|
5d07c036
|
2022-01-09T08:13:34
|
|
psp: Force channels to stereo if user requested anything other than mono.
Before it would only clamp to stereo if it also had to resample, which would
fail if the app specified 44100Hz and surround sound.
|
|
c275436f
|
2022-01-09T00:39:02
|
|
opengles2: Batching lines/points used wrong var for summing vertex counts.
Fixed this in the vitagxm backend too, but I don't know what the state of
that code is otherwise.
Reference Issue #5061.
|
|
461724d2
|
2022-01-08T19:09:35
|
|
wayland: Refactor time fields in SDL_WaylandKeyboardRepeat
Refactorization with no functional changes.
Instead of `next_repeat_ms` containing a timestamp based on SDL ticks, we make
it zero-based relative to the key press time, and we store the key press time in
SDL ticks in a new field.
This refactorization is groundwork for future commits which need to use the
key press and release timestamps provided by the Wayland API, which are also
expressed in milliseconds, but whose base does not match the one for SDL ticks.
Signed-off-by: Joan Bruguera <joanbrugueram@gmail.com>
|
|
fb0c3040
|
2022-01-08T21:10:14
|
|
wayland: Avoid infinite loop in keyboard_repeat_handle
If `repeat_info->next_repeat_ms` overflows, many key presses will be generated.
In the worst case, `now = 0xFFFFFFFFU` and the loop will never terminate.
Rearrange the comparison in order to gracefully handle the overflow case.
Signed-off-by: Joan Bruguera <joanbrugueram@gmail.com>
|
|
9e6249fa
|
2022-01-08T19:24:47
|
|
wayland: Avoid spurious key repeats when not pumping events
Previous to this commit, key repeats events were typically generated when
pumping events, based on the time of when the events are pumped. However,
if an application doesn't call `SDL_PumpEvents` for some seconds, this time
can be multiple seconds in the future compared to the actual key up event time,
and generates key repeats even if a key was pressed only for an instant.
In practice, this can happen when the user presses a key which causes the
application to do something without pumping events (e.g. load a level).
In Crispy Doom & PrBoom+, when the user presses the key bound to "Restart
level/demo", the game doesn't pump events during the "screen melt" effect,
and the level is restarted multiple times due to spurious repeats.
To fix this, if the key up event is among the events to be pumped, we generate
the key repeats there, since in the Wayland callback we receive the time when
the key up event happened. Otherwise, we know no key up event happened and we
can generate as many repeats as necessary after pumping.
Signed-off-by: Joan Bruguera <joanbrugueram@gmail.com>
|
|
3b083b99
|
2022-01-08T14:07:42
|
|
Fixed compile warning
|
|
b82af9df
|
2022-01-08T14:05:50
|
|
Improved OpenGL point drawing performance (thanks @slime73!)
We'll do proper call batching for the SDL 2.0.22 release
|
|
1a73c45a
|
2022-01-08T13:34:49
|
|
Fixed incorrect color in the OpenGL driver
|
|
3cdda8f8
|
2022-01-08T21:58:26
|
|
PSP: use 'data' variable which is alread the driver data
|
|
9f1e609a
|
2022-01-08T12:42:36
|
|
Document SDL_HINT_RENDER_LINE_METHOD in the release notes
|
|
4ef2529b
|
2022-01-08T12:37:57
|
|
More efficient calculation of render_count
|
|
5346c93b
|
2022-01-08T12:28:43
|
|
Fixed assertion on number of points rendered
|
|
4b719620
|
2022-01-08T12:02:08
|
|
Prevent overdraw with connected line segments
|
|
63d10a0a
|
2022-01-08T23:00:32
|
|
updates to config.guess and config.sub from mainstream.
|
|
09ece861
|
2022-01-08T11:36:29
|
|
Added the hint SDL_HINT_RENDER_LINE_METHOD to select the line rendering method
|
|
836a4ec7
|
2022-01-08T22:35:02
|
|
updates to os/2 build
|
|
c1e60798
|
2022-01-08T11:09:11
|
|
As an optimization, draw horizontal and vertical lines using rectangles
|
|
3da7c630
|
2022-01-08T11:07:03
|
|
Assert that we have drawn the expected number of points
|
|
9f56faee
|
2022-01-08T10:59:31
|
|
Added line drawing using Bresenham's line algorithm (thanks @rtrussell!)
|
|
fe3a33a0
|
2022-01-08T10:10:18
|
|
Use RenderGeometry for drawing lines at all scales
|
|
0696fc01
|
2022-01-07T14:30:26
|
|
cmake: Split SDL2-static and SDL2main into their own target exports
This makes it so that the generated targets are not interdependent,
which allows Linux distributions to split libraries into the
appropriate subpackages as needed.
|
|
1694782b
|
2022-01-08T09:32:23
|
|
Remove redundant work when render scale is 1.0
|
|
2026a78d
|
2022-01-08T09:23:58
|
|
Don't flush in RenderDraw*WithRects()
This allows these functions to be reused in the future for other primitives
|
|
18e4d9fe
|
2022-01-08T09:02:25
|
|
Re-enable line drawing path in render drivers
This is still used for scaled line drawing in RenderDrawLinesWithRects()
|
|
dca281e8
|
2022-01-08T08:49:34
|
|
Fixed getting different results for SDL_PollEvent(NULL) and SDL_PollEvent(&event)
|
|
93cab32d
|
2022-01-08T14:40:20
|
|
minor update to test/Makefile.os2
|
|
4472b831
|
2022-01-08T11:56:56
|
|
PSP_RunCommandQueue: fix argument to PSP_SetBlendState()
src/render/psp/SDL_render_psp.c: In function 'PSP_RunCommandQueue':
src/render/psp/SDL_render_psp.c:1200: warning: passing argument 1 of 'PSP_SetBlendState' from incompatible pointer type
|
|
df1474b4
|
2022-01-08T11:55:10
|
|
psp/SDL_sysfilesystem.c: fixed a minor compiler warning.
src/filesystem/psp/SDL_sysfilesystem.c: In function 'SDL_GetPrefPath':
src/filesystem/psp/SDL_sysfilesystem.c:71: warning: passing argument 1 of 'free' discards qualifiers from pointer target type
|
|
21914b4e
|
2022-01-08T11:55:10
|
|
updated Makefile.psp and SDL_config_psp.h
|
|
f62b8071
|
2022-01-07T21:31:38
|
|
wikiheaders.pl: Put the manpages in man/man3
|
|
92946348
|
2022-01-07T18:28:25
|
|
Updated to version 2.0.20 for release
|
|
cc201337
|
2022-01-07T20:20:57
|
|
render: Fixed some compiler warnings.
Fixes #5197.
|
|
289c3fbb
|
2022-01-07T17:07:22
|
|
Revert "We only need to add the sentinel at the top of SDL_WaitEventTimeout()"
This reverts commit c477768e6f926c38d4cdc236cab8376faf9f6789.
We want to add the sentinel anytime we pump inside SDL_WaitEventTimeout() to avoid pumping again the next time through, as a performance optimization.
|
|
1085c317
|
2022-01-07T16:43:53
|
|
Use the requested cursor size instead of the default cursor size
CopyImage() will scale based on the system accessibility settings automatically.
Fixes https://github.com/libsdl-org/SDL/issues/5198
|
|
6d3b5d66
|
2022-01-07T18:18:53
|
|
psp: draw lines with RenderGeometry, same as with the other renderers.
|
|
9cb2c549
|
2022-01-07T22:43:30
|
|
Remove QueueDrawLines from D3D, D3D11
|
|
b88b6b3c
|
2022-01-07T22:43:12
|
|
Remove QueueDrawLines from METAL
|
|
9aac5531
|
2022-01-07T22:42:52
|
|
Remove QueueDrawLines from GL, GLES, GLES2
|
|
8ea8b2e6
|
2022-01-07T22:42:13
|
|
Use QueueDrawLine if provided, otherwise use RenderGeometry
|
|
c4987274
|
2022-01-07T22:14:28
|
|
render: Use RenderGeometry to draw lines
This patch is from @1bsyl
Fixes #5061.
|
|
4b38d4c9
|
2022-01-07T12:37:28
|
|
Leave the Metal view active on the window when recreating the Metal renderer
Fixes https://github.com/libsdl-org/SDL/issues/5140
Also move the metal tag definition to SDL_syswm.h so it can be used by applications
|
|
88ac517d
|
2022-01-07T15:03:47
|
|
opengles2: Fix point drawing.
|
|
957c48b4
|
2022-01-07T10:58:04
|
|
Fixed detecting focus change to child dialogs
Fixes https://github.com/libsdl-org/SDL/issues/5157
|
|
c477768e
|
2022-01-06T18:58:30
|
|
We only need to add the sentinel at the top of SDL_WaitEventTimeout()
|
|
e9134b04
|
2022-01-06T19:38:10
|
|
events: Only add sentinels for pumping done inside SDL_WaitEventTimeout()
We don't want to catch explicit SDL_PumpEvents() calls by the application with
our polling check to avoid stale data. If the call to SDL_PumpEvents() produced
no events, there will be a sentinel sitting in the queue that will cause
SDL_PollEvent() to immediately return 0 next time it is called.
Our SDL_WaitEventTimeout() implementation avoids this issue by always popping
an event after calling SDL_PumpEvents(). This will remove the new sentinel if
we didn't get any new events.
|
|
95485884
|
2022-01-06T13:58:39
|
|
Move special sentinel handling inside SDL_PeepEvents()
|
|
2592e621
|
2022-01-06T13:30:26
|
|
Clarify that timeout == 0 is handled at the top of SDL_WaitEventTimeout()
|
|
8ff21668
|
2022-01-06T12:56:07
|
|
Only return from SDL_PollEvent() if the last sentinel is consumed
|
|
c9ff90b9
|
2022-01-06T12:03:09
|
|
Clarify comment
Co-authored-by: Simon McVittie <smcv@debian.org>
|
|
31f8c3ef
|
2022-01-06T11:27:44
|
|
Fixed event pump starvation if the application frequently pushes its own events
|
|
e0c53991
|
2022-01-06T22:29:23
|
|
Don't make psp eboot for testoffscreen
|
|
5d3f6b02
|
2022-01-06T15:37:05
|
|
wikiheaders.pl: Added support for export to Unix manpages.
This mostly works, but likely needs some tweaking as we examine the output
of various pages.
Fixes #5163.
|
|
75ac944b
|
2022-01-06T22:24:00
|
|
check for tpcshrd.h and define HAVE_TPCSHRD_H if it's available.
|
|
515b5f2a
|
2021-12-22T12:04:10
|
|
Fix build errors in PSP port
|
|
34e34ad5
|
2021-12-22T11:43:07
|
|
Remove debug code from PSP renderer
|
|
520c89a0
|
2021-01-19T20:11:36
|
|
cleaning
|
|
09f4711f
|
2021-01-09T12:52:55
|
|
Fix LRU when destroying texture.
|
|
c3ec62d6
|
2021-01-09T11:25:39
|
|
PSP lazier blend states, display mode report with 16bit option
|
|
0f5368fe
|
2021-01-09T10:33:38
|
|
PSP cached blending and texturing state, ABGR1555 stencil hack
|
|
fe405eb2
|
2020-12-28T14:00:53
|
|
fixed LRU cache code
|
|
c1f15229
|
2020-12-27T11:43:22
|
|
Spill render targets to ram on PSP
|
|
77d874e3
|
2020-12-26T19:20:17
|
|
Attempt to make render to texture work on PSP
|
|
7967c976
|
2022-01-05T21:02:38
|
|
cmake: Do a more thorough test for the old bcm Raspberry Pi libraries.
Fixes #5132.
|
|
f3255df9
|
2021-11-17T23:50:41
|
|
Improve audio compatibility in PSP. Now it supports more formats and frequencies
|
|
16f5b9e3
|
2022-01-05T11:07:52
|
|
Filter jitter on Xbox One controllers when using raw input reports
|
|
eca198d5
|
2022-01-05T11:50:52
|
|
Don't build an eboot for testgesture for PSP
|
|
cd6cb959
|
2022-01-05T11:33:51
|
|
Only copy resources to PSP eboot directory if it exists
|
|
9d0b4d85
|
2022-01-05T11:18:26
|
|
Don't build EBOOT files for all tests for PSP
|
|
b2ca62f2
|
2022-01-05T11:18:09
|
|
Make sure all tests have the resources they need
|
|
6d46e30f
|
2022-01-05T14:31:31
|
|
Remove extra / in PSP GetPrefPath
|
|
33dccbb3
|
2022-01-05T14:00:37
|
|
Make sure GetPrefPath also works without org
|
|
419ae29d
|
2022-01-03T21:44:18
|
|
joystick: Move WGI driver initialization after Windows driver
WGI calls SDL_DINPUT_JoystickPresent() so we need to be sure DInput remains
initialized for the lifetime of the WGI driver to avoid a crash or duplicated
joysticks between DInput and WGI.
|
|
d73bd0d2
|
2022-01-03T21:39:30
|
|
dinput: Don't crash in SDL_DINPUT_JoystickPresent if DInput init failed
The WGI driver will call this regardless of whether our init succeeded.
|
|
3ea82eaa
|
2022-01-04T15:46:04
|
|
Under MSVC, build project-sources in parallel.
|
|
565ef638
|
2022-01-04T11:40:04
|
|
SDL_rwops.c: simplify `foo <= 0` checks to `!foo` with unsigned types.
|
|
30f895a5
|
2022-01-03T21:55:10
|
|
Update os2.yml
Specify the WATCOM environment variable in the "run" command line directly, so the home directory gets correct shell expansion.
|
|
1d918a28
|
2022-01-03T21:52:47
|
|
Update os2.yml
Whoops, forgot the `-R` on the chmod command.
|
|
39fc1e87
|
2022-01-03T21:51:12
|
|
os2.yml: OpenWatcom install fixes
Make everything in Open Watcom install executable (because none of it is, and this is good enough), and make wget less verbose.
|
|
eb3639d3
|
2022-01-03T21:47:04
|
|
os2.yml: Fix wget command line
It's a capital O, not lowercase. :/
|
|
56813d02
|
2022-01-03T21:44:17
|
|
Create os2.yml
This is a quick test to see if we can cache an OpenWatcom install on a GitHub Actions instance and build for OS/2 with it.
|
|
8f924b82
|
2022-01-03T16:41:03
|
|
kmsdrm: Remove gbm_bo_get_offset()
It is not present on some older libgbm versions that we still
support and has been unused since 85e8adf.
|
|
a201c948
|
2022-01-03T20:43:40
|
|
Build tests for PSP in CI
|
|
fcb638ff
|
2022-01-03T19:12:09
|
|
Copy test resources to correct directory on PSP
|
|
5e84f638
|
2022-01-03T18:56:02
|
|
Rename test directories for PSP and only build PRX if asked
|
|
bf233607
|
2022-01-03T18:41:21
|
|
Make tests build for PSP and make them able to launch
|
|
cd1f24a9
|
2022-01-03T18:41:02
|
|
Add forgotten psppower library to link
|
|
120c76c8
|
2022-01-03T09:40:00
|
|
Updated copyright for 2022
|
|
8622eda9
|
2022-01-02T22:34:56
|
|
SDL_RenderGeometry / software: TRIANGLE_GET_TEXTCOORD interpolates up to the max values included, so reduce by 1
|
|
4b112620
|
2022-01-02T19:11:50
|
|
SDL_cocoamodes.m (Cocoa_GetDisplayDPI): fix build using older toolchains
Fixes https://github.com/libsdl-org/SDL/issues/5162
|
|
13a9cd47
|
2022-01-01T16:08:00
|
|
Adding sysfilesystem driver to PSP
|
|
0403fa8a
|
2022-01-02T02:36:23
|
|
X11_WaitEventTimeout: remove unreachable return
If that condition was reachable, the return value should be negative to indicate that waiting for the timeout failed.
Otherwise, SDL_WaitEventTimeout would incorrectly return early.
|
|
d0de4c62
|
2021-12-31T14:36:32
|
|
Android: fixes build NDK 21d
|
|
8f816998
|
2021-12-31T08:46:54
|
|
Only clear IME display options if SDL_HINT_IME_SHOW_UI is off (thanks opxdo!)
Fixes https://github.com/libsdl-org/SDL/issues/5153
|
|
e4000c02
|
2021-12-31T10:30:51
|
|
video: SDL_GL_GetAttribute needs to operate on FBO 0.
If a different FBO is bound, this would return incorrect results.
Fixes #5082.
|
|
2363ddc3
|
2021-12-28T17:30:36
|
|
Fixed crash on Windows Subsystem for Android, which doesn't have a USB manager.
Fixes https://github.com/libsdl-org/SDL/issues/5133
|
|
ab6d0d4d
|
2021-12-28T15:58:15
|
|
Fixed undefined behavior in SDL_memset() (thanks andrewrk!)
Fixes https://github.com/libsdl-org/SDL/issues/5147
|
|
6a7b6380
|
2021-12-28T12:07:56
|
|
Fix macOS cursor jumping to corner on first titlebar click
|
|
a35a7d25
|
2021-12-25T05:00:26
|
|
Fix SigSegV from displayInfoInvalidate when changing resolution
|
|
1c41b535
|
2021-12-25T03:47:59
|
|
macOS: Calculate correct DPI by not using backingScaleFactor
|
|
724468ae
|
2021-12-13T15:48:55
|
|
GL renderer uses glDrawArrays instead of glBegin/glEnd.
Also change internal colors sent to GL to use unorm8 components instead of float, for improved performance.
|