|
5025109f
|
2019-10-22T15:43:58
|
|
Fixed accidental whitespace
|
|
9da4bfc1
|
2019-10-22T10:57:07
|
|
Added support for the Power A Nintendo Switch Enhanced Wireless Controller
|
|
f96da11f
|
2019-10-22T10:28:51
|
|
Reordered Power A Switch controllers so they're grouped together
|
|
9e7894ef
|
2019-10-22T10:27:30
|
|
Added support for the PowerA - Super Mario Controller
|
|
9ececeea
|
2019-10-20T22:17:59
|
|
cpuinfo: Use a better default alignment value (thanks, Simon!).
Fixes Bugzilla #4835.
|
|
cdc7181e
|
2019-10-19T01:54:02
|
|
Don't try to use the Xbox HID protocol with the NVIDIA Shield controllers
|
|
336a7549
|
2019-10-19T09:23:40
|
|
remove warning prototype SDL_ExitProcess()
|
|
9c14c789
|
2019-10-18T23:10:00
|
|
updated includes for _exit()
|
|
24bee6e5
|
2019-10-18T21:47:30
|
|
Add internal function SDL_EGL_GetVersion()
|
|
b060b2ea
|
2019-10-18T08:56:54
|
|
Fixed whitespace
|
|
412ab7e1
|
2019-10-18T14:23:37
|
|
Fixed bug 4829 - Sensor events incorrectly disabled
|
|
e5bd2003
|
2019-10-18T14:08:07
|
|
Android: enable eglGetProcAddress (bug #4040, bug #4794)
|
|
03f27a3a
|
2019-10-18T13:27:58
|
|
Add robustness getting the EGL version (see bug #4040)
|
|
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.
|
|
4f304fd8
|
2019-10-17T18:07:52
|
|
Added support for the BDA PS4 Fightpad
|
|
097b9c30
|
2019-10-17T17:51:49
|
|
Better fix for iOS build
|
|
a1349d46
|
2019-10-17T17:51:36
|
|
Build fix for the build fix
|
|
8984d25b
|
2019-10-17T17:47:27
|
|
Fixed build on iOS
|
|
bf9092cf
|
2019-10-17T17:47:11
|
|
Removed unused variable
|
|
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.
|
|
e6ac16ef
|
2019-10-17T16:59:05
|
|
Added support for third party Nintendo Switch controllers that don't support the full protocol
|
|
43c5f62d
|
2019-10-17T16:14:17
|
|
Merged latest data from Steam
|
|
216f5b98
|
2019-10-17T18:48:58
|
|
metal: Fix compilation when using older Apple SDKs (bug #4828).
|
|
6be83e61
|
2019-10-16T13:54:35
|
|
emscripten: Patched to compile (thanks, Caleb!).
Fixes Bugzilla #4827.
|
|
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.
|
|
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.
|
|
02a2ec98
|
2019-10-15T14:55:09
|
|
video: Make sure SDL_FillRects()'s fill_function isn't used unitialized.
|
|
9f636be8
|
2019-10-15T14:04:43
|
|
video: Removed unused variables.
|
|
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.
|
|
e9c1e126
|
2019-10-15T12:02:19
|
|
test: Fixed wrong verbose flag check (thanks, watcom.hecht!).
Fixes Bugzilla #4826.
|
|
aa0a6518
|
2019-10-15T08:54:25
|
|
test: Fixed compiler warning on Visual Studio.
|
|
526b9bdf
|
2019-10-14T22:41:27
|
|
Backed out changeset b0241180cdc5
Better commit incoming!
|
|
cd8652d8
|
2019-10-15T01:13:44
|
|
events: SDL_WaitEvent()'s polling loop now sleeps 1ms instead of 10ms.
Fixes Bugzilla #4356.
|
|
d5e378d1
|
2019-10-15T00:59:10
|
|
cocoa: Implement SDL_WINDOW_ALWAYS_ON_TOP support (thanks, Gabriel!).
Fixes Bugzilla #4809.
|
|
ec04110d
|
2019-10-14T12:41:06
|
|
dynapi: Deal with failure cases better, other fixes.
Fixes Bugzilla #4803.
|
|
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)
|
|
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).
|
|
009226c6
|
2019-10-13T21:39:20
|
|
macOS: Fix non-highdpi OpenGL contexts not scaling properly in macOS 10.15 (bug 4810 and 4822).
|
|
72660a51
|
2019-10-13T20:52:52
|
|
Fixed bug 4825 - SDL Renderer OpenGL: Buffer overflow (SDL_RENDERCMD_DRAW_LINES)
|
|
f8bdefe1
|
2019-10-13T15:18:28
|
|
macOS: Fix asserts in SDL_Render's metal scissor code when the window is resized.
|
|
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).
|
|
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)
|
|
97901b9f
|
2019-10-10T17:21:46
|
|
Fixed bug 4820 - SDL assumes RW_SEEK_SET == SEEK_SET
|
|
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.
|
|
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.
|
|
b38a5ba0
|
2019-10-05T20:19:10
|
|
dynapi: Make gendynapi.pl work on older Perl releases.
|
|
c61ca915
|
2019-10-02T14:55:02
|
|
WinRT: fix a link-time error when building UWP + x64
|
|
3b3dbb5a
|
2019-10-01T08:50:04
|
|
Removed unused volume check interval
|
|
7d47f526
|
2019-10-01T09:26:30
|
|
SDL_LockTextureToSurface: robustness of locked region compared to texture size
|
|
a664e95d
|
2019-10-01T00:05:50
|
|
dynapi: move new SDL_LockTextureToSurface addition to the end of file.
|
|
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.
|
|
191fe25b
|
2019-09-27T15:21:31
|
|
Fixed rtkit feature guard
|
|
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.
|
|
4001e6b3
|
2019-09-26T13:44:49
|
|
stdlib: Patched to compile.
|
|
987aa311
|
2019-09-26T12:55:05
|
|
stdlib: Try to coerce VS2019 to not replace some loops with memset() calls.
Fixes (?) Bugzilla #4759.
|
|
aef1ed4a
|
2019-09-25T15:40:27
|
|
audio: Set (something close to) the correct silence value for U16 audio.
Partially fixes Bugzilla #4805.
|
|
693755f0
|
2019-09-25T15:07:07
|
|
coreaudio: Apple doesn't support U16 data, so convert in that case.
|
|
ee6d504a
|
2019-09-24T17:49:53
|
|
offscreen: Define missing define on a older EGL for an EXT function which it wont have
|
|
8a41948e
|
2019-09-24T17:27:51
|
|
offscreen: Avoid using EGLDeviceEXT as it causes issues with older platforms, which is just a void*
|
|
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
|
|
3fe2d836
|
2019-09-22T10:37:16
|
|
Updated SDL development builds to version 2.0.11
|
|
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.
|
|
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
|
|
791df27a
|
2019-09-09T13:50:46
|
|
Fixed compiler warning on Android
|
|
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>
|
|
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.
|
|
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.
|
|
8a394209
|
2019-09-05T20:47:20
|
|
SDL_windowsevents.c: remove isVistaOrNewer (not used since 8cb1dc50bb28)
|
|
bf2f4703
|
2019-09-05T10:49:53
|
|
SDL_windowsmessagebox.c: remove unused variable
|
|
1b5e3c19
|
2019-09-05T10:08:47
|
|
SDL_bmp.c: remove unused variable warnings
|
|
e5580e18
|
2019-09-04T09:27:58
|
|
x11: add a hint to force the VisualID used when creating a window.
|
|
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()
|
|
b21338eb
|
2019-09-02T12:35:00
|
|
SDL_bmp.c: restore most of the original formatting.
|
|
847bd8d9
|
2019-09-02T00:11:58
|
|
direct3d: Be more aggressive about resetting state when textures go away.
Fixes Bugzilla #4768.
|
|
a3804ba1
|
2019-09-01T22:41:44
|
|
d3d11: Fixed VB state, avoiding unnecessary recreation (Thanks, Alex!).
Fixes Bugzilla #4779.
|
|
6c295129
|
2019-08-31T22:58:11
|
|
LoadBMP: fix some warnings
|
|
830979c5
|
2019-08-31T22:52:15
|
|
LoadBMP: use code from SDL_image which allows loading compressed BMP files
|
|
cc64b369
|
2019-08-30T15:32:15
|
|
Allow mouse messages from Wacom pens, e.g. right click pen buttons, etc.
|
|
afb9ff95
|
2019-08-30T08:03:19
|
|
Fixed bug where the Steam overlay would generate an event and stop input processing for the frame.
|
|
9c8e403f
|
2019-08-30T11:35:20
|
|
use 'U' suffix on constants instead of (unsigned int) cast.
|
|
d52080c0
|
2019-08-30T09:00:06
|
|
Android: minor warning
|
|
70dc8d16
|
2019-08-30T08:55:20
|
|
Android: fix corresponding warnings
|
|
13c4d5e7
|
2019-08-26T17:43:01
|
|
Fixed Windows relative mouse coordinates when capturing the mouse over RDP
|
|
0c263738
|
2019-08-26T18:49:04
|
|
gl/gles/gles2 render: fix SDL_RenderClear being affected by the clip rect in some situations.
|
|
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"
|
|
1e47790c
|
2019-08-26T18:41:40
|
|
RPI_FreeCursor: set global_cursor to NULL to prevent double-free (bug 4769)
|
|
2cb26188
|
2019-08-24T20:40:37
|
|
Fixed bug 1663 - SDL_EventState(SDL_DOLLARGESTURE,SDL_IGNORE) etc. has no effect
|
|
455944c8
|
2019-08-22T16:12:16
|
|
Fixed whitespace
|
|
b521df66
|
2019-08-22T16:09:42
|
|
[SDL][IOS] Audio fix - applies stream to sound data when resampling or reformatting is required.
|
|
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.
|
|
dd29abb4
|
2019-08-22T19:23:52
|
|
macOS: Use the proper type (NSSize instead of CGSize) for the bounds of metal views.
|
|
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
|
|
05f35c24
|
2019-08-19T21:23:47
|
|
Fix audio conversion U16_to_F32_SSE2 (bug 4186)
|
|
1d220401
|
2019-08-19T20:35:02
|
|
Fixed bug 4186 - ARM/NEON audio converters cause strange clicking noises
reverse the order when storing ouput buffer
|
|
c0fc94f2
|
2019-08-19T16:57:15
|
|
Fixed bug 4186 - ARM/NEON audio converters cause strange clicking noises
reverse the order when storing ouput buffer
|
|
bfdb0e97
|
2019-08-18T10:38:32
|
|
metal renderer: optimize SDL_RenderFillRect slightly.
|
|
ff7888e6
|
2019-08-18T09:35:11
|
|
render: fix colors not being set properly after the previous change
|
|
1be03b40
|
2019-08-17T22:26:33
|
|
render: avoid a couple redundant memcmp calls in all drawing functions. Improves performance slightly.
|
|
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.
|
|
55a46abf
|
2019-08-17T01:09:30
|
|
metal renderer: more closely match buffer data alignment requirements from the metal specification.
|