|
8746788f
|
2021-01-08T11:08:23
|
|
KMSDRM_LEGACY is no longer legacy
|
|
29888bd6
|
2021-01-08T21:56:00
|
|
fixed permissions of xcode project file
|
|
8d396342
|
2021-01-08T21:50:02
|
|
regenerated configure
|
|
50ea3b77
|
2021-01-08T10:09:37
|
|
Fixed bug 5080 - SDL_netbsdaudio: Always use the device's preferred frequency
Nia Alarie
The NetBSD kernel's audio resampling code is much simpler and lower quality than libsamplerate.
Presumably, if SDL always performs I/O on the audio device in its native frequency, we can avoid resampling audio in the kernel and let SDL do it with libsamplerate instead.
|
|
b2449473
|
2021-01-08T18:57:12
|
|
[KMS/DRM] Go back to the LEGACY interface only because using planes breaks compatibility with HW, so no advantage on using ATOMIC.
|
|
2f72535c
|
2021-01-08T09:54:55
|
|
Fixed joysticks generating SDL mouse events
|
|
a5dba7d3
|
2021-01-08T09:54:52
|
|
Fixed Xbox One Series X share button incorrectly triggering on newer firmware
|
|
940e1b8d
|
2021-01-08T16:33:50
|
|
[KMS/DRM] Small readability changes.
|
|
e5bf1850
|
2021-01-08T15:39:05
|
|
[KMS/DRM] Fix cpmpilation warnings. Thanks to Ozkan Sezer for pointing this out!
|
|
cef1bd06
|
2021-01-08T13:14:42
|
|
[KMS/DRM] Prevent creating another default cursor everytime a window is created. Other fixes and cleanups.
|
|
70325397
|
2021-01-07T19:33:12
|
|
Disabled Bluetooth if BLE is not supported
BluetoothManager is supported for Android API 18+. On older versions, skip
Bluetooth instead of crashing.
|
|
e778881a
|
2021-01-07T11:49:28
|
|
Fixed bug 5449 - SDL_DROPFILE update mouse location of drop in Cocoa
Dominik Reichardt
Exult (http://exult.info) has an editor app that uses GTK+2. Up to now we were using X's drag'n'drop to allow dropping of assets from the editor onto Exult.
There is now an experimental branch that makes use of SDL_DROPFILE. That works under X, dropping in Exult's SDL2 window puts the asset right at the spot you dropped at.
On macOS with native Exult and Quartz GTK+2 this doesn't work, the location of the drop is where the mouse was last tracked before you left the window (usually one of the edges, unless you tabbed out).
All we tried out pointed to the fact that the location update needs to be done by the dropfile event in SDL2, not by our own (which always only worked after the Exult window getting focus).
This patch adds this to SDL_cocoawindow.m and it works perfectly, passing the correct coordinates to our code (SDL_GetMouseState()).
|
|
c8a64ad9
|
2021-01-07T10:23:55
|
|
Fixed building when SDL_LIBUSB_DYNAMIC is defined
|
|
d079130c
|
2021-01-07T18:44:34
|
|
[KMS/DRM] Don't use primary plane for scaling because that's unsupported on most LEGACY-only HW.
|
|
e23666f6
|
2021-01-07T17:40:00
|
|
update config.guess and config.sub from mainstream.
|
|
e168d113
|
2021-01-07T14:40:24
|
|
[KMS/DRM] Correct drmModeSetCursor() dimensions.
|
|
335d78ff
|
2021-01-07T11:30:33
|
|
[KMS/DRM] Add the missing files for Vulkan support to the KMSDRM_LEGACY backend, had forgotted to do -hg add-.
|
|
661bacfe
|
2021-01-07T00:47:21
|
|
[KMS/DRM] Add Vulkan suport to the KMSDRM_LEGACY backend.Minor text spacing tweaks for better readability. Comment out unused function.
|
|
dfb0afe3
|
2021-01-07T00:41:32
|
|
fix build after commit 5730b2005da1
|
|
67e0b1dd
|
2021-01-06T22:15:26
|
|
[KMS/DRM] Rewrite KMSDRM_LEGACY backend to accomodate Vulkan compatibility. Fix several bugs on that backend.
|
|
57a5c453
|
2021-01-05T22:06:51
|
|
Fix D3D11 UpdateTextureNV in non fullscreen (bug #5430)
|
|
fc61ecb2
|
2021-01-05T21:54:03
|
|
Fix software UpdateNVTexture non fullscreen (bug #5430)
|
|
204ef3b5
|
2021-01-05T20:38:31
|
|
Fix D3D11 UpdateNVTexture (bug #5430)
|
|
c0df40e0
|
2021-01-05T17:39:48
|
|
Add more SDL_HAVE_YUV defines
|
|
dc0e5de9
|
2021-01-05T17:10:02
|
|
Update config.guess and config.sub from mainstream.
Recognizes riscv32be and riscv64be.
|
|
76295cec
|
2021-01-05T15:50:10
|
|
video/windows: ANSI/UNICODE updates (cf. bug 5435):
- explicitly use UNICODE versions of DrawText, EnumDisplaySettings,
EnumDisplayDevices, and CreateDC: the underlying structures have
WCHAR strings.
- change WIN_UpdateDisplayMode and WIN_GetDisplayMode() to accept
LPCWSTR instead of LPCTSTR for the same reason.
- change WIN_StringToUTF8 and WIN_UTF8ToString to the explicit 'W'
versions where appropriate.
|
|
265a1cc9
|
2021-01-05T15:50:02
|
|
use WIN_StringToUTF8W instead of WIN_StringToUTF8 where needed (#2)
cf. bug #5435.
- SDL_wasapi_win32.c (GetWasapiDeviceName): pwszVal is WCHAR*
- windows/SDL_sysfilesystem.c (SDL_GetBasePath, SDL_GetPrefPath)
- windows/SDL_sysurl.c (SDL_SYS_OpenURL): wurl is WCHAR*
- SDL_windowssensor.c (ConnectSensor): bstr_name is WCHAR*
- windows/SDL_systhread.c (SDL_SYS_SetupThread): strw is WCHAR*
|
|
516042b4
|
2021-01-05T15:15:50
|
|
ran gendynapi.pl after SDL_UpdateNVTexture addition
|
|
31751bdc
|
2021-01-05T15:15:37
|
|
wmmsg.h: constified wmtab
|
|
b0325041
|
2021-01-05T12:36:34
|
|
Fix unused variable warning on METAL (see bug #5430)
|
|
c1eb9ecf
|
2021-01-05T12:29:43
|
|
Add SDL_UpdateNVTexture for META (bug #5430)
(not tested)
|
|
73d93dbc
|
2021-01-05T12:20:02
|
|
Fix compilation on Window10 (see bug #5430)
|
|
df6b8131
|
2021-01-05T12:16:32
|
|
Fix compilation (implicit declaration of function) (see bug #5430)
|
|
d1f031c8
|
2021-01-05T12:08:16
|
|
Add SDL_UpdateNVTexture for d3d11 (bug #5430)
(not tested)
|
|
f5eba2cc
|
2021-01-05T12:00:54
|
|
Fixed invalid read in yuv_rgb_sse() (see bug #5430)
|
|
be4cfd51
|
2021-01-05T11:56:22
|
|
Add SDL_UpdateNVTexture() to update NV12/21 Texture (bug #5430)
for renderer software, opengl, and opengles2
|
|
0f094670
|
2021-01-04T19:51:56
|
|
Use Clang/GCC builtins for SDL byteswapping functions
__builtin_bswap32/64 were introduced in GCC 4.3. __builtin_bswap16 was
not available on x86 until GCC 4.8 due to a bug.
__builtin_bswap32/64 were introduced in Clang 2.6. __builtin_bswap16
was introduced in Clang 3.2.
|
|
d72dbd98
|
2021-01-04T17:30:28
|
|
Fixed detection of the Wooting Two keyboard, which shows up as an Xbox 360 controller
|
|
b2a0c712
|
2021-01-04T12:24:44
|
|
Allow setting the player index to -1, which turns off the player LED for PS5 controllers
|
|
bf754b52
|
2021-01-04T12:17:24
|
|
Valve contributed code is under the Zlib license
|
|
8cb421b2
|
2021-01-04T10:20:10
|
|
SDL_windows_main.c: use new WIN_StringToUTF8W macro
|
|
a594b850
|
2021-01-04T10:00:30
|
|
use WIN_StringToUTF8W macro instead of WIN_StringToUTF8, where needed:
i.e. where the string is known guaranteed to be WCHAR*, in:
- SDL_dinputjoystick.c (WIN_IsXInputDevice): VARIANT->var is BSTR (WCHAR*)
- SDL_rawinputjoystick.c (RAWINPUT_AddDevice): string is WCHAR*
- SDL_windows_gaming_input.c (IEventHandler_CRawGameControllerVtbl_InvokeAdded):
string is WCHAR*
There should be more of these..
|
|
5b14bbff
|
2021-01-04T10:00:10
|
|
make ANSI/UNICODE versions of WIN??UTF8 macros individually available.
|
|
f2bd861c
|
2021-01-04T08:50:00
|
|
move SDL_tcsstr definition to core/windows/SDL_windows.h
|
|
f414a436
|
2021-01-04T03:00:10
|
|
simplify Watcom implementation of SDL_MostSignificantBitIndex32()
|
|
ae18109a
|
2021-01-04T01:23:50
|
|
SDL_windowsjoystick.c (SDL_CreateDeviceNotification): use L, not TEXT()
cf. bug #5435.
|
|
390fd14f
|
2021-01-04T01:23:50
|
|
SDL_windowswindow.c (SDL_HelperWindowCreate): adjust for ANSI/UNICODE:
change SDL_HelperWindowClassName and SDL_HelperWindowName from WCHAR *
to be const TCHAR*
cf. bug #5435.
|
|
398d2764
|
2021-01-04T01:23:50
|
|
RAWINPUT_InitWindowsGamingInput: change pNamespace from LPTSTR to PCWSTR
because WindowsCreateStringReference specifically accepts const WCHAR *
- WGI_JoystickInit(): ditto.
cf. bug #5435.
|
|
f09e0af7
|
2021-01-04T01:23:50
|
|
SDL_dinputjoystick.c (IsXInputDevice): adjust to be ANSI/UNICODE-agnostic
cf. bug #5435.
|
|
ed39f2f3
|
2021-01-04T01:23:50
|
|
SDL_wasapi_win32.c (WASAPI_PlatformThreadInit): use L instead of TEXT()
because AvSetMmThreadCharacteristicsW specifically accepts WCHAR* input
cf. bug #5435.
|
|
01a2f276
|
2021-01-04T01:23:50
|
|
consistently use TEXT() macro with LoadLibrary() and GetModuleHandle()
cf. bug #5435.
|
|
91a831e2
|
2021-01-03T14:02:55
|
|
Implement SDL_MostSignificantBitIndex32 using MSVC intrinsics
|
|
393c8c1f
|
2021-01-03T10:32:55
|
|
Fixed bug 5440 - MacCatalyst build failures
C.W. Betts
I tested building commit http://hg.libsdl.org/SDL/rev/7adf3fdc19f3 on Mac Catalyst and found some issues:
* MTLFeatureSet_iOS_* enums aren't available under Mac Catalyst.
* OpenGL ES is unavailable under Mac Catalyst.
* Some Metal features are available under Catalyst but not iOS, such as displaySyncEnabled.
* Set Metal as the default renderer on Mac Catalyst
Attaching a patch that will make SDL2 build for Mac Catalyst.
|
|
6f9e18da
|
2021-01-03T10:18:39
|
|
Fixed bug 5441 - Add support for endianness check on FreeBSD: Fixes endianness checking on at least powerpc64le, maybe also other architectures
VVD
Patch based on patch from FreeBSD port devel/sdl20:
https://svnweb.freebsd.org/ports/head/devel/sdl20/files/patch-include_SDL__endian.h?view=log
|
|
014f507c
|
2021-01-03T12:13:40
|
|
Use specific acquire and release variants of InterlockedExchange on ARM
_InterlockedExchange_rel() is required for correctness on ARM because
the _ReadWriteBarrier() macro is only a compiler memory barrier, not a
hardware memory barrier. Due to ARM's relaxed memory model, this means
the '*lock = 0' write may be observed before the operations inside the
lock, causing possible corruption of data protected by the lock.
_InterlockedExchange_acq() is more efficient on ARM because it avoids an
expensive full memory barrier that _InterlockedExchange() does.
|
|
fea49a3e
|
2021-01-03T15:24:47
|
|
SDL_stretch.c: compilation NEON on Windows 10
|
|
acccc71f
|
2021-01-02T22:31:44
|
|
Fixed bug 5436 - MSVC 2019 ARM64 build fails to compile SDL_stretch.c
|
|
6cbd4417
|
2021-01-02T14:45:15
|
|
Add a hint for D3D9Ex to avoid having to choose at compile-time
|
|
59594a78
|
2021-01-02T13:43:04
|
|
Implement PAUSE_INSTRUCTION() for Windows ARM platforms
|
|
115d66e7
|
2021-01-02T12:50:01
|
|
Use MSVC _byteswap intrinsics for SDL byteswapping functions
This generates bswap on x86/x64 and rev on ARM
|
|
9130f7c3
|
2021-01-02T10:25:38
|
|
Updated copyright for 2021
|
|
963c9495
|
2021-01-02T10:11:08
|
|
Fixed bug 5431 - SDL_Metal_GetDrawableSize is inaccurate for high dpi displays if a Metal view has not already been created
Caleb Cornett
For a window created with SDL_WINDOW_ALLOW_HIGHDPI, SDL_GL_GetDrawableSize will return the high-dpi drawable size even before any GL context creation happens. But SDL_Metal_GetDrawableSize will return the size of the window if the Metal view has not been created. This is confusing and inconsistent behavior.
An easy way to test this is to build testgl2 and testvulkan on macOS with the SDL_WINDOW_ALLOW_HIGHDPI flag enabled during window creation. The GL2 program will report a drawable size of 2x window width and 2x window height, while the Vulkan program will report the window size.
This patch addresses the issue by falling back to using the content view dimensions if no Metal view exists in the window. (The code for this was taken directly from Cocoa_GL_GetDrawableSize.) With this change, the testvulkan behavior matches that of testgl2.
Note that I haven't tested for this issue on UIKit. It's possible a similar change will need to be made there too.
|
|
d25eff65
|
2021-01-02T10:06:22
|
|
Fixed bug 5429 - spinlock implements PAUSE_INSTRUCTION for PPC platforms
David Carlier
This form of 'or' provides a hint that performance
will probably be improved if shared resources dedicated
to the executing processor are released for use by other
processors
|
|
f0b6c787
|
2021-01-02T09:58:08
|
|
Fixed Windows XP compatibility with recent hidapi commit
|
|
3edf337d
|
2021-01-02T17:29:34
|
|
Simplify RenderGetViewportSize
|
|
2af765da
|
2021-01-02T17:18:13
|
|
SDL_RenderGetViewportF: only need the size of viewport (see bug #5424)
|
|
41597249
|
2021-01-02T16:15:22
|
|
SDL_RenderGetViewportF: remove debug messages
|
|
8c48c423
|
2021-01-02T16:12:30
|
|
Add SDL_RenderGetViewportF: fix lost of precision while scaling (see bug #5424)
|
|
c005267f
|
2021-01-02T09:38:19
|
|
SDL_BlitScaled: better and safer fix clipping bug #2687
And re-use SDL_round(), since it's been re-added
(remove in https://hg.libsdl.org/SDL/rev/34043108b7e4 )
|
|
2127ed25
|
2021-01-02T09:28:16
|
|
SDL_SoftStretch: add a check for input pixel format
and function re-naming
|
|
414ddc32
|
2021-01-01T17:34:07
|
|
Do not wait in GetOverlappedResult() in hid_read_timeout()
This is unsafe because the event is auto-reset, therefore the call to
WaitForSingleObject() resets the event which GetOverlappedResult() will
try to wait on.
Even though the overlapped operation is guaranteed to be completed at
the point we call GetOverlappedResult(), it will still wait on the event
handle for a short time to trigger the reset for auto-reset events. This
amounts to roughly a 100 ms sleep each time GetOverlappedResult() is called
for a completed I/O with a non-signalled event.
In the context of HIDAPI, this extra sleep means that callers that loop
on hid_read_timeout() with timeout=0 will loop forever, since the 100 ms
sleep each iteration ensures ReadFile() will always have new data.
|
|
b5f0483c
|
2021-01-01T22:30:28
|
|
fix permissions
|
|
ab55ec48
|
2021-01-01T11:12:41
|
|
Fix use-after-free SBH corruption due to overlapped ReadFile in hidapi not being canceled for all threads before device close
- hidapi already called CancelIo on hid_close but that only cancels pending IO for the current thread. Controller read/writes originate from multiple
threads (serialized, but on a different thread nonetheless) but device destruction was always done on the main device thread which left any
pending overlapped reads still running after hidapi's internal read buffer is deallocated leading to intermittent free list corruption.
|
|
480c1f9f
|
2021-01-01T11:12:36
|
|
Make sure we're not starving report reads when there's lots of rumble
|
|
223af86c
|
2021-01-01T11:12:30
|
|
Added SDL_RenderGetD3D11Device() to get access to the device associated with the D3D11 renderer
|
|
5f0b2a7f
|
2021-01-01T11:12:22
|
|
Fixed resource leak with D3D11 NV12 textures
|
|
21003b7d
|
2020-12-31T14:31:29
|
|
[KMS/DRM] Small refactoring on the SwapWindow function.
|
|
e1fb969b
|
2020-12-31T01:40:15
|
|
[KMS/DRM] Correct comments about last bugfix.
|
|
e34caa97
|
2020-12-31T01:31:57
|
|
[KMS/DRM] Correct EGL/GL library loading on window creation, thus saving window re-creation.
|
|
d81fe923
|
2020-12-30T22:03:32
|
|
SDL_BlitScaled: remove un needed -1 +1 offset in calculation
|
|
8476df3e
|
2020-12-30T23:55:10
|
|
SDL_mixer.c: remove calls to non-existing m68k asm code.
|
|
5b2e011e
|
2020-12-30T23:55:02
|
|
SDL_endian.h: minor fixes from SDL-1.2 branch
( forward-port of changesets 3909:6832b00d3594 and 5657:529d23724144 )
|
|
5aba0827
|
2020-12-30T11:38:51
|
|
Build SDL for Mac hardware when targeting iOS
|
|
590a5469
|
2020-12-30T16:12:14
|
|
Fixed bug 5424 - Renderer doesn't use entirely the viewport when scaling is used
Viewport/Clip dimensions are calculated usingg SDL_ceil whereas all renders use SDL_floor
|
|
a88071de
|
2020-12-30T15:55:00
|
|
configure.ac: directfb dynamic loading support updates:
put back sed on find_lib result, remove debug messages,
fix directfb_lib report to user.
|
|
f24cc903
|
2020-12-30T15:53:56
|
|
remove CFLAGS save/restores from dbus.h and ibus.h header checks.
CPPFLAGS is what AC_CHECK_HEADER needs.
|
|
88eaf356
|
2020-12-30T15:53:20
|
|
minor update to test/acinclude.m4 (pkg.m4)
|
|
92edee23
|
2020-12-30T01:28:02
|
|
SDL_config_android.h: update SIZEOF_VOIDP define to respect __LP64__
|
|
7c105f12
|
2020-12-30T01:21:10
|
|
updates to SDL_config_os2.h
|
|
1cdc1d48
|
2020-12-30T01:00:24
|
|
SDL_config.h.cmake, SDL_config.h.in: update for SIZEOF_VOIDP define
|
|
9fc139df
|
2020-12-30T01:00:24
|
|
SDL_config_windows.h: add missing HAVE_STRTOULL along side HAVE_STRTOLL
|
|
b76b81b0
|
2020-12-30T01:00:24
|
|
SDL_config.h.cmake, SDL_config.h.in: add os/2 driver defines
in case autofoo or cmake is used for it some day..
|
|
8a32ee24
|
2020-12-30T01:00:24
|
|
removed MSVC strtok_s use from SDL_strtokr().
no other ??_s are used elsewhere in SDL_stdinc. besides, C11 has a
strtok_s with a different signature.
|
|
0684572c
|
2020-12-29T12:13:10
|
|
Added a hint to control whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
|
|
6116ccf0
|
2020-12-29T21:20:28
|
|
fix configure warnings when checking dbus/dbus.h and ibus-1.0/ibus.h
.. by adding DBUS_CFLAGS and IBUS_CFLAGS to CPPFLAGS:
configure: WARNING: dbus/dbus.h: accepted by the compiler, rejected by the preprocessor!
configure: WARNING: dbus/dbus.h: proceeding with the compiler's result
configure: WARNING: ibus-1.0/ibus.h: accepted by the compiler, rejected by the preprocessor!
configure: WARNING: ibus-1.0/ibus.h: proceeding with the compiler's result
|
|
f1758241
|
2020-12-29T20:51:10
|
|
config.sub, config.guess: go back to backtick `..` substitutions.
see e.g. https://lists.gnu.org/archive/html/config-patches/2020-12/msg00000.html
|
|
80cf8a8b
|
2020-12-29T17:29:31
|
|
SDL_BlitScaled: also prevent crash if dest width or height is negative
|
|
f08b9a5b
|
2020-12-29T16:02:52
|
|
SDL_BlitScaled: prevent crash if dest width or height is 0
|
|
427c96ec
|
2020-12-29T14:24:38
|
|
[KMS/DRM] Rework some functions.
|
|
67f0b9b8
|
2020-12-28T20:58:47
|
|
Fixed bug 5418 - Add system features detection for Elbrus (E2K)
Ivan Kuzmenko
MCST Elbrus 2000 (E2K, https://en.wikipedia.org/wiki/Elbrus_2000) is a russian processor architecture based on VLIW/EPIC instruction set (like Intel Itanium (IA-64) architecture). Architecture has half native / half software support of most Intel/AMD SIMD (e.g. MMX/SSE/SSE2/SSE3/SSSE3/SSE4.1/SSE4.2/AES/AVX/AVX2 & 3DNow!/SSE4a/XOP/FMA4).
It also has built-in x86/x86_64 <-> e2k binary translators (RTC, http://www.mcst.ru/rtc and Lintel, http://www.mcst.ru/lintel) that can run code for x86/x86_64 architecture (Transmeta did something similiar with their Crusoe series) with SIMD extensions support.
Attached patch allows SDL2 to detect extensions supported by E2K like MMX, 3dNOW!, AVX etc. (test/testplatform log: https://termbin.com/7qs3).
|