|
80f8464d
|
2017-10-18T15:54:05
|
|
Added audio stream conversion functions:
SDL_NewAudioStream
SDL_AudioStreamPut
SDL_AudioStreamGet
SDL_AudioStreamAvailable
SDL_AudioStreamClear
SDL_FreeAudioStream
|
|
9fd0d619
|
2017-10-18T08:52:04
|
|
Fixed bug 3821 - Allow SDL_CreateWindow and SDL_CreateRenderer with OpenGL ES 3.0 (GLES3) for Angle (Windows)
Carlos
Angle supports GLES3 but when using these functions (SDL_CreateWindow and SDL_CreateRenderer), defaults again to GLES2.0.
A current workaround (hack) to retrieve a GLES3.0 context with Angle is:
1) set
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
after InitSDL AND after calling SDL_CreateWindow (before SDL_CreateRenderer)
2) Comment lines 2032-2044 in SDL_render_gles2.c, funtion GLES2_CreateRenderer
window_flags = SDL_GetWindowFlags(window);
if (!(window_flags & SDL_WINDOW_OPENGL) ||
profile_mask != SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) {
changed_window = SDL_TRUE;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR);
if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
goto error;
}
}
This retrives a GLES3 context as confirmed using glGetString(GL_VERSION). This should be fixed by modifying a few if's.
|
|
556a8544
|
2017-10-16T15:22:40
|
|
Fixed compiler warning on iOS
|
|
e4ef1885
|
2017-10-16T14:57:42
|
|
Fixed bug 3890 - Incomplete fix for CVE-2017-2888
Felix Geyer
http://hg.libsdl.org/SDL/rev/a31ee4d64ff6 tries to fix CVE-2017-2888.
Unfortunately compilers may optimize the second condition "(size / surface->pitch) != surface->h" away.
See https://bugzilla.redhat.com/show_bug.cgi?id=1500623#c2
I've verified that this is also the case on Debian unstable (gcc 7.2).
|
|
a225ffc1
|
2017-10-16T14:39:56
|
|
Added min/max macros for the sized SDL datatypes
|
|
8e98bdaa
|
2017-10-15T21:21:19
|
|
Fixed bug 3883 - SDL_assert / SDL_PromptAssertion in TTY mode does not accept options ("abriA")
shoerbaffen
fgets can read a newline and SDL_strcmp will never return zero.
|
|
f658a737
|
2017-10-15T21:07:01
|
|
Fixed bug 3882 - cmake fix for osx
Ozkan Sezer
In my cross-build environment with cmake-2.8.12.1, cmake does not add
SDL_coreaudio.m to its makefiles and the result is a failure. The fix
is simple: set the language to C for it as it is done at other places
in CMakeLists.txt.
|
|
dff56c34
|
2017-10-13T19:55:07
|
|
Android Studio code analyzer fixes
|
|
a223560a
|
2017-10-13T19:30:34
|
|
Fixed bug 3880 - X Error upon quit since rev. 11607
Ozkan Sezer
Since changeset 11607:60cd425a2f14, I am getting the following
error upon quit. Running testsprite2, clicking the mouse, and
quiting it is enough to trigger it. This is on my old Fedora9
x86-Linux:
X Error of failed request: BadCursor (invalid Cursor parameter)
Major opcode of failed request: 2 (X_ChangeWindowAttributes)
Resource id in failed request: 0xb057340
Serial number of failed request: 905
Current serial number in output stream: 906
Reverting https://hg.libsdl.org/SDL/rev/60cd425a2f14 removes
the error.
|
|
cf923648
|
2017-10-13T09:50:04
|
|
Fixed bug 3879 - add missing SDLCALL to SDLTest_TrackedMalloc & co.
Ozkan Sezer
The attached trivial patch adds missing SDLCALL to SDLTest_TrackedMalloc & co.
|
|
fa156741
|
2017-10-13T01:15:29
|
|
coreaudio: changed device close procedure to prevent long hangs in some cases.
The audioqueue thread needs to keep running, and processing the CFRunLoop
until the AudioQueue is disposed of, otherwise CoreAudio will hang waiting for
final data to feed the device.
At least, I think this is how it all works. It definitely fixes the bug here!
Since AudioQueueDispose() calls AudioQueueStop() internally, there's no need
for our thread to handle this, either, which is good because the AudioQueue
would be disposed by this point. So now the AudioQueue is disposed first, and
then our thread is joined, and everything works out okay.
Just in case, we mark the device "paused" before setting everything in motion,
so any further callbacks from CoreAudio will write silence and not fire the
app's audio callback again.
Fixes Bugzilla #3868.
|
|
0506d4fc
|
2017-10-12T17:21:57
|
|
Build both 32 and 64-bit architectures in the OSX Framework
|
|
fc60db86
|
2017-10-12T17:17:09
|
|
Fixed compiler warning
|
|
22b6df51
|
2017-10-12T14:46:28
|
|
Use the lower-case hex output to match other stack trace printouts
|
|
70791956
|
2017-10-12T14:44:54
|
|
Fixed compiler warning
|
|
5fc20176
|
2017-10-12T14:25:07
|
|
Fixed bug 3877 - missing SDLCALL in SDLTest_ExampleHitTestCallback
Ozkan Sezer
Following trivial patch adds missing SDLCALL to SDLTest_ExampleHitTestCallback()
|
|
4b284298
|
2017-10-12T14:21:21
|
|
Android doesn't have libunwind.h in API 16
|
|
41a60394
|
2017-10-12T14:20:17
|
|
Added missing file
|
|
21cd2df6
|
2017-10-12T14:02:24
|
|
Fixed compiler warning
|
|
ba10d2b6
|
2017-10-12T13:55:35
|
|
Fixed compiler warning
|
|
9c580e14
|
2017-10-12T13:44:28
|
|
Added functions to query and set the SDL memory allocation functions:
SDL_GetMemoryFunctions()
SDL_SetMemoryFunctions()
SDL_GetNumAllocations()
|
|
1887c54c
|
2017-10-12T13:28:48
|
|
Fixed memory leak in Cocoa mouse code
The video quit call cleans up the mouse cursor driver data, which happens after mouse quit
|
|
f4cd68a5
|
2017-10-12T08:47:02
|
|
Fixed bug 3866 - CMake error when trying to make the 'uninstall' target when it already exists
Steve Robinson
In my project, the 'uninstall' target is already created by the glew library. I get this error when SDL2 tries to create it:
CMake Error at _build/3rdparty/SDL2/SDL2-2.0.6/CMakeLists.txt:1816 (add_custom_target):
add_custom_target cannot create target "uninstall" because another target
with the same name already exists. The existing target is a custom target
created in source directory
"D:/Code/sdl2-tutorial/_build/3rdparty/glew/glew-2.1.0/build/cmake". See
documentation for policy CMP0002 for more details.
To fix it, go to the bottom of the SDL2 CMakeLists.txt file. Add an if statement to check for the existence of the target before creating it. The end result looks like this:
if(NOT TARGET uninstall)
configure_file(
"${CMAKE_CURRENT_SOURCE_DIR}/cmake_uninstall.cmake.in"
"${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake"
IMMEDIATE @ONLY)
add_custom_target(uninstall
COMMAND ${CMAKE_COMMAND} -P ${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake)
endif()
This is how the glew library deals with this possibility in their CMakeLists.txt file.
|
|
4f38db17
|
2017-10-12T08:44:45
|
|
Fixed bug 3867 - Can't find install_manifest.txt when running 'uninstall' target
Steve Robinson
When I try to build the 'uninstall' target in CMake when SDL2 is added to a subdirectory of my project, I get this error:
1>CMake Error at cmake_uninstall.cmake:2 (message):
1> Cannot find install manifest:
1> "D:/Code/sdl2-tutorial/_build/3rdparty/SDL2/SDL2-2.0.6/install_manifest.txt"
The install_manifest.txt is actually in the top-level binary directory, not the project-specific binary directory.
To fix it, change all instances of:
CMAKE_CURRENT_BINARY_DIR
To:
CMAKE_BINARY_DIR
In:
cmake_uninstall.cmake.in
|
|
f4f9e39f
|
2017-10-12T08:41:11
|
|
Fixed bug 3874 - Compiler warnings SDL_Surface.c and SDL_cocoakeyboard.m
|
|
a7c79c5e
|
2017-10-12T08:37:55
|
|
Normalize touch events to the render viewport (thanks Sylvain!)
|
|
5bed4ca9
|
2017-10-12T08:27:22
|
|
Fixed divide by zero with a 1x1 sized window
|
|
0ce23a54
|
2017-10-12T08:08:04
|
|
Updated version to 2.0.7
|
|
bef0fec1
|
2017-10-12T14:28:05
|
|
make sure that SDL_malloc(0) or SDL_calloc(0,x) doesn't return NULL.
|
|
c0019b7f
|
2017-10-11T13:31:21
|
|
Fixed bug 3871 - Touch events are not normalised on X11
Trent Gamblin
The documentation for SDL_TouchFingerEvent says that the x and y coordinates are normalised between 0-1. I've found that to be true on Windows, Android and iOS but on X11 they are in pixel coordinates. This patch fixes the issue. This was the cleanest way I could do it with what was available without changing things around a lot but you may know a better way.
|
|
b53c35df
|
2017-10-11T13:26:58
|
|
Fixed size in realloc
|
|
5e5f2290
|
2017-10-11T12:07:43
|
|
audio: Turns out the accumulation errors sound better. :/
Moving to double fixed the overflows, but using "time = i * incr" instead of
"time += incr" causes clicks in the output.
|
|
9bd2c6b4
|
2017-10-11T11:51:14
|
|
audio: Moved the resampler state up to double precision.
Fixes more buffer overflows.
|
|
b2f5123b
|
2017-10-11T11:43:35
|
|
audio: calculate resampling time directly, don't increment (thanks, Eric!).
Fixes buffer overruns as floating point errors accumulate.
Partially fixes Bugzilla #3848.
|
|
763c3871
|
2017-10-11T02:33:55
|
|
audio: clamp resampler interpolation values to prevent buffer overflow.
Partially fixes Bugzilla #3848.
|
|
0085f917
|
2017-10-11T02:31:58
|
|
audio: Moved unchanging variable out of loop.
|
|
cb8bf6bb
|
2017-10-11T02:03:05
|
|
audio: Make sure audio stream resampling doesn't overflow buffers.
|
|
459e2b0b
|
2017-10-11T01:37:11
|
|
audio: Fixed check for minimum audio stream put size.
|
|
0e495e83
|
2017-10-10T20:16:52
|
|
Updated WhatsNew.txt for 2.0.7 changes
|
|
8446d4a0
|
2017-10-10T20:11:05
|
|
Changed overlapping memcpy to memmove
|
|
eb9e6938
|
2017-10-10T19:44:33
|
|
Fixed potentially calling a callback after it has been removed (and userdata possibly deleted)
|
|
903ff641
|
2017-10-10T22:31:02
|
|
audio: SDL_ResampleCVT() should use memmove instead of memcpy.
This copy can overlap.
Fixes Bugzilla #3849.
|
|
42fff7ce
|
2017-10-10T22:18:46
|
|
audio: Don't stack-allocate resampler padding.
(I thought padding size ranged from 5 frames to ~30 frames (based around
RESAMPLER_ZERO_CROSSINGS, which is 5), but it's actually between 512 and
several thousands (based on RESAMPLER_SAMPLES_PER_ZERO_CROSSING)). It gets
big fast when downsampling.
|
|
b647bd06
|
2017-10-10T17:41:41
|
|
The event filter and event watch functions are now thread-safe
|
|
84fb4893
|
2017-10-10T20:22:15
|
|
Check SDL_UDEV_DYNAMIC first, then SDL_UDEV_LIBS separately
|
|
37d89aa1
|
2017-10-10T16:12:56
|
|
audio: reworked audio streams to have right-hand resampling padding available.
Fixes Bugzilla #3851.
|
|
d90fce3c
|
2017-10-10T11:10:15
|
|
Exposed the joystick locking functions for multi-threaded access to the joystick API
|
|
28149e11
|
2017-10-10T11:56:54
|
|
Added SDL_PeekIntoDataQueue().
|
|
2657dfae
|
2017-10-09T11:45:15
|
|
Fixed crash in SDL_IsGameController() on Windows if called when a controller is being removed
|
|
b120fb87
|
2017-10-08T10:59:03
|
|
Fixed bug 3865 - [PATCH] Support for GreenAsia Inc. PSX to USB converter as SDL_GameController
Manuel
I would like this small patch merged that adds support for my GreenAsia Inc. PSX to USB converter, so SDL_IsGameController() returns true when using this adaptor.
It's interesting because PSX/PS2 controllers connected using this model won't be detected as gamecontrollers otherwise, only as joysticks.
|
|
d2a2b0c1
|
2017-10-07T15:26:55
|
|
Fixed bug 3857 - SDL_ConvertPixels misses YUV conversions
Sylvain
There are various YUV-RGB conversion coefficients, according to https://www.fourcc.org/fccyvrgb.php
I choose the first (from Video Demystified, with integer multiplication),
but the current SDL2 Dither functions use in fact the next one, which follows a specifications called CCIR 601.
Here's a patch to use the second ones and with previous warning corrections.
There are less multiplications involved because Chroma coefficient is 1.
Also, doing float multiplication is as efficient with vectorization.
In the end, the YUV decoding is faster: ~165 ms vs my previous 195 ms.
Moreover, if SDL2 is compiled with -march=native, then YUV decoding time drops to ~130ms, while older ones remains around ~220 ms.
For information, from jpeg-9 source code:
jpeg-9/jccolor.c
* YCbCr is defined per CCIR 601-1, except that Cb and Cr are
* normalized to the range 0..MAXJSAMPLE rather than -0.5 .. 0.5.
* The conversion equations to be implemented are therefore
* Y = 0.29900 * R + 0.58700 * G + 0.11400 * B
* Cb = -0.16874 * R - 0.33126 * G + 0.50000 * B + CENTERJSAMPLE
* Cr = 0.50000 * R - 0.41869 * G - 0.08131 * B + CENTERJSAMPLE
jpeg-9/jdcolor.c
* YCbCr is defined per CCIR 601-1, except that Cb and Cr are
* normalized to the range 0..MAXJSAMPLE rather than -0.5 .. 0.5.
* The conversion equations to be implemented are therefore
*
* R = Y + 1.40200 * Cr
* G = Y - 0.34414 * Cb - 0.71414 * Cr
* B = Y + 1.77200 * Cb
|
|
1bfe6d60
|
2017-10-06T21:43:59
|
|
Fixed restoring window size when coming out of fullscreen desktop mode.
Use the style of the window as it will be, not as it currently is at the
time of the AdjustWindowRect call.
|
|
e9652b19
|
2017-10-06T16:50:24
|
|
Fixed bug 3857 - SDL_ConvertPixels misses YUV conversions
Sylvain
Few issues with YUV on SDL2 when using odd dimensions, and missing conversions from/back to YUV formats.
1) The big part is that SDL_ConvertPixels() does not convert to/from YUV in most cases. This now works with any format and also with odd dimensions,
by adding two internal functions SDL_ConvertPixels_YUV_to_ARGB8888 and SDL_ConvertPixels_ARGB8888_to_YUV (could it be XRGB888 ?).
The target format is hard coded to ARGB888 (which is the default in the internal of the software renderer).
In case of different YUV conversion, it will do an intermediate conversion to a ARGB8888 buffer.
SDL_ConvertPixels_YUV_to_ARGB8888 is somehow redundant with all the "Color*Dither*Mod*".
But it allows some completeness of SDL_ConvertPixels to handle all YUV format.
It also works with odd dimensions.
Moreover, I did some benchmark(SDL_ConvertPixel vs Color32DitherYV12Mod1X and Color32DitherYUY2Mod1X).
gcc-6.3 and clang-4.0. gcc performs better than clang. And, with gcc, SDL_ConvertPixels() performs better (20%) than the two C function Color32Dither*().
For instance, to convert 10 times a 3888x2592 image, it takes ~195 ms with SDL_ConvertPixels and ~235 ms with Color32Dither*().
Especially because of gcc vectorize feature that optimises all conversion loops (-ftree-loop-vectorize).
Nb: I put no image pitch for the YUV buffers. because it complexify a little bit the code and the API :
There would be some ambiguity when setting the pitch exactly to image width:
would it a be pitch of image width (for luma and chroma). or just contiguous data ? (could set pitch=0 for the later).
2) Small issues with odd dimensions:
If width "w" is odd, luma plane width is still "w" whereas chroma planes will be "(w + 1)/2". Almost the same for odd h.
Solution is to strategically substitute "w" by "(w+1)/2" at the good places ...
- In the repository, SDL_ConvertPixels() handles YUV only if yuv source format is exactly the same as YUV destination format.
It basically does a memcpy of pixels, but it's done incorrectly when width or height is odd (wrong size of chroma planes). This is fixed.
- SDL Renderers don't support odd width/height for YUV textures.
This is fixed for software, opengl, opengles2. (opengles 1 does not support it and fallback to software rendering).
This is *not* fixed for D3D and D3D11 ... (and others, psp ?)
Only *two* Dither function are fixed ... not sure if others are really used.
- This is not possible to create a NV12/NV12 texture with the software renderer, whereas other renderers allow it.
This is fixed, by using SDL_ConvertPixels underneath.
- It was not possible to SDL_UpdateTexture() of format NV12/NV21 with the software renderer. this is fixed.
Here's also two testcases:
- that do all combination of conversion.
- to test partial UpdateTexture
|
|
827e9850
|
2017-10-06T16:42:43
|
|
Fixed bug 3862 - Install is broken when adding SDL2 to an existing CMake project
Steve Robinson
In my existing CMake project, I use add_subdirectory to add the source for SDL2. This worked fine in 2.0.5, but now in 2.0.6 when I build the INSTALL CMake target, I get this error:
file INSTALL cannot find "D:/path/to/SDL2Config.cmake".
Call Stack (most recent call first):
3rdparty/SDL2/cmake_install.cmake:32 (include)
3rdparty/cmake_install.cmake:36 (include)
cmake_install.cmake:32 (include)
To fix this, I changed line 1770 from this:
${CMAKE_SOURCE_DIR}/SDL2Config.cmake
To this:
${CMAKE_CURRENT_SOURCE_DIR}/SDL2Config.cmake
|
|
d9e1036e
|
2017-10-06T16:17:50
|
|
Fixed potential overflow in surface allocation (thanks Yves!)
|
|
312da262
|
2017-10-05T09:37:28
|
|
Fixed bug 3854 - arguments to dbus_type_is_basic() were incorrect
Aaron
As of 2.0.6, all of my games are failing with the following error:
process 31778: arguments to dbus_type_is_basic() were incorrect, assertion "dbus_type_is_valid (typecode) || typecode == DBUS_TYPE_INVALID" failed in file dbus-signature.c line 322.
This is normally a bug in some application using the D-Bus library.
D-Bus not built with -rdynamic so unable to print a backtrace
(patch by Ozkan Sezer)
|
|
db20e71d
|
2017-10-02T10:50:33
|
|
Fixed bug 3855 - Memory leak in SDL_FreeSurface
|
|
e564da78
|
2017-09-29T10:15:44
|
|
revert files I didnt mean to commit!
|
|
e27f12e0
|
2017-09-29T10:07:37
|
|
wayland: Fix bug 3814 -Wmissing-field-initializers
|
|
aad58c62
|
2017-09-29T07:44:30
|
|
Fixed bug 3852 - SDL_FreeSurface deallocates surface->map even if the surface is not yet freed
Evgeny Kapun
Commit 490bb5b49f11 [1], which was a fix for bug #3790, introduced a new bug: now, calling SDL_FreeSurface(surface) deallocates surface->map even if there are other references to the surface. This is bad, because some functions (such as SDL_ConvertSurface) assume that surface->map is not NULL.
|
|
bd5c984a
|
2017-09-26T16:27:24
|
|
Fixed bug 3850 - incorrect numbering in docs/README-ios.md
Michal
the numbering of the bulletpoints in:
docs/README-ios.md
has been mangled with:
changeset 11365 efd3bc8e5a9b
fix:
12 2. Open SDL.xcodeproj (located in Xcode-iOS/SDL) in Xcode.
13 4. Select your desired target, and hit build.
remove:
28 1. Follow step 1 above.
adapt:
29 2. cd (PATH WHERE THE SDL CODE IS)/build-scripts
30 3. ./iosbuild.sh
|
|
54685787
|
2017-09-26T15:07:35
|
|
Fixed bug 3847 - Hit Test x coordinate wrong on secondary monitor
Robert Turner
SDL_windowsevents.c contains code to retrieve the x and y coordinate for a requested hit test. It does this as follows:
POINT winpoint = { (int) LOWORD(lParam), (int) HIWORD(lParam) };
LOWORD(lParam) does not correctly mask off high bits that are set if the point is on a second (or third, etc.) monitor. This effectively offsets the x-coordinate by a large value.
MSDN documentation suggests that LOWORD() and HIWORD() are the wrong macros for the task, instead suggesting we should be doing something like the following:
POINT winpoint = { GET_X_LPARAM(lParam), GET_Y_LPARAM(lParam) };
Testing this change on my Windows 10 machine with 2 monitors gives the correct results.
|
|
fb071a4c
|
2017-09-25T20:49:31
|
|
Mac: Fix the menu bar not always working for non-.app-bundled apps. Fixes bug #3051.
|
|
c44e741b
|
2017-09-23T12:38:47
|
|
Fixed bug 3842 - fix SDL_thread.h for emx
Ozkan Sezer
EMX declares _beginthread() / _endthread() in stdlib.h, not process.h.
The attached patch updates the OS/2 case of SDL_thread.h for it. (It
also tidies the unreadable whitespace in win32 case.)
|
|
14ed0d24
|
2017-09-23T12:37:09
|
|
Fixed bug 3843 - Android missing some code in SDLHapticHandler
Sylvain
Some check for android SDK version are missing from https://hg.libsdl.org/SDL/rev/3d7a29a369a0
here's a patch
|
|
099ae43e
|
2017-09-22T22:28:21
|
|
audio: Fixed compiler warning on Visual Studio.
|
|
58d1c54d
|
2017-09-22T17:32:05
|
|
Fixed spacing
|
|
0fea9164
|
2017-09-22T17:29:32
|
|
Added an example for SDL_SetWindowHitTest() when you create a borderless resizable window.
|
|
e763dac6
|
2017-09-22T17:02:18
|
|
Good bye, Visual Studio 2008
|
|
260db92c
|
2017-09-22T16:33:34
|
|
Added stub Steam Controller sources to Android and iOS command line builds
|
|
cc023b6b
|
2017-09-22T12:26:54
|
|
Fixed bug 3837 - Change project settings for Xcode 9?
Mark Callow
Xcode 9 emits a warning to validate project settings. The changes it proposes are
1. [iOS] Update the iOS deployment target to 8.0 since Xcode does
not support anything older.
2. [macOS] Target 'Framework' - Automatically Select Archectures.
3. [iOS & macOS] Turns on a bunch more compile warnings, a *lot* more on iOS.
4. [iOS & macOS] Turn on "Missing Localizability".
I want to confirm if it is ok to accept these changes and submit updated project files.
Since Alex Szpakowski has just removed iOS 7 guard ifdef's, I'm guessing 1 isn't a problem.
2 is probably ok for anyone building themselves. I wonder if it may cause problems for building distribution binaries.
3 shouldn't be a problem either provided any newly emitted warnings are fixed.
4 I am unfamiliar with. The description says "This will turn on the static analyzer to check for "Missing Localizability", because this project is localized for multiple languages." I suppose this may cause new warnings.
|
|
f0111b6a
|
2017-09-22T11:57:35
|
|
Added tag release-2.0.6 for changeset 8e2bab21d23b
|
|
fe6b8f1c
|
2017-09-22T11:25:52
|
|
Fixed Mac OS X build
|
|
28602b12
|
2017-09-22T11:15:57
|
|
The volume was too high, clamp to SDL_MIX_MAXVOLUME
|
|
407e1693
|
2017-09-22T11:15:14
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Fixed audio being silent on older iOS devices
Tested on an iPod running iOS 6.1
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12efabcb
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2017-09-22T11:13:34
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Added instructions for deploying to older iOS devices (thanks Sylvain!)
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5ab5c9b7
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2017-09-22T08:56:09
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Avoid duplicate joystick axis events
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d74c00e6
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2017-09-22T08:51:45
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Fixed memory leak when HAVE_ALLOCA isn't defined
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2fd52351
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2017-09-22T08:32:31
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Added stubs for simple Steam Controller support
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82557750
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2017-09-22T08:31:56
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Separated out SDL Android java code so audio, controller, and filesystem APIs can be used independently of the SDL activity, in Qt apps for example.
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4187b3d7
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2017-09-22T08:31:02
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Removed non-existent files
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2079ec99
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2017-09-22T08:30:58
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Removed non-existent files
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d8286479
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2017-09-22T08:30:52
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Added stubs for simple Steam Controller support
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53b2c91d
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2017-09-22T08:30:46
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Separated out SDL Android java code so audio, controller, and filesystem APIs can be used independently of the SDL activity, in Qt apps for example.
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ad86eff1
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2017-09-22T08:30:37
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Guarded EGL code with SDL_VIDEO_OPENGL_EGL
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499f928c
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2017-09-22T07:15:41
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borderless windows will have WM_NCCALCSIZE return 0 for the non-client area. When this happens, it looks like windows will send a resize message expanding the window client area to the previous window + chrome size, so shouldn't need to adjust the window size for the set styles.
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3176a7f5
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2017-09-22T07:11:36
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sdl
- Fixing rendering borderless window. Need to force windows to send a WM_NCCALCSIZE then return 0 for non-client area size.
- Adding WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX to borderless windows, for reasons noted in comments.
- Fix SetupWindowData() setting SDL_WINDOW_BORDERLESS. This was being cleared at window creation, causing hanlding for the first WM_NCCALCSIZE message to fail
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59d17bde
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2017-09-22T22:30:02
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Avoid hitting ERR_MAX_STRLEN limit.
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6d206a7b
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2017-09-22T07:42:24
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audio: Stream resampling now saves some samples from previous run for padding.
Previously, the padding was silence, which was a problem when streaming since
you would sample a little bit of this silence between each buffer.
We still need a means to get padding data for the right hand side, but this
patch makes the resampler output more correct.
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466ba57d
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2017-09-21T18:38:07
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[egl/mir] Need eglGetProc to find gl 4.5 core profile extensions
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e5cfb58f
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2017-09-21T20:30:25
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iOS MoltenVK code style cleanup.
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80f9e2f1
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2017-09-21T20:11:44
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iOS: Fix compiling using the iOS 7 SDK, partially broken since MoltenVK support was added.
Note that apps submitted to the iOS App Store *must* use a modern iOS SDK (currently iOS 10 is probably the minimum), however the SDK used to build is separate from the minimum iOS version an app supports at runtime.
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b3ac0b6f
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2017-09-21T14:48:03
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A hint with an empty string should be treated as the default value
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eaab6098
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2017-09-21T10:29:17
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Only apply the jitter filter to prevent unexpected motion on axes that haven't been touched.
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5ae90ef6
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2017-09-21T01:22:40
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Fixed bug 3788 - software renderer crashes in SDL_RenderCopyEx with rotation and dstrect w or h is 0
Anthony
This is what's making the software renderer crash with rotated destination rectangles of w or h = 0:
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
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8b660c50
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2017-09-21T00:55:29
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Added some missing "extern" declarations
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1a3b95a1
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2017-09-21T02:51:14
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audio: Replaced the resampler. Again.
This time it's using real math from a real whitepaper instead of my previous
amateur, fast-but-low-quality attempt. The new resampler does "bandlimited
interpolation," as described here: https://ccrma.stanford.edu/~jos/resample/
The output appears to sound cleaner, especially at high frequencies, and of
course works with non-power-of-two rate conversions.
There are some obvious optimizations to be done to this still, and there is
other fallout: this doesn't resample a buffer in-place, the 2-channels-Sint16
fast path is gone because this resampler does a _lot_ of floating point math.
There is a nasty hack to make it work with SDL_AudioCVT.
It's possible these issues are solvable, but they aren't solved as of yet.
Still, I hope this effort is slouching in the right direction.
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f40bd5ee
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2017-09-21T02:06:53
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audio: removed my perl experiment script.
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3c45e662
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2017-09-21T14:01:12
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macOS: remove unneeded #includes.
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f0a324f8
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2017-09-20T19:59:34
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Reverted Alex's commit 131cba1768a5 - we're about to release 2.0.6, don't remove support for the iOS 7 SDK yet.
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