Log

Author Commit Date CI Message
David Ludwig c61ca915 2019-10-02T14:55:02 WinRT: fix a link-time error when building UWP + x64
Sam Lantinga 3b3dbb5a 2019-10-01T08:50:04 Removed unused volume check interval
Ozkan Sezer ffc7d091 2019-10-01T14:00:02 endpointvolume.h checks not needed since changeset 13078:8ab094a9df6b .
Sylvain Becker 7d47f526 2019-10-01T09:26:30 SDL_LockTextureToSurface: robustness of locked region compared to texture size
Ozkan Sezer a664e95d 2019-10-01T00:05:50 dynapi: move new SDL_LockTextureToSurface addition to the end of file.
Sylvain Becker 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.
Alex Szpakowski f46ac1e9 2019-09-27T20:15:42 macOS: Fix SDL_metal.h not being copied to the framework's Headers folder when SDL.framework is built using Xcode.
Sam Lantinga 191fe25b 2019-09-27T15:21:31 Fixed rtkit feature guard
Sam Lantinga 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.
Ryan C. Gordon 4001e6b3 2019-09-26T13:44:49 stdlib: Patched to compile.
Ryan C. Gordon 987aa311 2019-09-26T12:55:05 stdlib: Try to coerce VS2019 to not replace some loops with memset() calls. Fixes (?) Bugzilla #4759.
Ryan C. Gordon aef1ed4a 2019-09-25T15:40:27 audio: Set (something close to) the correct silence value for U16 audio. Partially fixes Bugzilla #4805.
Ryan C. Gordon 693755f0 2019-09-25T15:07:07 coreaudio: Apple doesn't support U16 data, so convert in that case.
Brandon Schaefer ee6d504a 2019-09-24T17:49:53 offscreen: Define missing define on a older EGL for an EXT function which it wont have
Brandon Schaefer 8a41948e 2019-09-24T17:27:51 offscreen: Avoid using EGLDeviceEXT as it causes issues with older platforms, which is just a void*
Brandon Schaefer 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
David Ludwig 3d55a514 2019-09-23T18:30:22 CMake: tabs to spaces in new parts of README-cmake.md
David Ludwig 00bc7f6b 2019-09-23T18:27:14 CMake: document iOS/tvOS support in README-cmake.md
David Ludwig 6398abe5 2019-09-23T18:24:03 CMake: bug-fix for tvOS support tvOS Device support wasn't working, at least not with the current-latest tvOS release (13.0), with CMake failing during its configuration stage.
David Ludwig 4e518f98 2019-09-23T17:48:14 CMake: add version strings to Apple Info.plist files This fills in the CFBundleVersion and CFBundleShortVersionString fields, if and when SDL's test-apps are built via CMake. This is needed to install the .app bundles on iOS 13+ (using 'xcrun simctl install booted path/to/testsuchandsuch.app')
Ozkan Sezer a74d33b7 2019-09-22T21:41:20 SDL_messagebox.h: remove comma at end of enumerator list
Ozkan Sezer 213de488 2019-09-22T20:47:00 update version number in Makefile.os2 too
Sam Lantinga 3fe2d836 2019-09-22T10:37:16 Updated SDL development builds to version 2.0.11
Sam Lantinga 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.
Sam Lantinga 3efea5ea 2019-09-11T15:08:37 Don't have Windows headers define min/max, in case they're defined by application code
Sylvain Becker 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
Ozkan Sezer 32bb8b4b 2019-09-10T10:03:20 test: replace some exit()s with returns.
Sam Lantinga 791df27a 2019-09-09T13:50:46 Fixed compiler warning on Android
Sam Lantinga 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>
Conn O'Griofa 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.
Sam Lantinga 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.
Ozkan Sezer 8a394209 2019-09-05T20:47:20 SDL_windowsevents.c: remove isVistaOrNewer (not used since 8cb1dc50bb28)
Ozkan Sezer 51df932e 2019-09-05T13:21:02 fix permissions
Sylvain Becker bf2f4703 2019-09-05T10:49:53 SDL_windowsmessagebox.c: remove unused variable
Sylvain Becker 1b5e3c19 2019-09-05T10:08:47 SDL_bmp.c: remove unused variable warnings
Sam Lantinga e5580e18 2019-09-04T09:27:58 x11: add a hint to force the VisualID used when creating a window.
Ryan C. Gordon f49c07b5 2019-09-04T00:39:47 stdinc: On macOS and iOS, use memset_pattern4() for SDL_memset4(). Fixes Bugzilla #4724.
Sam Lantinga 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()
Ozkan Sezer b21338eb 2019-09-02T12:35:00 SDL_bmp.c: restore most of the original formatting.
Ryan C. Gordon 847bd8d9 2019-09-02T00:11:58 direct3d: Be more aggressive about resetting state when textures go away. Fixes Bugzilla #4768.
Ryan C. Gordon a3804ba1 2019-09-01T22:41:44 d3d11: Fixed VB state, avoiding unnecessary recreation (Thanks, Alex!). Fixes Bugzilla #4779.
Sylvain Becker 6c295129 2019-08-31T22:58:11 LoadBMP: fix some warnings
Sylvain Becker 830979c5 2019-08-31T22:52:15 LoadBMP: use code from SDL_image which allows loading compressed BMP files
Sam Lantinga cc64b369 2019-08-30T15:32:15 Allow mouse messages from Wacom pens, e.g. right click pen buttons, etc.
Sam Lantinga afb9ff95 2019-08-30T08:03:19 Fixed bug where the Steam overlay would generate an event and stop input processing for the frame.
Ozkan Sezer 9c8e403f 2019-08-30T11:35:20 use 'U' suffix on constants instead of (unsigned int) cast.
Sylvain Becker d52080c0 2019-08-30T09:00:06 Android: minor warning
Sylvain Becker 70dc8d16 2019-08-30T08:55:20 Android: fix corresponding warnings
Sylvain Becker 6794ec66 2019-08-30T08:43:13 Android: add more warning flags
David Ludwig ec65a34b 2019-08-27T12:30:20 CMake: tvOS support/fixes To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=tvOS - CMAKE_OSX_SYSROOT=<SDK> (examples: appletvos, appletvsimulator, appletvos12.4, /full/path/to/AppleTVOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;x86_64")
David Ludwig b13c951c 2019-08-27T11:07:43 CMake: iOS support added When using a recent version of CMake (3.14+), this should make it possible to: - build SDL for iOS, both static and dynamic - build SDL test apps (as iOS .app bundles) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) To use, set the following CMake variables when running CMake's configuration stage: - CMAKE_SYSTEM_NAME=iOS - CMAKE_OSX_SYSROOT=<SDK> (examples: iphoneos, iphonesimulator, iphoneos12.4, /full/path/to/iPhoneOS.sdk, etc.) - CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures> (example: "arm64;armv7s") Examples: - for Simulator, using the latest, installed SDK: cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 - for Device, using the latest, installed SDK, 64-bit only cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 - for Device, using the latest, installed SDK, mixed 32/64 bit cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" - for Device, using a specific SDK revision (iOS 12.4, in this example): cmake path/to/SDL -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 - for Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): cmake path/to/SDL -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
Sylvain Becker 0a9c74aa 2019-08-27T11:38:43 Fixed bug 3918 - HIDAPI, CMake support for android project
Sam Lantinga 13c4d5e7 2019-08-26T17:43:01 Fixed Windows relative mouse coordinates when capturing the mouse over RDP
Alex Szpakowski 0c263738 2019-08-26T18:49:04 gl/gles/gles2 render: fix SDL_RenderClear being affected by the clip rect in some situations.
Sam Lantinga 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"
Ozkan Sezer 1e47790c 2019-08-26T18:41:40 RPI_FreeCursor: set global_cursor to NULL to prevent double-free (bug 4769)
Sylvain Becker 2cb26188 2019-08-24T20:40:37 Fixed bug 1663 - SDL_EventState(SDL_DOLLARGESTURE,SDL_IGNORE) etc. has no effect
Ozkan Sezer 7d6f7e8d 2019-08-23T03:01:10 fix permissions
Sam Lantinga 455944c8 2019-08-22T16:12:16 Fixed whitespace
Sam Lantinga b521df66 2019-08-22T16:09:42 [SDL][IOS] Audio fix - applies stream to sound data when resampling or reformatting is required.
Sam Lantinga 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.
Alex Szpakowski dd29abb4 2019-08-22T19:23:52 macOS: Use the proper type (NSSize instead of CGSize) for the bounds of metal views.
Sylvain Becker 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
Sylvain Becker 05f35c24 2019-08-19T21:23:47 Fix audio conversion U16_to_F32_SSE2 (bug 4186)
Sylvain Becker 1d220401 2019-08-19T20:35:02 Fixed bug 4186 - ARM/NEON audio converters cause strange clicking noises reverse the order when storing ouput buffer
Sylvain Becker c0fc94f2 2019-08-19T16:57:15 Fixed bug 4186 - ARM/NEON audio converters cause strange clicking noises reverse the order when storing ouput buffer
Alex Szpakowski bfdb0e97 2019-08-18T10:38:32 metal renderer: optimize SDL_RenderFillRect slightly.
Alex Szpakowski ff7888e6 2019-08-18T09:35:11 render: fix colors not being set properly after the previous change
Alex Szpakowski 1be03b40 2019-08-17T22:26:33 render: avoid a couple redundant memcmp calls in all drawing functions. Improves performance slightly.
Alex Szpakowski 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.
Alex Szpakowski 55a46abf 2019-08-17T01:09:30 metal renderer: more closely match buffer data alignment requirements from the metal specification.
Alex Szpakowski 69c6924c 2019-08-17T00:43:44 render: simplify vertex and uniform data allocation. Improves performance of various SDL_Render functions (bug #4764).
Alex Szpakowski e5acccc7 2019-08-17T00:37:22 metal renderer: use the device address space instead of the constant address space for colors. It doesn't negatively impact GPU performance in my tests, and it removes the need for 256 byte memory alignment of color data on macOS.
Alex Szpakowski 3fb5cabe 2019-08-16T22:13:30 metal: Update compiled shaders based on compilation script changes
Alex Szpakowski 9e57e3e5 2019-08-16T22:11:50 metal: Update shader compilation script with fixes for newer xcode versions and for running on older platforms
Alex Szpakowski 79cd6cfc 2019-08-15T19:38:12 iOS: Fix issues with Split VIew on iPad (bugs #4586, #4705).
Sylvain Becker 7f9016f2 2019-08-15T20:38:25 Android: remove tabs/indent
Sylvain Becker 412775f5 2019-08-13T16:00:08 Android: SDL_image/SDL_mixer/SDL_ttf partially compiling with CMake (bug 3918)
Sam Lantinga 7a84dd42 2019-08-12T13:35:36 Disable HIDAPI by default, as it breaks on Linux when trying to use libusb with non-root permissions on some distributions
Sylvain Becker 155087d1 2019-08-11T15:23:37 Fixed bug 3918 - CMake support for android project
Ozkan Sezer 7f5fc74c 2019-08-08T23:35:02 fix permissions
Sam Lantinga cbdee4d6 2019-08-08T13:26:05 [ SDL ] Fix compile error building for Windows/ARM64 on Visual Studio 2017 Win10 SDK 10.0.18362.0 which requires ar,74intr.h/arm64_neon.h header instead of armintr.h/arm_neon.h for intrinsics. @saml
Ethan Lee c76f0f5b 2019-08-06T23:08:01 hidapi: Explicitly include locale.h, for setlocale
Sam Lantinga 2a1adf71 2019-08-05T23:52:16 Fixed bug 4747 - [Patch] SDL_ShowMessageBox ignores BUTTON_RETURNKEY_DEFAULT flag Caleb Cornett SDL_ShowMessageBox on UIKit doesn't do anything special with buttons that are marked with the flag SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT. According to Apple's documentation on UIAlertController, a button can respond to a return key if it's marked as the preferredAction of the controller. SDL doesn't set a preferredAction currently, so I've attached a patch to fix that.
Sam Lantinga e9ec7d41 2019-08-05T23:46:09 Fixed bug 4354 - CMake builds do not correctly enable IME on Linux Callum McGing While the CMake build checks for ibus and does enable the ibus backend with set(HAVE_IBUS_IBUS_H TRUE), this does not define SDL_USE_IME, thus CMake built SDL2 (as in Arch Linux) cannot use IME at all. The attached patch fixes this behaviour when building against ibus. IME support will still fail when only fcitx is available on the build system.
Sam Lantinga afdb40af 2019-08-05T23:38:48 Fixed bug 4689 - SDL fails to detect compositor shutdown on Wayland -- program keeps running M Stoeckl To reproduce: 1. Run any SDL-based program with a Wayland compositor, orphaning it so that it doesn't have an immediate parent process. (For example, from a terminal, running `supertux2 & disown`.) The program should use the wayland backend, i.e. by setting environment variable SDL_VIDEODRIVER=wayland. 2. Kill the compositor process. Results: - The SDL program will keep running. Expected results: - The SDL program should close. (What close should mean here, I'm not sure - is injecting an SDL_Quit the appropriate action when a video driver disconnects?) Build data: 2019-06-22, hg tip (12901:bf8d9d29cbf1), Linux, can reproduce with sway, weston, and other Wayland oompositors.
Alex Szpakowski aebaa316 2019-08-05T12:35:32 Add public APIs for creating a Metal view attached to an SDL window. Add SDL_metal.h.
Alex Szpakowski f3683d3a 2019-08-04T23:30:55 macOS: fix a typo in touch handling code.
Alex Szpakowski 109cbd6e 2019-08-04T16:56:40 Fix touch-related compile errors on Linux.
Ozkan Sezer 6f8910e3 2019-08-04T14:56:02 minor warning fixes.
Ethan Lee aa09e612 2019-08-04T00:01:38 Port libusb hid.c to SDL, add to MinGW configure
Alex Szpakowski 2fb71ac5 2019-08-04T00:34:23 Implement touch window IDs on x11/xinput2.
Ozkan Sezer 42e4219c 2019-08-03T12:50:28 fix permissions
Ozkan Sezer edc15889 2019-08-03T12:49:50 remove test/aclocal.m4
Sam Lantinga 67fa8601 2019-08-02T18:14:31 Fixed building on Mac OS X without libusb
Sam Lantinga e92fe23c 2019-08-02T17:20:00 Fix nullptr crash on android nullcheck the device coming back from InputDevice.getDevice(deviceId) in new code added to sdlactivity.onkey. java.lang.NullPointerException: at org.libsdl.app.SDLSurface.onKey (SDLActivity.java:1793) at android.view.View.dispatchKeyEvent (View.java:13321) at android.view.ViewGroup.dispatchKeyEvent (ViewGroup.java:1912) at android.view.ViewGroup.dispatchKeyEvent (ViewGroup.java:1912) at android.view.ViewGroup.dispatchKeyEvent (ViewGroup.java:1912) at android.view.ViewGroup.dispatchKeyEvent (ViewGroup.java:1912) at com.android.internal.policy.DecorView.superDispatchKeyEvent (DecorView.java:685) at com.android.internal.policy.PhoneWindow.superDispatchKeyEvent (PhoneWindow.java:1869) at android.app.Activity.dispatchKeyEvent (Activity.java:3447) at org.libsdl.app.SDLActivity.dispatchKeyEvent (SDLActivity.java:496) @dang @saml @dave
Sam Lantinga 63197c43 2019-08-02T17:19:50 Fix bug where the wrong button was the default in the old message box because buttons were added backwards, breaking the indexing used by GetButtonIndex. Add messagebox flags to explicilty request left-to-right button order or right-to-left. If neither is specified it'll be some platform default.
Sam Lantinga d52ffcf9 2019-08-02T17:12:49 Added support for a few controllers on Android
Alex Szpakowski d5ec735a 2019-08-01T18:22:12 Add a windowID field to SDL_TouchFingerEvent (bug #4331). This is unimplemented on some platforms and will cause compile errors when building those platform backends for now.
Ozkan Sezer 59ea0735 2019-08-01T17:41:40 configury: allow libusb-less hidapi for macosx.