src


Log

Author Commit Date CI Message
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
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 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 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 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
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.
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
Sam Lantinga 3fe2d836 2019-09-22T10:37:16 Updated SDL development builds to version 2.0.11
Sam Lantinga cbde0ffa 2019-09-19T16:50:49 The PS4 is ignoring the volume values in the report, so we don't need to fill them in.
Sylvain Becker 79e388bf 2019-09-10T17:12:34 Fixed bug 4798 - PNG w/transparency breaks in SDL 2.0.10 but works in SDL 2.0.9
Sam Lantinga 791df27a 2019-09-09T13:50:46 Fixed compiler warning on Android
Sam Lantinga 715e070d 2019-09-06T08:50:19 SDL_blit_N.c: Correct vec_perm() application on little-endian 64-bit PowerPC The LE transformation for vec_perm has an implicit assumption that the permutation is being used to reorder vector elements (in this case 4-byte integer word elements), not to reorder bytes within those elements. Although this is legal behavior, it is not anticipated by the transformation performed by the compilers. This causes pygame-1.9.1 test failure on PPC64LE because blitted pixmaps are corrupted there due to how SDL uses vec_perm(). From RedHat / Fedora: https://bugzilla.redhat.com/show_bug.cgi?id=1392465 Original patch was provided by: Menanteau Guy <menantea@linux.vnet.ibm.com>
Conn O'Griofa 2d37d291 2019-09-06T08:44:46 KMSDRM_GLES_SwapWindow: fix non-vsync case If KMSDRM_drmModeSetCrtc is called when the swap interval is set to 0, the driver behaves as though vertical sync is engaged by limiting framerate to the refresh rate, but performance is much worse than with vertical sync enabled. Resolve this issue by ensuring that the Crtc is only set up once, and KMSDRM_drmModePageFlip is called, albeit without any followup queueing or waiting for flips.
Sam Lantinga aaec90e5 2019-09-06T08:42:54 Fixed bug 4789 - Linux accelerometers no longer available as joysticks Daniel Drake A long time ago, it was possible to play neverball on Linux using the accelerometer found in HP laptops. The kernel exposes the accelerometer as a joystick (/dev/input/jsX) as well as an evdev device (/dev/input/eventX). I guess it worked fine when SDL was using the js interface, but then stopped working here: http://hg.libsdl.org/SDL/rev/fdaeea9e7567 Looking at current code which uses udev to discover joysticks, it looks for the udev tag ID_INPUT_JOYSTICK. However udev's internal input_id logic specifically tags accelerometers as ID_INPUT_ACCELEROMETER and nothing else. This looks like a good fit for SDL_HINT_ACCELEROMETER_AS_JOYSTICK.
Ozkan Sezer 8a394209 2019-09-05T20:47:20 SDL_windowsevents.c: remove isVistaOrNewer (not used since 8cb1dc50bb28)
Sylvain Becker bf2f4703 2019-09-05T10:49:53 SDL_windowsmessagebox.c: remove unused variable
Sylvain Becker 1b5e3c19 2019-09-05T10:08:47 SDL_bmp.c: remove unused variable warnings
Sam Lantinga e5580e18 2019-09-04T09:27:58 x11: add a hint to force the VisualID used when creating a window.
Sam Lantinga 892c8d50 2019-09-03T11:55:20 Fixed bug 4536 - Heap-Buffer Overflow in SDL_GetRGB pertaining to SDL_pixels.c Ozkan Sezer As for the issue: This bmp reports bpp=0, therefore SDL_CalculatePitch() returns pitch==0, which is then fed to SDL_malloc() (which is malloc()) and malloc(0) returns _something_ which is not NULL but not someting that we expect.. Then testsprite.c:LoadSprite() accesses the pixels as *(Uint8*)pixels which valrind reports as: ==15533== Invalid read of size 1 ==15533== at 0x8048C08: LoadSprite (testsprite.c:45) ==15533== by 0x80492FC: main (testsprite.c:224) ==15533== Address 0x449e588 is 0 bytes after a block of size 0 alloc'd ==15533== at 0x40072B2: malloc (vg_replace_malloc.c:270) ==15533== by 0x4045719: SDL_CreateRGBSurface (SDL_surface.c:126) ==15533== by 0x40403C1: SDL_LoadBMP_RW (SDL_bmp.c:237) ==15533== by 0x8048BB2: LoadSprite (testsprite.c:36) ==15533== by 0x80492FC: main (testsprite.c:224) Besides, valrind also reports this: ==15533== Conditional jump or move depends on uninitialised value(s) ==15533== at 0x40403F3: SDL_LoadBMP_RW (SDL_bmp.c:247) ==15533== by 0x8048BB2: LoadSprite (testsprite.c:36) ==15533== by 0x80492FC: main (testsprite.c:224) Easy/quick solution would be early-rejecting a bmp with 0 bpp from SDL_bmp.c:SDL_LoadBMP_RW()
Ozkan Sezer b21338eb 2019-09-02T12:35:00 SDL_bmp.c: restore most of the original formatting.
Ryan C. Gordon 847bd8d9 2019-09-02T00:11:58 direct3d: Be more aggressive about resetting state when textures go away. Fixes Bugzilla #4768.
Ryan C. Gordon a3804ba1 2019-09-01T22:41:44 d3d11: Fixed VB state, avoiding unnecessary recreation (Thanks, Alex!). Fixes Bugzilla #4779.
Sylvain Becker 6c295129 2019-08-31T22:58:11 LoadBMP: fix some warnings
Sylvain Becker 830979c5 2019-08-31T22:52:15 LoadBMP: use code from SDL_image which allows loading compressed BMP files
Sam Lantinga cc64b369 2019-08-30T15:32:15 Allow mouse messages from Wacom pens, e.g. right click pen buttons, etc.
Sam Lantinga afb9ff95 2019-08-30T08:03:19 Fixed bug where the Steam overlay would generate an event and stop input processing for the frame.
Ozkan Sezer 9c8e403f 2019-08-30T11:35:20 use 'U' suffix on constants instead of (unsigned int) cast.
Sylvain Becker d52080c0 2019-08-30T09:00:06 Android: minor warning
Sylvain Becker 70dc8d16 2019-08-30T08:55:20 Android: fix corresponding warnings
Sam Lantinga 13c4d5e7 2019-08-26T17:43:01 Fixed Windows relative mouse coordinates when capturing the mouse over RDP
Alex Szpakowski 0c263738 2019-08-26T18:49:04 gl/gles/gles2 render: fix SDL_RenderClear being affected by the clip rect in some situations.
Sam Lantinga ce3b16fc 2019-08-26T10:08:25 Fixed bug 4475 - add Gasia Co. Ltd PS(R) Gamepad support Frank This gamepad/controller is sold in Germany https://www.amazon.de/gp/product/B01AQTPSA6/ref=ppx_yo_dt_b_asin_title_o03__o00_s00 but isn't supported right now. It identifies as "Gasia Co. Ltd PS(R) Gamepad"
Ozkan Sezer 1e47790c 2019-08-26T18:41:40 RPI_FreeCursor: set global_cursor to NULL to prevent double-free (bug 4769)
Sylvain Becker 2cb26188 2019-08-24T20:40:37 Fixed bug 1663 - SDL_EventState(SDL_DOLLARGESTURE,SDL_IGNORE) etc. has no effect
Sam Lantinga 455944c8 2019-08-22T16:12:16 Fixed whitespace
Sam Lantinga b521df66 2019-08-22T16:09:42 [SDL][IOS] Audio fix - applies stream to sound data when resampling or reformatting is required.
Sam Lantinga 5c15e81c 2019-08-22T15:58:00 Prevent the SPEEDLINK COMPETITION PRO joystick from switching into Android controller mode when enumerated over HID on Windows 10.
Alex Szpakowski dd29abb4 2019-08-22T19:23:52 macOS: Use the proper type (NSSize instead of CGSize) for the bounds of metal views.
Sylvain Becker 2937317f 2019-08-22T10:15:33 Fixed bug 4172 - remove logging Gesture error "NumPoints = 0" - not necessary when app isn't recording gesture. - happen when gesture path has less than 2 different points
Sylvain Becker 05f35c24 2019-08-19T21:23:47 Fix audio conversion U16_to_F32_SSE2 (bug 4186)
Sylvain Becker 1d220401 2019-08-19T20:35:02 Fixed bug 4186 - ARM/NEON audio converters cause strange clicking noises reverse the order when storing ouput buffer
Sylvain Becker c0fc94f2 2019-08-19T16:57:15 Fixed bug 4186 - ARM/NEON audio converters cause strange clicking noises reverse the order when storing ouput buffer
Alex Szpakowski bfdb0e97 2019-08-18T10:38:32 metal renderer: optimize SDL_RenderFillRect slightly.
Alex Szpakowski ff7888e6 2019-08-18T09:35:11 render: fix colors not being set properly after the previous change
Alex Szpakowski 1be03b40 2019-08-17T22:26:33 render: avoid a couple redundant memcmp calls in all drawing functions. Improves performance slightly.
Alex Szpakowski e8278d0d 2019-08-17T16:53:08 metal renderer: use vertex attributes instead of indexing into a buffer with the vertex id in the shader. Allows for more flexibility with vertex setup in the future. Also optimize vertex buffer binding slightly.
Alex Szpakowski 55a46abf 2019-08-17T01:09:30 metal renderer: more closely match buffer data alignment requirements from the metal specification.