabled. * Set Metal as the default renderer on Mac Catalyst Attaching a patch that will make SDL2 build for Mac Catalyst.
6f9e18da 2021-01-03 10:18:39 Fixed bug 5441 - Add support for endianness check on FreeBSD: Fixes endianness checking on at least powerpc64le, maybe also other architectures VVD Patch based on patch from FreeBSD port devel/sdl20: https://svnweb.freebsd.org/ports/head/devel/sdl20/files/patch-include_SDL__endian.h?view=log
014f507c 2021-01-03 12:13:40 Use specific acquire and release variants of InterlockedExchange on ARM _InterlockedExchange_rel() is required for correctness on ARM because the _ReadWriteBarrier() macro is only a compiler memory barrier, not a hardware memory barrier. Due to ARM's relaxed memory model, this means the '*lock = 0' write may be observed before the operations inside the lock, causing possible corruption of data protected by the lock. _InterlockedExchange_acq() is more efficient on ARM because it avoids an expensive full memory barrier that _InterlockedExchange() does.
fea49a3e 2021-01-03 15:24:47 SDL_stretch.c: compilation NEON on Windows 10
acccc71f 2021-01-02 22:31:44 Fixed bug 5436 - MSVC 2019 ARM64 build fails to compile SDL_stretch.c
6cbd4417 2021-01-02 14:45:15 Add a hint for D3D9Ex to avoid having to choose at compile-time
59594a78 2021-01-02 13:43:04 Implement PAUSE_INSTRUCTION() for Windows ARM platforms
115d66e7 2021-01-02 12:50:01 Use MSVC _byteswap intrinsics for SDL byteswapping functions This generates bswap on x86/x64 and rev on ARM
9130f7c3 2021-01-02 10:25:38 Updated copyright for 2021
963c9495 2021-01-02 10:11:08 Fixed bug 5431 - SDL_Metal_GetDrawableSize is inaccurate for high dpi displays if a Metal view has not already been created Caleb Cornett For a window created with SDL_WINDOW_ALLOW_HIGHDPI, SDL_GL_GetDrawableSize will return the high-dpi drawable size even before any GL context creation happens. But SDL_Metal_GetDrawableSize will return the size of the window if the Metal view has not been created. This is confusing and inconsistent behavior. An easy way to test this is to build testgl2 and testvulkan on macOS with the SDL_WINDOW_ALLOW_HIGHDPI flag enabled during window creation. The GL2 program will report a drawable size of 2x window width and 2x window height, while the Vulkan program will report the window size. This patch addresses the issue by falling back to using the content view dimensions if no Metal view exists in the window. (The code for this was taken directly from Cocoa_GL_GetDrawableSize.) With this change, the testvulkan behavior matches that of testgl2. Note that I haven't tested for this issue on UIKit. It's possible a similar change will need to be made there too.
d25eff65 2021-01-02 10:06:22 Fixed bug 5429 - spinlock implements PAUSE_INSTRUCTION for PPC platforms David Carlier This form of 'or' provides a hint that performance will probably be improved if shared resources dedicated to the executing processor are released for use by other processors
f0b6c787 2021-01-02 09:58:08 Fixed Windows XP compatibility with recent hidapi commit
3edf337d 2021-01-02 17:29:34 Simplify RenderGetViewportSize
2af765da 2021-01-02 17:18:13 SDL_RenderGetViewportF: only need the size of viewport (see bug #5424)
41597249 2021-01-02 16:15:22 SDL_RenderGetViewportF: remove debug messages
8c48c423 2021-01-02 16:12:30 Add SDL_RenderGetViewportF: fix lost of precision while scaling (see bug #5424)
c005267f 2021-01-02 09:38:19 SDL_BlitScaled: better and safer fix clipping bug #2687 And re-use SDL_round(), since it's been re-added (remove in https://hg.libsdl.org/SDL/rev/34043108b7e4 )
2127ed25 2021-01-02 09:28:16 SDL_SoftStretch: add a check for input pixel format and function re-naming
414ddc32 2021-01-01 17:34:07 Do not wait in GetOverlappedResult() in hid_read_timeout() This is unsafe because the event is auto-reset, therefore the call to WaitForSingleObject() resets the event which GetOverlappedResult() will try to wait on. Even though the overlapped operation is guaranteed to be completed at the point we call GetOverlappedResult(), it will still wait on the event handle for a short time to trigger the reset for auto-reset events. This amounts to roughly a 100 ms sleep each time GetOverlappedResult() is called for a completed I/O with a non-signalled event. In the context of HIDAPI, this extra sleep means that callers that loop on hid_read_timeout() with timeout=0 will loop forever, since the 100 ms sleep each iteration ensures ReadFile() will always have new data.
b5f0483c 2021-01-01 22:30:28 fix permissions
ab55ec48 2021-01-01 11:12:41 Fix use-after-free SBH corruption due to overlapped ReadFile in hidapi not being canceled for all threads before device close - hidapi already called CancelIo on hid_close but that only cancels pending IO for the current thread. Controller read/writes originate from multiple threads (serialized, but on a different thread nonetheless) but device destruction was always done on the main device thread which left any pending overlapped reads still running after hidapi's internal read buffer is deallocated leading to intermittent free list corruption.
480c1f9f 2021-01-01 11:12:36 Make sure we're not starving report reads when there's lots of rumble
223af86c 2021-01-01 11:12:30 Added SDL_RenderGetD3D11Device() to get access to the device associated with the D3D11 renderer
5f0b2a7f 2021-01-01 11:12:22 Fixed resource leak with D3D11 NV12 textures
21003b7d 2020-12-31 14:31:29 [KMS/DRM] Small refactoring on the SwapWindow function.
e1fb969b 2020-12-31 01:40:15 [KMS/DRM] Correct comments about last bugfix.
e34caa97 2020-12-31 01:31:57 [KMS/DRM] Correct EGL/GL library loading on window creation, thus saving window re-creation.
d81fe923 2020-12-30 22:03:32 SDL_BlitScaled: remove un needed -1 +1 offset in calculation
8476df3e 2020-12-30 23:55:10 SDL_mixer.c: remove calls to non-existing m68k asm code.
5b2e011e 2020-12-30 23:55:02 SDL_endian.h: minor fixes from SDL-1.2 branch ( forward-port of changesets 3909:6832b00d3594 and 5657:529d23724144 )
5aba0827 2020-12-30 11:38:51 Build SDL for Mac hardware when targeting iOS
590a5469 2020-12-30 16:12:14 Fixed bug 5424 - Renderer doesn't use entirely the viewport when scaling is used Viewport/Clip dimensions are calculated usingg SDL_ceil whereas all renders use SDL_floor
a88071de 2020-12-30 15:55:00 configure.ac: directfb dynamic loading support updates: put back sed on find_lib result, remove debug messages, fix directfb_lib report to user.
f24cc903 2020-12-30 15:53:56 remove CFLAGS save/restores from dbus.h and ibus.h header checks. CPPFLAGS is what AC_CHECK_HEADER needs.
88eaf356 2020-12-30 15:53:20 minor update to test/acinclude.m4 (pkg.m4)
92edee23 2020-12-30 01:28:02 SDL_config_android.h: update SIZEOF_VOIDP define to respect __LP64__
7c105f12 2020-12-30 01:21:10 updates to SDL_config_os2.h
1cdc1d48 2020-12-30 01:00:24 SDL_config.h.cmake, SDL_config.h.in: update for SIZEOF_VOIDP define
9fc139df 2020-12-30 01:00:24 SDL_config_windows.h: add missing HAVE_STRTOULL along side HAVE_STRTOLL
b76b81b0 2020-12-30 01:00:24 SDL_config.h.cmake, SDL_config.h.in: add os/2 driver defines in case autofoo or cmake is used for it some day..
8a32ee24 2020-12-30 01:00:24 removed MSVC strtok_s use from SDL_strtokr(). no other ??_s are used elsewhere in SDL_stdinc. besides, C11 has a strtok_s with a different signature.
0684572c 2020-12-29 12:13:10 Added a hint to control whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
6116ccf0 2020-12-29 21:20:28 fix configure warnings when checking dbus/dbus.h and ibus-1.0/ibus.h .. by adding DBUS_CFLAGS and IBUS_CFLAGS to CPPFLAGS: configure: WARNING: dbus/dbus.h: accepted by the compiler, rejected by the preprocessor! configure: WARNING: dbus/dbus.h: proceeding with the compiler's result configure: WARNING: ibus-1.0/ibus.h: accepted by the compiler, rejected by the preprocessor! configure: WARNING: ibus-1.0/ibus.h: proceeding with the compiler's result
f1758241 2020-12-29 20:51:10 config.sub, config.guess: go back to backtick `..` substitutions. see e.g. https://lists.gnu.org/archive/html/config-patches/2020-12/msg00000.html
80cf8a8b 2020-12-29 17:29:31 SDL_BlitScaled: also prevent crash if dest width or height is negative
f08b9a5b 2020-12-29 16:02:52 SDL_BlitScaled: prevent crash if dest width or height is 0
427c96ec 2020-12-29 14:24:38 [KMS/DRM] Rework some functions.
67f0b9b8 2020-12-28 20:58:47 Fixed bug 5418 - Add system features detection for Elbrus (E2K) Ivan Kuzmenko MCST Elbrus 2000 (E2K, https://en.wikipedia.org/wiki/Elbrus_2000) is a russian processor architecture based on VLIW/EPIC instruction set (like Intel Itanium (IA-64) architecture). Architecture has half native / half software support of most Intel/AMD SIMD (e.g. MMX/SSE/SSE2/SSE3/SSSE3/SSE4.1/SSE4.2/AES/AVX/AVX2 & 3DNow!/SSE4a/XOP/FMA4). It also has built-in x86/x86_64 <-> e2k binary translators (RTC, http://www.mcst.ru/rtc and Lintel, http://www.mcst.ru/lintel) that can run code for x86/x86_64 architecture (Transmeta did something similiar with their Crusoe series) with SIMD extensions support. Attached patch allows SDL2 to detect extensions supported by E2K like MMX, 3dNOW!, AVX etc. (test/testplatform log: https://termbin.com/7qs3).
8eae956c 2020-12-29 00:00:56 regenerated configure