|
86965eec
|
2019-07-10T10:06:28
|
|
x11: prevent a synthetic mouse event when using a touchscreen
With multitouch, register to receive XI_Motion (which desctivates MotionNotify),
so that we can distinguish real mouse motions from synthetic one.
(bug 4690)
|
|
6ef01e52
|
2019-07-09T17:28:02
|
|
x11: set some modality things on message boxes with parent windows.
|
|
66252035
|
2019-07-09T11:46:42
|
|
SDL_Mouse/Touch: discard synthetic events when hints are not set.
Those are generated/flagged by platform layer.
|
|
e841b066
|
2019-07-08T13:41:01
|
|
cocoa: Another attempt at mouse vs touch support.
This time, we make anything we think is a MacBook trackpad report its touches
as SDL_MOUSE_TOUCHID, even though they're not _actually_ synthesized events,
and let all mouse input--even if the OS synthesized it from a multitouch
trackpad on our behalf--look like physical input. This is backwards from
reality, but produces the results most apps will expect.
Note that if you have a real touch device that doesn't appear to be the
trackpad, it'll produce real touch events with unique device ids, so it's
not a total loss here, but also note that the way we decide if it was the
trackpad is an imperfect heuristic; it happens to work out right now, but
it's not impossible that a real touchscreen could come to the Mac at some
point and (incorrectly?) call it a "mouse" input, etc.
But for now, good enough.
Fixes Bugzilla #4690.
|
|
7e09718d
|
2019-07-07T11:23:16
|
|
Ignore synthetic mouse events generated for touchscreens
Windows generates fake raw mouse events for touchscreens for compatibility
with legacy apps that predate touch support in Windows. We already handle
touch events explicitly, so drop the synthetic events to avoid duplicates.
|
|
680e7937
|
2019-07-07T09:10:56
|
|
Fixed bug 4710 - audio/alsa: avoid configuring hardware parameters with only a single period
Anthony Pesch
The previous code first configured the period size using snd_pcm_hw_par-
ams_set_period_size_near. Then, it further narrowed the configuration
space by calling snd_pcm_hw_params_set_buffer_size_near using a buffer
size of 2 times the _requested_ period size in order to try and get a
configuration with only 2 periods. If the configured period size was
larger than the requested size, the second call could inadvertently
narrow the configuration space to contain only a single period.
Rather than fixing the call to snd_pcm_hw_params_set_buffer_size_near
to use a size of 2 times the configured period size, the code has been
changed to use snd_pcm_hw_params_set_periods_min in order to more
clearly explain the intent.
|
|
67bb882e
|
2019-07-03T15:57:55
|
|
Fixed bug 4707 - SDL_SetRelativeMouseMode fails on Vivante
Cameron Gutman
The bugfix in https://hg.libsdl.org/SDL/rev/ca9417a52f18 caused SDL_SetRelativeMouseMode() to begin failing on Vivante (Steam Link). Even though Vivante doesn't have a SetRelativeMouseMode() or WarpMouse() function, it's in relative mode already (because it uses evdev) so the function was actually working as intended.
I think providing a no-op SetRelativeMouseMode() function for Vivante is a reasonable fix. Since it's already getting relative events through evdev, it really is a no-op to "enter relative mode".
In fact, this is probably the right thing to do for all backends that use evdev (vivante, raspberry, and kmsdrm). Raspberry and kmsdrm both have WarpMouse() implementations so SDL_SetRelativeMouseMode() isn't failing there, but it still seems to make sense not to have to do the fake warping if they're evdev-based anyway.
|
|
b46c7719
|
2019-07-02T16:49:35
|
|
raspberry: Actually commit the whole patch. :) (Thanks, Joe!)
Fixes Bugzilla #4699.
|
|
d2d06f44
|
2019-07-02T12:29:36
|
|
cocoa: Don't report trackpad mouse events as synthesized touches.
Fixes Bugzilla #4690, sort of. I guess.
|
|
d2058b45
|
2019-07-02T10:26:54
|
|
raspberry: Fixed missing mouse cursor (thanks, Joe!)
"Starting with changeset 12433, the mouse cursor is not displayed on the
Raspberry Pi platform, due to a bug in the handling of the new
"global_cursor" in RPI_ShowCursor(). Currently, if cursor == global_cursor,
the function immediately returns 0. The function should not return here.
Instead, if cursor == global_cursor, it shouldn't try to hide the current
cursor and update global_cursor = cursor. However, it *should* still continue
through the rest of the function."
Fixes Bugzilla #4699.
|
|
d5ebbcb4
|
2019-07-02T09:43:26
|
|
dbus: Don't SimulateUserActivity if we're already inhibiting the screensaver.
|
|
94658099
|
2019-07-02T09:38:31
|
|
dbus: Add org.freedesktop.ScreenSaver.SimulateUserActivity support.
|
|
027887da
|
2019-07-01T14:52:56
|
|
iOS: Fix the window size not being set properly when Split View is used on an iPad (bug #4586).
|
|
959cfc42
|
2019-06-30T23:58:31
|
|
Fixed memory barrier macro check so it isn't quite so fragile
|
|
a8bea858
|
2019-06-30T23:55:28
|
|
Limit the compile error to the case where we actually define the memory barrier macro as the function
|
|
cc47810d
|
2019-06-30T23:26:16
|
|
Fixed bug 4683 - SDL_atomic infinite recursion on armv6/armv5 w/ thumb
The real problem is that SDL_atomic.c was built in thumb mode instead of ARM mode, which is required to use the mcr instruction on ARM platforms. Added a compiler error to catch this case so we don't generate code that does infinite recursion.
I also added a potentially better way to handle things on Linux ARM platforms, based on comments in the Chromium headers, which we can try out after 2.0.10 ships.
|
|
797d2c59
|
2019-06-30T22:48:13
|
|
Fixed bug 4436 - [OpenBSD] fix D-pad
daniel.c.sinclair
Hi, this patch breaks dpad/hat input on my PS4 controller. The attached patch restores functionality. Calling SDL_PrivateJoystickHat() at the end of BSD_JoystickUpdate was setting the hat state to zero on every kind of input, instead of just the HUG_DPAD events.
|
|
22a2decf
|
2019-06-28T16:38:42
|
|
Android: concurrency issues, make sure Activity is in running State when calling
functions like SDL_CreateWindow, SDL_CreateRenderer, Android_GLES_CreateContext
Bugs 4694, 4681, 4142
|
|
cfed0b77
|
2019-06-28T16:14:50
|
|
Add an "error" label in SDL_CreateRenderer (no op)
|
|
aa45af7f
|
2019-06-28T16:05:20
|
|
Android: explicitly expand Android_GLES_MakeCurrent/Android_GLES_CreateContext
from SDL_egl_c.h
|
|
57e08c27
|
2019-06-26T13:21:43
|
|
cocoa: Check for capslock in -[NSResponder flagsChanged], not with IOKit.
Using IOKit for this pops up a warning at startup on macOS 10.15 ("Catalina"),
asking the user to authorize the app to listen to all keyboard input in the
system, which is unacceptable.
I _think_ we were using IOKit under incorrect presumptions here; the Stack
Overflow link mentioned in it was complaining about not being able to use
flagsChanged to differentiate between left and right mod keys, but that's not
an issue for capslock.
It's also possible this code was trying to deal with capslock changing when
the window didn't have focus, but we handle this elsewhere now, if we didn't
at the time.
|
|
0beadea5
|
2019-06-26T01:29:01
|
|
windows: Call GetWindowText() with the correct parameters (thanks, Zebediah!)
GetWindowText() wants you to tell it the size of the buffer--including the
terminating NULL char--but we weren't counting that last char, losing the
last char of the string in the process. This was only seen with the special
case of SDL_CreateWindowFrom() to use an existing native window, not
the usual SDL_CreateWindow() codepath.
Fixes Bugzilla #4696.
|
|
ccba8d46
|
2019-06-24T18:08:11
|
|
Android: export Lock/Unlock activity API
|
|
31bb95f1
|
2019-06-21T15:07:39
|
|
direct3d: Use D3DPOOL_DEFAULT for vertex buffers after all, release correctly.
Fixes Bugzilla #4679.
Fixes Bugzilla #4537.
|
|
e681623c
|
2019-06-20T19:51:00
|
|
direct3d: Fix dirty textures failing to update
Even if the texture itself has not changed since last time, the data may have
so we must call UpdateDirtyTexture() to handle that possibility.
|
|
f3226457
|
2019-06-19T17:11:20
|
|
Fixed bug 4672 - Warnings in SDL_LogEvent()
|
|
be6cda9f
|
2019-06-19T15:54:21
|
|
Rolling back GameCube HIDAPI support
It causes the HIDAPI devices to always be opened on enumeration, which causes crashes in the Windows drivers when multiple applications are reading and writing at the same time. We can revisit this after 2.0.10 release.
|
|
56e2b9a4
|
2019-06-19T06:43:54
|
|
Handle GameCube WaveBird controller differences
Make wireless GameCube controllers use unknown power level instead of
wired and don't allow rumble (it doesn't have hardware for it).
|
|
6f63c1c3
|
2019-06-19T06:43:36
|
|
Make GameCube controllers only rumble if both USB cables are connected
The Nintendo USB GameCube Adapter has two USB connectors. Black for data
and grey for additional power for rumble. The Wii U and other software
require both cables to use rumble. The rumble is weaker without the
second USB cable. Other than that I don't know if there is any negative
side affects from using rumble with only one cable.
|
|
b23cce28
|
2019-06-19T06:43:04
|
|
Fix GameCube controller power level being reset to unknown
HIDAPI_DriverGameCube_OpenJoystick() set power level to wired and then
it was set to unknown in SDL_JoystickOpen().
|
|
bd952900
|
2019-06-19T06:40:50
|
|
Use SDL C runtime functions
|
|
faed7f83
|
2019-06-19T10:11:38
|
|
KMSDRM: fix inverted strcmp, remove useless if test (Bug 4624)
|
|
5998c513
|
2019-06-19T09:16:53
|
|
KMSDRM: fix compilation on linux, no d_namlen (Bug 4624)
|
|
d0fa93d6
|
2019-06-19T00:52:34
|
|
wayland: Fixed C99-style variable declaration inside for-loop.
|
|
7162649f
|
2019-06-18T18:58:39
|
|
opengl: Be more robust in failing cases.
Load all possible symbols, not just until one fails, in case they get used
during shutdown, etc.
Fixes Bugzilla #4093.
|
|
8ab907ba
|
2019-06-18T14:24:26
|
|
Only warp the mouse to set focus if we're definitely going into relative mode
|
|
14e8b93e
|
2019-06-18T14:24:24
|
|
Fixed compiler warning
|
|
99abcbb2
|
2019-06-18T14:15:10
|
|
Fixed bug 4624 - KMS/DRM fails on FreeBSD because /dev/dri/card* nodes are symlinks
Jan Martin Mikkelsen
Patch to scan /dev/dri based on names rather than file type
Loading KMS/DRM on FreeBSD fails because the "available" code in the driver checks for character device nodes under /dev/dri and the /dev/dri/card* files are symlinks rather than device nodes nodes on FreeBSD. The symlink points to /dev/drm/0.
The attached patch counts /dev/dri/card* entries rather than directory entries which are character devices.
|
|
d3bedda4
|
2019-06-18T16:53:49
|
|
cocoa: Patched to compile and also handle possible malloc failure.
|
|
3e720d2a
|
2019-06-18T13:41:38
|
|
Fixed potential double-free in mouse cleanup code
|
|
5dcac4cc
|
2019-06-18T10:08:19
|
|
Fixed 4669 - Using the software SDL_Renderer on Android leads to GL errors & black screen when window resizes
Sylvain
I think what happening with the software renderer is:
* you're somehow in background (so texture creation is not possible)
* it resizes and wants to push a SDL_WINDOWEVENT_SIZE_CHANGED
It call:
https://hg.libsdl.org/SDL/file/a010811d40dd/src/render/SDL_render.c#l683
* GetOutputSize
* SW_GetOutputSize
* SW_ActivateRenderer
* SDL_GetWindowSurface
* SDL_CreateWindowFramebuffer which is mapped to SDL_CreateWindowTexture
and it ends up re-creating the surface/a texture, while being in background
|
|
e96d4760
|
2019-06-18T18:53:58
|
|
Android: resize with software rendering, reverted again (Bug 4669)
|
|
12b92260
|
2019-06-18T18:40:40
|
|
Android: try to fix resize with software rendering (bug 4669)
|
|
8a20d40d
|
2019-06-18T18:22:18
|
|
Android: revert commit SW_GetOutputSize, again (Bug 4669)
|
|
98cc7589
|
2019-06-18T10:41:11
|
|
Android: prevent using SW_GetOutputSize with software renderer (Bug 4669)
|
|
a55c0e14
|
2019-06-18T10:23:19
|
|
Android: revert previous commit (Bug 4669)
(Refs #1)
|
|
f2157b6c
|
2019-06-17T22:31:36
|
|
Fixed bug 4669: Android software renderer, black screen when window resizes
Using the software SDL_Renderer on Android leads to GL errors & black screen when window resizes
|
|
6c4765a1
|
2019-06-17T11:10:20
|
|
Removed extraneous fprintf() call
|
|
67c67f3a
|
2019-06-17T10:13:28
|
|
Updated version to 2.0.10
|
|
93a5e4ce
|
2019-06-17T08:38:33
|
|
Fixed bug 4667 - Build errors on Linux when building without Threads support
Manuel Sabogal
There is an issue on the latest commit of the mercurial repo when SDL_THREADS_DISABLED is set:
src/core/linux/SDL_threadprio.c:79:28: error: unknown type name 'Sint64'; did you mean 'int'
|
|
9306ef9b
|
2019-06-16T14:10:30
|
|
Fix synthetically generated mouse events getting lost forever after the device orientation changes (or the window is otherwise resized) while a finger is touching the screen.
|
|
f4625f52
|
2019-06-16T13:52:27
|
|
iOS: remove some code which could affect the state of UIViews that aren't owned by SDL.
It was originally added to work around an input event problem in the code of a specific app which mixed SDL and native UIViews, but that app solved its problems in a better manner since then.
|
|
fffa791f
|
2019-06-14T22:29:13
|
|
assert: Another attempt to quiet compiler warnings.
|
|
59e510b0
|
2019-06-14T21:39:51
|
|
assert: Possibly fixing compiler warning on Android.
|
|
ed8b78d3
|
2019-06-14T21:18:53
|
|
cocoa: ignore compiler warnings about OpenGL being deprecated.
|
|
90e2dc98
|
2019-06-14T18:23:51
|
|
A few minor changes to placate static analysis.
|
|
4eb3c0c3
|
2019-06-14T13:56:52
|
|
Added support for Xbox and PS4 wireless controllers on iOS and tvOS
Also implemented SDL_JoystickGetDevicePlayerIndex() on iOS and tvOS, and added support for reading the new menu button state available in iOS and tvOS 13.
|
|
1213fe79
|
2019-06-14T13:56:42
|
|
Worked around "Undefined symbol: ___isPlatformVersionAtLeast()" link error on Xcode 11 beta
|
|
289d1092
|
2019-06-14T16:52:42
|
|
audio: Attempt to fix build on ARM versions of Visual Studio.
|
|
33b235f4
|
2019-06-14T15:52:48
|
|
audio: Fix ARM NEON audio converter bugs.
(Patch from Sylvain, I'm just applying it.)
Fixes Bugzilla #4186.
|
|
5c56c888
|
2019-06-14T15:47:32
|
|
audio: patched to compile.
|
|
5bd9b8b1
|
2019-06-14T09:51:22
|
|
Check src alignment for S32_to_F32 conversions
|
|
d9a2eff2
|
2019-06-13T21:31:03
|
|
cocoa: Another attempt at synthesized mouse/touch events.
|
|
29457464
|
2019-06-13T01:57:13
|
|
cocoa: Revised synthesized mouse/touch event strategy.
I _think_ I understand what Sylvain is working on here now, so hopefully I
got this right.
Fixes Bugzilla #4576.
(I think!)
|
|
50f51231
|
2019-06-12T19:57:30
|
|
macOS: Fix the coordinate space of SDL_GetDisplayUsableBounds (thanks Tim!)
Fixes bug #4518.
|
|
74e86a51
|
2019-06-12T19:15:56
|
|
iOS: Remove didAddSubview override in NSWindow, its code breaks things which rely on focus changing within SDL's UIWindow (bug #4659).
|
|
2fa33d6f
|
2019-06-12T15:43:08
|
|
wave: Fixed static analysis warning about dead assignment.
(technically, this function never returns an error at this point, but since
it _does_ have an "uhoh, is this corrupt data?" comment that it ignores, we
should probably make sure we handle error cases in the future. :) )
|
|
32ead2cb
|
2019-06-12T15:37:07
|
|
vulkan: Fixed use-after-free bug.
|
|
b530d75a
|
2019-06-12T15:35:06
|
|
assert: Fixed some compiler warnings.
|
|
747df96e
|
2019-06-12T10:38:49
|
|
Better patch to make it more clear what's going on
|
|
3fbaa5da
|
2019-06-12T10:35:47
|
|
The hat index passed to the application should be zero-based with no holes
|
|
a1a2f9b9
|
2019-06-12T10:32:36
|
|
Fixed bug 4486 - Segfault when pressing a trigger on the Steam Controller (Linux)
Matteo Beniamino
Pressing a trigger button on a Steam Controller causes a segmentation fault both with stable version and latest mercurial head on Linux. I'm using the recent hid_steam kernel module with lizard_mode disabled (that is no keyboard/mouse emulation). I suspect this is what's happening: the driver exposes two hats. The two hats have indices 0 and 2. Inside linux/SDL_sysjoystick.c two hats are allocated in allocate_hatdata for joystick->hwdata->hats. In HandleHat function the hat parameter (that can be 2) is directly used as the index of the array that only has two elements, causing an out of bounds access. SDL is not expecting to have "holes" between hats indices.
The index 2 is calculated in HandleInputEvents() as (ABS_HAT2X - ABS_HAT0X) / 2 where ABS_HAT2X is the value associated to the hat inside the hid_steam module.
|
|
d01150ab
|
2019-06-12T07:55:48
|
|
Fixed bug 4665 - Add support for single touch evdev devices
Jan Martin Mikkelsen
The attached patch adds support for single-touch evdev devices.
These devices report ABS_X, ABS_Y and BTN_TOUCH events. This patch sets them up as MT devices with a single slot and handles the appropriate messages.
|
|
cd011bb1
|
2019-06-12T10:42:02
|
|
SDL_Wave: missing field 'length' initializer
|
|
f5a34785
|
2019-06-11T21:57:30
|
|
assert: mark SDL_ExitProcess as SDL_NORETURN again.
Put in a hack to (hopefully) make MingW happy.
Fixes Bugzilla #4100.
|
|
69d27a69
|
2019-06-11T18:13:46
|
|
Fixed bug 4570 - Support Vulkan Portability rather than MoltenVK specifically
Dzmitry Malyshau
Current code, search paths, and error messages are written to only consider MoltenVK on macOS as a Vulkan Portability implementation. It's not the only implementation available to the users. gfx-portability [1] has been shown to run a number of titles well, including Dota2, Dolphin Emulator, and vkQuake3, often out-performing MoltenVK in frame rate and stability (see Dolphin benchmark [2]).
There is no reason for SDL to be that specific, it's not using any MVK-specific functions other than the WSI initialization ("VK_MVK_macos_surface"). gfx-portability exposes this extension as well, and a more generic WSI extension is in process. It would be good if SDL was written in a more generic way that expect a Vulkan Portability library as opposed to MoltenVK specifically.
[1] https://github.com/gfx-rs/portability
[2] https://gfx-rs.github.io/2019/03/22/dolphin-macos-performance.html
|
|
797b2813
|
2019-06-12T00:55:05
|
|
wayland: HiDPI support
|
|
04b50f6c
|
2019-06-11T16:19:01
|
|
cocoa: Backed out CVDisplayLink code for macOS vsync.
This was to deal with broken vsync support in macOS 10.14, which we assumed
would remain broken indefinitely, but a later 10.14 released fixed it.
This is a loss of late-swap support, but there are several subtle problems
in our CVDiplayLink code that are also evaporating, to be fair.
Fixes Bugzilla #4575.
(Backed out changeset 8760fed23001)
|
|
3e9bf284
|
2019-06-11T15:06:35
|
|
software: Fixed compiler warning and dos2unix'd the endlines.
|
|
04fedce0
|
2019-06-11T14:09:53
|
|
software: Correctly track viewport and cliprect.
Fixes Bugzilla #4457.
|
|
a2f2b735
|
2019-06-11T13:02:56
|
|
direct3d: Use D3DPOOL_MANAGED for vertex buffers.
Fixes Bugzilla #4537.
|
|
aa80d279
|
2019-06-11T08:33:30
|
|
Fix build with the 10.10 SDK
|
|
f7b7a972
|
2019-06-11T10:12:47
|
|
direct3d: Fixed SDL_RenderSetClipRect usage.
Fixes Bugzilla #4459.
|
|
4f59d372
|
2019-06-11T09:29:48
|
|
direct3d: don't dereference bogus pointer if current texture was destroyed.
Fixes Bugzilla #4460.
|
|
a6af0b82
|
2019-06-11T02:31:57
|
|
direct3d: Fixed more compiler warnings on Visual Studio 64-bit builds.
|
|
5fb20b30
|
2019-06-11T02:14:59
|
|
video: fixed compiler warning on Visual Studio.
|
|
254eb677
|
2019-06-11T02:08:31
|
|
windows: Don't let Visual Studio insert an implicit dependency on memset().
Fixes Bugzilla #4662.
|
|
399df540
|
2019-06-11T01:14:24
|
|
windows: Drop WM_ACTIVATE when window is hidden, but only if being activated.
Fixes Bugzilla #4571.
|
|
f9a9193e
|
2019-06-10T21:58:03
|
|
Android: add MinimizeWindow function (Bug 4580, 4657)
shouldMinimizeOnFocusLoss is un-activated (return false)
|
|
d8da33c0
|
2019-06-10T08:49:26
|
|
Fixed bug 4662 - SDL failed to build due to error LNK2019: unresolved external symbol _memset referenced in function _IMA_ADPCM_Decode with MSVC on Windows
LinGao
We build SDL with Visual studio 2017 compiler on Windows Server 2016, but it failed to build due to error LNK2019: unresolved external symbol _memset referenced in function _IMA_ADPCM_Decode on latest default branch. And we found that it can be first reproduced on ca7283111ad0 changeset. Could you please help have a look about this issue? Thanks in advance!
|
|
781692c0
|
2019-06-09T19:27:25
|
|
cocoa: report proper input IDs for mouse/touch events.
Otherwise, we generate incorrect mouse events for MacBook trackpads (which
are also multitouch devices), etc.
Partially fixes Bugzilla #4576.
|
|
e43550c0
|
2019-06-09T14:08:18
|
|
Fixed bug 4658 - iOS 12 fullscreen flag and SDL_HINT_IOS_HIDE_HOME_INDICATOR not working
Caleb Cornett
On iOS 12, creating a window with the SDL_WINDOW_FULLSCREEN flag does not dim the home indicator or defer system gestures. The same goes for setting the SDL_HINT_IOS_HIDE_HOME_INDICATOR to "2" -- it has no effect at all.
I've tracked down the source of this misbehavior to a timing issue. The initial `setNeedsUpdate...` calls were happening too early and getting applied to the launch screen by mistake. In the attached patch, I've added a call to those functions right after the launch screen is hidden so that they apply to the main view controller instead. This appears to fix the issue, at least on my iPhone 6s Plus.
|
|
762b788f
|
2019-06-09T12:46:10
|
|
Cleanup on bug 3894 - Fuzzing crashes for SDL_LoadWAV
Simon Hug
Attached is a minor cleanup patch. It changes the option name of one hint to something better, puts one or two more checks in, and adds explicit casting where warnings could appear otherwise.
I hope the naming of the hints and their options is acceptable. It would be kind of awkward to change them after they get released with an official SDL version.
|
|
b5e9ebba
|
2019-06-08T19:12:05
|
|
Fixed compiler warning
warning C4018: '<' : signed/unsigned mismatch
|
|
a21b5b30
|
2019-06-08T19:09:43
|
|
Fixed build
|
|
990e166a
|
2019-06-08T19:02:42
|
|
Fixed bug 3894 - Fuzzing crashes for SDL_LoadWAV
Simon Hug
I had a look at this and made some additions to SDL_wave.c.
The attached patch adds many checks and error messages. For some reason I also added A-law and ?-law decoders. Forgot exactly why... but hey, they're small.
The WAVE format is seriously underspecified (at least by the documents that are publicly available on the internet) and it's a shame Microsoft never put something better out there. The language used in them is so loose at times, it's not surprising the encoders and decoders behave very differently. The Windows Media Player doesn't even support MS ADPCM correctly.
The patch also adds some hints to make the decoder more strict at the cost of compatibility with weird WAVE files.
I still think it needs a bit of cleaning up (Not happy with the MultiplySize function. Don't like the name and other SDL code may want to use something like this too.) and some duplicated code may be folded together. It does work in this state and I have thrown all kinds of WAVE files at it. The AFL files also pass with it and some even play (obviously just noise). Crafty little fuzzer.
Any critique would be welcome. I have a fork of SDL with a audio-loadwav branch over here if someone wants to use the commenting feature of Bitbucket:
https://bitbucket.org/ChliHug/SDL
I also cobbled some Lua scripts together to create WAVE test files:
https://bitbucket.org/ChliHug/gendat
|
|
48ac92af
|
2019-06-08T18:40:11
|
|
Fixed bug 4041 - Android, SDL_Renderer OpenGLES 1 is loading GLESv2 library
Sylvain
On Android, if you set no attribute using SDL_GL_SetAttribute(), and try to create a SDL Render OpenGLES 1:
- it loads first by default GLESv2 libraries
- creates the rendere OpenGLES 1
- recreates the Window to have a context 1.1 ( https://hg.libsdl.org/SDL/file/4db4cfd59470/src/render/opengles/SDL_render_gles.c#l298 )
But it doesn't unload libraries, then reload GLESv1 lib. So the SDL_Renderer OpenGLES 1 is working with GLES 2 libs, which seems inconsistent.
If you, at first, set
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
It will correctly load GLES v1 libraries.
Here's a small patch to reload egl libs when SDL_RecreateWindow() is called.
It fixes the issue, also the case from bug 4042
( SDL_RecreateWindow() is used by SDL_Renderer gl, gles1, gles2. )
|
|
31765242
|
2019-06-08T18:22:18
|
|
Fixed bug 4294 - Audio: perform more validation on conversion request
janisozaur
There are many cases which are not able to be handled by SDL's audio conversion routines, including too low (negative) rate, too high rate (impossible to allocate).
This patch aims to report such issues early and handle others in a graceful manner. The "INT32_MAX / RESAMPLER_SAMPLES_PER_ZERO_CROSSING" value is the conservative approach in terms of what can _technically_ be supported, but its value is 4'194'303, or just shy of 4.2MHz. I highly doubt any sane person would use such rates, especially in SDL2, so I would like to drive this limit further down, but would need some assistance to do that, as doing so would have to introduce an arbitrary value. Are you OK with such approach? What would a good value be? Wikipedia (https://en.wikipedia.org/wiki/High-resolution_audio) lists 96kHz as the highest sampling rate in use, even if I quadruple it for a good measure, to 384kHz it's still an order of magnitude lower than 4MHz.
|
|
3f19a6d5
|
2019-06-08T18:07:58
|
|
CVE-2019-7578: Fix a buffer overread in InitIMA_ADPCM
If IMA ADPCM format chunk was too short, InitIMA_ADPCM() parsing it
could read past the end of chunk data. This patch fixes it.
CVE-2019-7578
https://bugzilla.libsdl.org/show_bug.cgi?id=4494
Signed-off-by: Petr P?sa? <ppisar@redhat.com>
|
|
316ff384
|
2019-06-08T17:43:23
|
|
Fixed bug 4526 - replace SDL_RW* macros with functions for using in bindings
ace
I got this bug in SDL_ttf:
https://bugzilla.libsdl.org/show_bug.cgi?id=4524
Sylvain proposed solution:
SDL_RWseek(RWops, 0, RW_SEEK_SET);
And it works, but i can use it my project, because it written in C# with SDL2-CS wrapper and there not export for macroses:
#define SDL_RWsize(ctx) (ctx)->size(ctx)
#define SDL_RWseek(ctx, offset, whence) (ctx)->seek(ctx, offset, whence)
#define SDL_RWtell(ctx) (ctx)->seek(ctx, 0, RW_SEEK_CUR)
#define SDL_RWread(ctx, ptr, size, n) (ctx)->read(ctx, ptr, size, n)
#define SDL_RWwrite(ctx, ptr, size, n) (ctx)->write(ctx, ptr, size, n)
#define SDL_RWclose(ctx) (ctx)->close(ctx)
Therefore, I suggest replacing this macros with functions so that they can be exported and used in bindings
|