Log

Author Commit Date CI Message
Ozkan Sezer 431b79cf 2021-01-29T00:55:00 SDL_config_os2.h: remove some duplicated lines.
Ozkan Sezer 582e1f4a 2021-01-28T23:03:50 config.guess and config.sub updates from mainstream
Sylvain Becker 0b338bff 2021-01-28T15:33:47 Fixed bug 5510 - simplify the scaling functions
Sam Lantinga eb83da02 2021-01-27T21:30:17 Fixed PS4 controllers over Bluetooth on Windows 7
Sam Lantinga 06ad887f 2021-01-27T11:39:03 Fixed bug 3816 - asm code in video/SDL_stretch.c Ozkan Sezer - adds MSVC __declspec(align(x)) support, - disables asm if PAGE_ALIGNED no macro is defined, - still disables asm for gcc < 4.6, need more info, - drops Watcom support.
Sam Lantinga 1e5f0073 2021-01-27T10:58:36 Fixed building with mingw64
Sam Lantinga d95a9eae 2021-01-27T21:30:13 Added WIN_IsWindows8OrGreater() for internal use
Sylvain Becker 70b353d1 2021-01-27T10:54:49 SDL_Update{YUV,NV}Texture: also intersect rect with texture dimension
Sylvain Becker 13626c36 2021-01-27T10:20:13 SDL_UpdateTexture: intersect update rect with texture dimension - fix crash with software renderer - fix non texture update with opengl/gles2
Sylvain Becker dd6e02df 2021-01-28T11:03:45 SDL_stretch: remove un-used vars, same notation as blit functions
Cameron Gutman 808249a5 2021-01-27T19:40:55 X11: Ungrab the keyboard when the mouse leaves the window GNOME Mutter requires keyboard grab for certain important functionality like window resizing, interaction with the application context menu, and opening the Activites view. To allow Mutter to grab the keyboard as needed, we'll ungrab when the mouse leaves our window. To be safe, we'll do this for all WMs since forks of Mutter and Matacity (and possibly others) may have the same behavior, and we don't want to have to keep track of those.
Sylvain Becker 5e3cf0d1 2021-01-27T09:34:23 SDL_SoftStretch: disable asm path if mprotect isn't available (see bug #3816)
Cameron Gutman 6b057c67 2021-01-26T19:16:17 Expose separate keyboard and mouse grab support This adds SDL_SetWindowKeyboardGrab(), SDL_GetWindowKeyboardGrab(), SDL_SetWindowMouseGrab(), SDL_GetWindowMouseGrab(), and new SDL_WINDOW_KEYBOARD_GRABBED flag. It also updates the test harness to exercise this functionality and makes a minor fix to X11 that I missed in https://hg.libsdl.org/SDL/rev/02a2d609369b To fit in with this new support, SDL_WINDOW_INPUT_CAPTURE has been renamed to SDL_WINDOW_MOUSE_CAPTURE with the old name remaining as an alias for backwards compatibility with older code.
Ozkan Sezer 87f09007 2021-01-28T00:11:24 SDL_LowerSoftStretchLinear: assign result from scale_mat() to ret. otherwise it would always return -1 when SSE and NEON instrinsics are absent.
Sylvain Becker ff827fc7 2021-01-26T21:15:15 SDL_SoftStretch: re-enable USE_ASM_STRETCH path for gcc >= 4.6
Sylvain Becker d59f8daf 2021-01-28T15:34:33 Fixed bug 5510 - simplify the scaling functions blit auto (generated file)
Sam Lantinga 1dc9180f 2021-01-27T21:30:25 Fixed compiler warnings
Sam Lantinga 24d6fda2 2021-01-27T12:50:09 Fixed bug 3816 - asm code in video/SDL_stretch.c Sylvain I propose this new version for SDL_stretch.c that drops mprotect and asm Code is similar to the StretchLinear, but the steps computation are kept similar to the nearest. so that: - it's pixel perfect with nearest - as fast as asm I think - no asm, nor mprotect - benefit for all archicture
Sam Lantinga d81eaf8d 2021-01-27T12:43:35 Added explicit case from Uint8 to int before subtracting offset
Sam Lantinga d59a9268 2021-01-27T21:30:21 Fixed build warning
Sam Lantinga bec9d740 2021-01-27T12:41:58 Fixed compile warning
Sam Lantinga a4db44fa 2021-01-27T12:41:37 The Sharkoon Skiller SGH2 headset hangs in DirectInput enumeration, so avoid it here just in case. See bug 5485 for details.
Sylvain Becker f40551c5 2021-01-25T22:17:11 GLES2 SDL_Renderer: remove old ZUNE_HD defines and simplify shader cache
Ozkan Sezer aa4a6b0b 2021-01-25T04:11:40 better check for clock_gettime_nsec_np() -- cf. bug #5467.
Ozkan Sezer d327bbfb 2021-01-24T17:37:24 CMakeLists.txt: fix check_symbol_exists() for clock_gettime_nsec_np
Ozkan Sezer b852590b 2021-01-24T17:02:40 minor clean-up in SDL_os2audio.c
Brandon DeRosier 141f4416 2021-01-24T03:55:04 fix build failure due to -Werror=declaration-after-statement (bug #5500)
Cameron Gutman a1d288be 2021-01-26T00:05:01 DirectFB: Split input grab handling into keyboard and mouse parts The grabbed_window field is superfluous now since SDL added the SDL_GetGrabbedWindow() function, so it can be removed. DirectFB_SetWindowMouseGrab() is also simplified because SDL handles ungrabbing any previously grabbed window prior to calling SetWindowMouseGrab() now. Compile-tested only.
Sam Lantinga de85d612 2021-01-25T20:51:47 Fixed bug 5497 - SDL_COMPOSE_ERROR is wrong UMU #define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str I think SDL_STRINGIFY_ARG should be removed. #define SDL_COMPOSE_ERROR(str) __FUNCTION__ ", " str (verified with Visual Studio 2019)
Sam Lantinga de1c19b3 2021-01-25T20:43:21 Fixed bug 5481 - iOS-specific main sources not used for CMake build. Aaron Barany The CMake build for SDL doesn't set SDLMAIN_SOURCES on iOS to the sources in src/main/ios. As a result, SDL fails to initialize since it falls back to the dummy main. Adding the line file(GLOB SDLMAIN_SOURCES ${SDL2_SOURCE_DIR}/src/main/uikit/*.c) fixes the issue.
Sam Lantinga ac72a2ba 2021-01-25T20:38:50 Fixed bug 5493 - Hint to let the user opt out of having Switch controllers' Home button lit when opened jibb New hint to let the user opt out of having Switch controllers' Home button lit when opened. This is more consistent with the Switch itself (which doesn't light the button normally) and may be preferred by users who may disconnect their controller without letting the application close it. I think this warrants a Switch-specific hint because the default behaviour is unusual (inconsistent with using a Switch controller on a Switch itself or with some other programs on PC), and because of that it's distinct from other lights (the player number on Switch controllers and the player colour on PlayStation controllers).
Sam Lantinga f23022ef 2021-01-25T20:03:21 Removed non-functional window grab implementations
Cameron Gutman a0d3c6c6 2021-01-25T21:42:14 Rename SetWindowGrab() to SetWindowMouseGrab()
Cameron Gutman d133a5f6 2021-01-24T17:19:48 wayland: cancel key repeat when keyboard focus is lost SDL_SetKeyboardFocus(NULL) will lift any keys still pressed when keyboard focus leaves the window, but then key repeat comes behind our backs and presses the key down again. This results in an infinite stream of SDL_KEYDOWN events when focus leaves the window with a key down (particularly noticeable with Alt+Tab).
Cameron Gutman 2793c9cf 2021-01-25T18:40:26 Fix grabbing Alt+Tab and Alt+Esc on Windows 7
Cameron Gutman e1f73e64 2021-01-23T16:22:44 Refactor keyboard grab to be managed by the video core This gives us flexibility to add others hints to control keyboard grab behavior without having to touch all of the backends. It also allows us to possibly expose keyboard grab separately from mouse grab for applications that want to manage those independently.
Manuel Alfayate Corchete 8e1005f8 2021-01-23T22:47:06 [KMS/DRM] Bugfix for #5489: Non-FULLSCREEN windows incorrecty use videomode changing to look fullscreen.
Ethan Lee e787282b 2021-01-23T15:40:22 Implement Wayland_SetWindowResizable
Sam Lantinga 360e04dd 2021-01-23T13:15:02 Added Stadia controller source file to Visual Studio and Xcode projects
Simon McVittie c16cfc0e 2021-01-23T11:22:35 waylandtouch: Don't export interface structs These are explicitly written in C code rather than generated at build time, so they weren't affected by changing how we invoke wayland-scanner. Signed-off-by: Simon McVittie <smcv@collabora.com>
Sam Lantinga c857b5e0 2021-01-23T11:21:01 Minor cleanup
Sam Lantinga 1981d23f 2021-01-23T11:06:35 Fixed bug 5466 - Add haptic support for Stadia Controller Dimitriy Ryazantcev Consider adding support for Stadia Controller haptics. Here is example code how to deal with it: https://github.com/chromium/chromium/blob/99314be8152e688bafbbf9a615536bdbb289ea87/device/gamepad/hid_haptic_gamepad.cc#L45
Sam Lantinga 96cfb812 2021-01-23T09:50:43 Fixed bug 5467 - SDL sys timer Mac OS update proposal David Carlier Change of api from 2016 which reduce code complexity a bit.
JibbSmart 0f57864c 2021-01-18T19:57:29 Hint SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS added so we can recognise a Joy-Con as half a Pro Controller, so we can read its analog input and read its sensors just like we do a Pro Controller.
Cameron Gutman bd553ea8 2021-01-20T21:17:20 Implement support for inhibiting the screensaver on Wayland We support both the org.freedesktop.ScreenSaver D-Bus API (same as the X11 backend) and the Wayland idle_inhibit_unstable_v1 protocol. Some Wayland compositors only support one or the other, so we need both to for broad compatibility.
Cameron Gutman 7ff3832e 2021-01-22T19:22:17 Fix continuous scrolling speed on Wayland Wayland compositors seem to have standardized on 10 units per "wheel tick" for continuous scroll events, so we need to convert these axis values to ticks by dividing by 10 before reporting them in SDL_MOUSEWHEEL events.
Cameron Gutman 8c921d82 2021-01-22T19:40:26 Implement keyboard grab support for Windows This is implemented via a low-level keyboard hook. Unfortunately, this is rather invasive, but it's how Microsoft recommends that it be done [0]. We want to do as little as possible in the hook, so we only intercept a few crucial modifier keys there, while leaving other keys to the normal event processing flow. We will only install this hook if SDL_HINT_GRAB_KEYBOARD=1, which is not the default. This will reduce any compatibility concerns to just the SDL applications that explicitly ask for this behavior. We also remove the hook when the grab is terminated to ensure that we're not unnecessarily staying involved in key event processing when it's not required anymore. [0]: https://docs.microsoft.com/en-us/windows/win32/dxtecharts/disabling-shortcut-keys-in-games
Ozkan Sezer fd65aaa9 2021-01-23T17:30:50 move outdated winmm and psp joystick codes to struct _SDL_JoystickDriver build-tested only. (bug #5472.)
Ozkan Sezer 8f102589 2021-01-23T17:28:10 os2audio: changed backend name from MMOS2 to DART (like SDL-1.2)
Ozkan Sezer 23764588 2021-01-23T17:24:28 renamed SDL_JOYSTICK_USBHID_MACHINE_JOYSTICK_H to SDL_HAVE_MACHINE_JOYSTICK_H
Ozkan Sezer 02e61a88 2021-01-23T17:18:09 added SDL_JOYSTICK_OS2 to SDL_config.h.in and SDL_config.h.cmake
Ozkan Sezer d0c5097c 2021-01-23T03:41:02 minor autotools build system updates.
Ozkan Sezer 4eb2b9f8 2021-01-23T03:03:55 fix permissions of config.guess and config.sub
Sam Lantinga f68b36df 2021-01-22T11:42:42 Added support for the EVORETRO GameCube Adapter in PC mode
Sam Lantinga 9c88eac8 2021-01-22T11:40:20 ControllerList: fix typo
Ozkan Sezer 11fce321 2021-01-22T20:20:02 SDL_dinputjoystick.c: fixes to dfDIJoystick2[] array from Wine git. Fix V/A/FSlider dwOfs values in c_dfDIJoystick2 https://source.winehq.org/git/wine.git/commitdiff/af2f4194263702a946c65d255580176ee50b5914 Add missing ASPECT flags for c_dfDIJoystick2 https://source.winehq.org/git/wine.git/commitdiff/e2e100272ffede3c720da7bbd11b53ac0bcee8eb Closes bug #5474.
Ozkan Sezer 4a776557 2021-01-22T20:10:02 old os2 analogue joystick code ported from SDL-1.2. disabled by default, build-tested only.
Ozkan Sezer e91f83c1 2021-01-22T20:03:50 hidapi.h: adjust so that it gives a smaller diff against mainstream
Sam Lantinga d4794028 2021-01-22T08:45:38 Fixed build
Sam Lantinga 9e45372a 2021-01-21T22:47:37 Fixed build on Android and iOS
Cameron Gutman 19236b46 2021-01-21T21:49:13 Implement support for minimizing windows on Wayland This required a bit of extra code to deal with the transition from minimized back to fullscreen
Cameron Gutman cf84ec44 2021-01-20T23:19:24 Improve reliability of cursor hiding on GNOME Wayland Hiding the cursor doesn't appear to work reliably on GNOME when another window steals mouse focus right as we call SDL_ShowCursor(SDL_DISABLE). This can happen when the keyboard shortcut inhibition permission prompt appears in response to a call to SDL_SetRelativeMouseMode() with SDL_HINT_GRAB_KEYBOARD=1. The result is that the default cursor is stuck locked in position and visible on screen indefinitely. By redrawing the cursor on pointer focus enter, the cursor now disappears upon the first mouse motion event. It's not perfect but it's way better than the current behavior.
Sam Lantinga 3527b494 2021-01-21T22:30:34 Fixed initializing the Nyko and EVORETRO GameCube adaptors This requires root on most Linux distributions, as we have to directly send USB messages to the devices to enable input reports.
Ozkan Sezer b6ae9a7c 2021-01-21T21:20:10 renamed my_gradd.h to SDL_gradd.h
Sam Lantinga 178ae70a 2021-01-20T12:18:10 Don't add paddle mappings for the Xbox One Elite Series 1 controller, since they can't be unmapped and read directly on that controller.
Cameron Gutman d789ba83 2021-01-19T18:20:07 Implement keyboard grab support for Wayland Use zwp_keyboard_shortcuts_inhibit_manager_v1 to allow SDL applications to capture system keyboard shortcuts like Alt+Tab when keyboard grab is enabled via SDL_HINT_GRAB_KEYBOARD.
Cameron Gutman 6e97170e 2021-01-08T21:16:06 Use PS4 rumble hint as the default for the PS5 rumble hint Existing SDL applications may not know about the need to set a specific hint to enable rumble on PS5 controllers, even though they may already set the equivalent SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE hint for PS4 controller rumble support. Rather than requiring those developers update their apps, let's use the SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE value as an indication of the behavior they are expected for all PlayStation controllers.
Ozkan Sezer 07f83cd5 2021-01-19T19:50:10 hidapi/libusb/hid.c: fix race condition on device close (bug #5484) From hidapi mainstream git: https://github.com/libusb/hidapi/issues/142 https://github.com/libusb/hidapi/commit/d2c3a9862eefe2d3f4db0f00c0238277bfb4e44b Read callback may fire itself on its own even after its been requested to stop and exactly before the calling code waits for its completion in indefinite loop. Explicitly preventing re-fireing the submission loop fixes the issue.
Manuel Alfayate Corchete ee93f0ed 2021-01-19T15:35:43 [KMS/DRM] Revert unaproved fix for bug #5465.
Ozkan Sezer 6393d14d 2021-01-19T15:50:28 SDL_virtualjoystick.c: remove wrong #endif comment.
Ozkan Sezer 327ea974 2021-01-19T15:50:02 hidapi/libusb/hid.c: whitespace tidy-up.
Ozkan Sezer 28255837 2021-01-19T14:55:20 fix AC_CHECK_HEADER for libusb.h
Sylvain Becker 4fbb9f31 2021-01-19T11:01:00 Fix declarations after statement
Sylvain Becker 0e7d435f 2021-01-19T10:40:42 Add basic testgles2_sdf program to demonstrate sign distance field with opengles2
Manuel Alfayate Corchete e1d932f8 2021-01-17T21:33:51 [KMS/DRM] Fix for bug #5468: corruption on dynamic cursor changing caused by wrong buffer size.
Manuel Alfayate Corchete 99facb1d 2021-01-17T21:17:01 [KMS/DRM] Fix for bug #5470: ratio correction for fullscreen windows with no matching resolution. Correct bracket position in else statements so they follow the coding style.
Sam Lantinga c265e73f 2021-01-17T10:05:11 Fixed bug 5473 - Add WSCONS support for NetBSD wahil1976 This patch adds WSCONS support for NetBSD.
Ozkan Sezer f3835702 2021-01-17T05:00:50 fix build with --disable-directx
Sam Lantinga bf53651d 2021-01-21T22:32:17 Make sure we only do GameCube adapter initialization if we were able to load libusb
Sam Lantinga 2ea393bd 2021-01-15T14:36:21 Fixed the screenshot button mapping on third party Bluetooth Nintendo Switch Pro controllers
Manuel Alfayate Corchete 03665004 2021-01-15T15:00:17 [KMS/DRM] Small fix to KMSDRM_Waitpageflip(). More comments on how it works.
Ozkan Sezer bdb3e6b8 2021-01-15T12:40:00 SDL_hidapi_switch.c: fix build with older compilers
Sam Lantinga 69bd7ebb 2021-01-15T00:02:33 Fixed build
Sam Lantinga e3dbae50 2021-01-14T23:49:41 Get the serial number for the Nintendo Switch Pro controller
Sam Lantinga 5fc743c4 2021-01-14T23:49:37 Phantom Nintendo Switch Pro Controller initialization problem
Sam Lantinga 92742306 2021-01-14T23:49:33 Fixed rumble reset failing for Switch Pro controllers in USB mode
Sam Lantinga d0b87fed 2021-01-14T23:49:27 Added HIDAPI rumble debug info
Sam Lantinga e2f46ed8 2021-01-14T23:49:20 Always lock the HIDAPI device when closing, in case rumble is pending
Sam Lantinga 907b8eeb 2021-01-14T23:49:16 Make sure the HIDAPI device is locked when closing it, in case there is rumble pending that didn't complete
Sam Lantinga b3848c51 2021-01-14T15:15:57 Fixed bug 5445 - Incorrect Switch Pro Controller face buttons when SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS disabled jibb I'm testing with DualShock 4, DualSense, Switch Pro Controller, and PowerA Switch Controller. I'm using the standard mapping file from here: https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt With SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS turned off (set to "0") I expect the button positions to be the same on all devices, based on Xbox controller button naming (eg SDL_GameControllerGetButton(g, SDL_CONTROLLER_BUTTON_Y) gives me whether the North face button is pressed). However, the Switch Pro Controller layout is wrong (matching labels rather than positions, so X and Y are swapped and A and B are swapped). And with the PowerA controller the East and West buttons are correct, but the North and South buttons are swapped instead. Mathias Kaerlev Also seeing this on 2.0.14. This is most likely a regression, since we weren't seeing this on an earlier SDL version. I suspect it might be caused by this commit: https://github.com/spurious/SDL-mirror/commit/a569b211881c6d4c73f3f1019e9f66e754ca546b#diff-da9344d94c66b8c702a45e7649f412039f08bba83bd82de33f5c80ea9c8c39d5 It seems like both the HIDAPI driver and SDL_gamecontroller.c will try to swap the buttons if the hint is set to 0, causing the button remap to cancel out.
Sam Lantinga bdc6e4ff 2021-01-14T15:03:11 Fixed bug 5195 - Replugging in "mixed" controller types crashes on macOS RustyM This is related to Bug 5034, but crashes under a somewhat different condition. In the latest tip (changeset 13914) or with the SDL 2.0.12 source + David?s 5034 patch, unplugging and then replugging in certain controller types on macOS will crash. A mix of new controllers like Switch Pro, PS4 and Xbox One all work without issue. But if a controller without a rumble function, like many SNES retro USB gamepads, is mixed with a PS4 or Switch Pro controller it will crash. File: joystick/darwin/SDL_sysjoystick.c Function: static recDevice *FreeDevice(recDevice *removeDevice) On line 159: while (device->pNext != removeDevice) { Causes: Thread 1: EXC_BAD_ACCESS (code=1, address=0x188) This can be reproduced in testgamecontroller" by starting the test program with both a ?retro? controller plugged in and a ?modern rumble? controller (Switch Pro/PS4). This may crash on launch, but it depends on which controller ends up as device 0. If it doesn?t crash, unplug the ?modern rumble? controller and plug it back in. Some of the "retro" controllers I?ve seen this crash with: - iBuffalo SNES Controller - 8Bitdo SN30 Gamepad (in MacOS mode) - Retrolink NES Controller - HuiJia SNES Controller Adaptor The issue appears macOS specific. Seen on 10.12.6 and 10.14.6. Not seen on Windows 10. The while loop in FreeDevice() assumes that every device is not NULL. recDevice *device = gpDeviceList; while (device->pNext != removeDevice) { device = device->pNext; } device->pNext = pDeviceNext; So maybe we should check for NULL here? Or instead prevent adding NULL devices to the list in the first place? Checking device for NULL before entering the loop appears to work. recDevice *device = gpDeviceList; if (!device) { while (device->pNext != removeDevice) { device = device->pNext; } } device->pNext = pDeviceNext;
Sam Lantinga d54b125a 2021-01-14T14:53:34 Fixed bug 5287 - Support building for UWP with CMake Jan Niklas Hasse Actually the SDL2-static target works, if I set SDL_SENSOR to OFF. Awesome! See this patch: https://github.com/microsoft/vcpkg/blob/master/ports/sdl2/0003-sdl2-fix-uwp-build.patch
Sam Lantinga 351abc58 2021-01-14T14:50:15 Fixed bug 5463 - generated Wayland interfaces are included in the library's ABI Simon McVittie In versions since 1.15, the `code` mode is a deprecated alias for `public-code`, which emits symbols with default visibility, overriding SDL's -fvisibility=hidden option. Use the `private-code` mode instead. This emits symbols with hidden visibility, so they do not affect the ABI of libSDL. See also: https://bugreports.qt.io/browse/QTBUG-73099, https://lists.freedesktop.org/archives/wayland-devel/2018-February/037097.html
Sam Lantinga 6a342954 2021-01-14T14:42:53 Fixed bug 5451 - Can't create EGLSurface in Wayland from SDLWindow (no EGLNativeWindow pointer) sashikknox In some cases, need create EGLWindow with SDLWindow. In X11 i can get pointer to NativeWindow from **struct SDL_SysWMinfo wmInfo** ```C++ struct SDL_SysWMinfo wmInfo; SDL_GetWindowWMInfo(ptSDLWindow, &wmInfo) #if defined(__unix__) && defined(SDL_VIDEO_DRIVER_X11) nativeWindow=(EGLNativeWindowType)wmInfo.info.x11.window; nativeDisplay=(EGLNativeDisplayType)wmInfo.info.x11.display; #endif ``` than i can create EGLSurface ``` eglCreateWindowSurface(nativeDisplay, EGL_CONFIG, nativeWindow, SURFACE_ATTRIBUTES); ``` in Wayland i can do it with same way, just need pointer to **EGLWindow**, we already have pointer to **wl_display** from **SDL_sysWMInfo**, need add to **wl** struct in SDL_SysWMInfo another pointer to **struct wl_egl_window *egl_window;**. And in wayland backend, in function **Wayland_GetWindowWMInfo** return pointer to **egl_window** from **SDL_WindowData** Now i use patched statically built SDL2 in port of Quake 2 GLES2 for SailfishOS (it use QtWayland): link to SDL2 commit and changed string for patch: - https://github.com/savegame/lp-public/commit/6858a618cd179b766fe3cab36055f07cb03ad0ea - https://github.com/savegame/lp-public/blob/b1e29e87b9d15780e47f04918b329ac15554fc69/SDL2/src/video/wayland/SDL_waylandwindow.c#L463 link to use in Quake2 port: 1. here i get pointer to EGLNativeWindowType: https://github.com/savegame/lp-public/blob/6d94fedb1b720da24999ae6286a1809cd3d55ff5/Engine/Sources/Compatibility/OpenGLES/EGLWrapper.c#L319 2. then use it for create EGLSurface: https://github.com/savegame/lp-public/blob/6d94fedb1b720da24999ae6286a1809cd3d55ff5/Engine/Sources/Compatibility/OpenGLES/EGLWrapper.c#L391
Sam Lantinga b2aaab3d 2021-01-14T14:34:24 Fixed bug 5462 - debug trap update/fix of assembly for Apple devices David Carlier updating preprocessor constant and proposing 32 bits variant.
Sam Lantinga 82aafa9a 2021-01-14T14:32:11 Fixed bug 5461 - Add rewritten WSCONS driver for OpenBSD wahil1976 This patch adds a written-from-scratch WSCONS driver for OpenBSD. It does not have hardcoded keymaps, and it features mouse support when wsmux is available. For this to work, it needs access to the /dev/wskbd* devices which are not available to non-root users by default. Access to those can be granted by changing /etc/fbtab to give the logging user the ownership of those devices.
Manuel Alfayate Corchete 1adadc77 2021-01-14T10:18:40 [KMS/DRM] Adjust come return values. Improve comments.
Manuel Alfayate Corchete 57661e42 2021-01-13T20:17:50 [KMS/DRM] Remove unused header.
Manuel Alfayate Corchete ead3c406 2021-01-13T20:11:01 [KMS/DRM] Refactor, improve and re-comment async pageflips code.
Sam Lantinga fbd7c718 2021-01-13T11:02:07 Don't blink the Xbox 360 LED when setting the player slot, it's probably already been set by a driver