|
d0b87fed
|
2021-01-14T23:49:27
|
|
Added HIDAPI rumble debug info
|
|
e2f46ed8
|
2021-01-14T23:49:20
|
|
Always lock the HIDAPI device when closing, in case rumble is pending
|
|
907b8eeb
|
2021-01-14T23:49:16
|
|
Make sure the HIDAPI device is locked when closing it, in case there is rumble pending that didn't complete
|
|
b3848c51
|
2021-01-14T15:15:57
|
|
Fixed bug 5445 - Incorrect Switch Pro Controller face buttons when SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS disabled
jibb
I'm testing with DualShock 4, DualSense, Switch Pro Controller, and PowerA Switch Controller.
I'm using the standard mapping file from here:
https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
With SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS turned off (set to "0") I expect the button positions to be the same on all devices, based on Xbox controller button naming (eg SDL_GameControllerGetButton(g, SDL_CONTROLLER_BUTTON_Y) gives me whether the North face button is pressed).
However, the Switch Pro Controller layout is wrong (matching labels rather than positions, so X and Y are swapped and A and B are swapped). And with the PowerA controller the East and West buttons are correct, but the North and South buttons are swapped instead.
Mathias Kaerlev
Also seeing this on 2.0.14. This is most likely a regression, since we weren't seeing this on an earlier SDL version.
I suspect it might be caused by this commit:
https://github.com/spurious/SDL-mirror/commit/a569b211881c6d4c73f3f1019e9f66e754ca546b#diff-da9344d94c66b8c702a45e7649f412039f08bba83bd82de33f5c80ea9c8c39d5
It seems like both the HIDAPI driver and SDL_gamecontroller.c will try to swap the buttons if the hint is set to 0, causing the button remap to cancel out.
|
|
bdc6e4ff
|
2021-01-14T15:03:11
|
|
Fixed bug 5195 - Replugging in "mixed" controller types crashes on macOS
RustyM
This is related to Bug 5034, but crashes under a somewhat different condition.
In the latest tip (changeset 13914) or with the SDL 2.0.12 source + David?s 5034 patch, unplugging and then replugging in certain controller types on macOS will crash. A mix of new controllers like Switch Pro, PS4 and Xbox One all work without issue. But if a controller without a rumble function, like many SNES retro USB gamepads, is mixed with a PS4 or Switch Pro controller it will crash.
File: joystick/darwin/SDL_sysjoystick.c
Function: static recDevice *FreeDevice(recDevice *removeDevice)
On line 159: while (device->pNext != removeDevice) {
Causes: Thread 1: EXC_BAD_ACCESS (code=1, address=0x188)
This can be reproduced in testgamecontroller" by starting the test program with both a ?retro? controller plugged in and a ?modern rumble? controller (Switch Pro/PS4). This may crash on launch, but it depends on which controller ends up as device 0. If it doesn?t crash, unplug the ?modern rumble? controller and plug it back in.
Some of the "retro" controllers I?ve seen this crash with:
- iBuffalo SNES Controller
- 8Bitdo SN30 Gamepad (in MacOS mode)
- Retrolink NES Controller
- HuiJia SNES Controller Adaptor
The issue appears macOS specific. Seen on 10.12.6 and 10.14.6. Not seen on Windows 10.
The while loop in FreeDevice() assumes that every device is not NULL.
recDevice *device = gpDeviceList;
while (device->pNext != removeDevice) {
device = device->pNext;
}
device->pNext = pDeviceNext;
So maybe we should check for NULL here? Or instead prevent adding NULL devices to the list in the first place? Checking device for NULL before entering the loop appears to work.
recDevice *device = gpDeviceList;
if (!device) {
while (device->pNext != removeDevice) {
device = device->pNext;
}
}
device->pNext = pDeviceNext;
|
|
6a342954
|
2021-01-14T14:42:53
|
|
Fixed bug 5451 - Can't create EGLSurface in Wayland from SDLWindow (no EGLNativeWindow pointer)
sashikknox
In some cases, need create EGLWindow with SDLWindow. In X11 i can get pointer to NativeWindow from **struct SDL_SysWMinfo wmInfo**
```C++
struct SDL_SysWMinfo wmInfo;
SDL_GetWindowWMInfo(ptSDLWindow, &wmInfo)
#if defined(__unix__) && defined(SDL_VIDEO_DRIVER_X11)
nativeWindow=(EGLNativeWindowType)wmInfo.info.x11.window;
nativeDisplay=(EGLNativeDisplayType)wmInfo.info.x11.display;
#endif
```
than i can create EGLSurface
```
eglCreateWindowSurface(nativeDisplay, EGL_CONFIG, nativeWindow, SURFACE_ATTRIBUTES);
```
in Wayland i can do it with same way, just need pointer to **EGLWindow**, we already have pointer to **wl_display** from **SDL_sysWMInfo**, need add to **wl** struct in SDL_SysWMInfo another pointer to **struct wl_egl_window *egl_window;**. And in wayland backend, in function **Wayland_GetWindowWMInfo** return pointer to **egl_window** from **SDL_WindowData**
Now i use patched statically built SDL2 in port of Quake 2 GLES2 for SailfishOS (it use QtWayland):
link to SDL2 commit and changed string for patch:
- https://github.com/savegame/lp-public/commit/6858a618cd179b766fe3cab36055f07cb03ad0ea
- https://github.com/savegame/lp-public/blob/b1e29e87b9d15780e47f04918b329ac15554fc69/SDL2/src/video/wayland/SDL_waylandwindow.c#L463
link to use in Quake2 port:
1. here i get pointer to EGLNativeWindowType: https://github.com/savegame/lp-public/blob/6d94fedb1b720da24999ae6286a1809cd3d55ff5/Engine/Sources/Compatibility/OpenGLES/EGLWrapper.c#L319
2. then use it for create EGLSurface: https://github.com/savegame/lp-public/blob/6d94fedb1b720da24999ae6286a1809cd3d55ff5/Engine/Sources/Compatibility/OpenGLES/EGLWrapper.c#L391
|
|
82aafa9a
|
2021-01-14T14:32:11
|
|
Fixed bug 5461 - Add rewritten WSCONS driver for OpenBSD
wahil1976
This patch adds a written-from-scratch WSCONS driver for OpenBSD. It does not have hardcoded keymaps, and it features mouse support when wsmux is available.
For this to work, it needs access to the /dev/wskbd* devices which are not available to non-root users by default. Access to those can be granted by changing /etc/fbtab to give the logging user the ownership of those devices.
|
|
1adadc77
|
2021-01-14T10:18:40
|
|
[KMS/DRM] Adjust come return values. Improve comments.
|
|
57661e42
|
2021-01-13T20:17:50
|
|
[KMS/DRM] Remove unused header.
|
|
ead3c406
|
2021-01-13T20:11:01
|
|
[KMS/DRM] Refactor, improve and re-comment async pageflips code.
|
|
fbd7c718
|
2021-01-13T11:02:07
|
|
Don't blink the Xbox 360 LED when setting the player slot, it's probably already been set by a driver
|
|
d757ec7f
|
2021-01-13T11:02:01
|
|
Only select the gamepad interfaces on the Xbox 360 wireless adapter
|
|
aac74db6
|
2021-01-13T15:54:26
|
|
[KMS/DRM] Enable async pageflips.
|
|
9384e595
|
2021-01-12T20:15:37
|
|
[KMS/DRM] Add warning comentary to avoid future experiments with scaling.
|
|
b99543b6
|
2021-01-11T20:40:11
|
|
opengl: More work on making line drawing match software renderer.
|
|
84427549
|
2021-01-12T00:22:58
|
|
[KMS/DRM] Refactor KMSDR_CreateSurface to group all non-Vulkan stuff in a block.
|
|
87eb734c
|
2021-01-11T23:59:40
|
|
[KMS/DRM] Don't ask SDL to scale image when in Vulkan mode.
|
|
85e8adf7
|
2021-01-11T22:28:27
|
|
[KMS/DRM] Unused code cleaning.
|
|
5105ecf8
|
2021-01-11T21:02:07
|
|
[KMS/DRM] Move surface size info to window driverdata, for coherency.
|
|
2067a7db
|
2021-01-11T20:29:09
|
|
[KMS/DRM] Fix fullscreen to windowed transition. Fix aspect ratio correction without using planes.
|
|
958e5d5b
|
2021-01-11T10:01:24
|
|
SDL_UpdateNVTexture: fixed pitch/bpp for GLES2 (bug #5430)
|
|
e9887045
|
2021-01-11T15:36:40
|
|
Gyro and Accel sensor support for Switch Pro Controller.
Note that axes are changed to match the axes we're using with PlayStation controllers, since users will appreciate consistent behaviour across devices.
|
|
68815b6c
|
2021-01-10T22:21:12
|
|
Fixed bug 5465 - Invalid memcpy inside SDL_GestureDelTouch (Thanks dmikushin and Yuki Okumura)
|
|
b94718e0
|
2021-01-09T21:22:21
|
|
SDL_UpdateNVTexture: for D3D11, same notation as SDL_UpdateTexture (bug #5430)
|
|
850d9c8c
|
2021-01-09T02:25:13
|
|
[KMS/DRM] Cleanup remainings from plane/scaling usage.
|
|
2aeb3177
|
2021-01-08T22:00:28
|
|
[KMS/DRM] Fix vkQuake3 in OpenGL mode.
|
|
8746788f
|
2021-01-08T11:08:23
|
|
KMSDRM_LEGACY is no longer legacy
|
|
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.
|
|
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.
|
|
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
|
|
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
|
|
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
|
|
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.
|
|
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.
|
|
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
|
|
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.
|
|
ab55ec48
|
2021-01-01T11:12:41
|
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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.
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480c1f9f
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2021-01-01T11:12:36
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Make sure we're not starving report reads when there's lots of rumble
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223af86c
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2021-01-01T11:12:30
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Added SDL_RenderGetD3D11Device() to get access to the device associated with the D3D11 renderer
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5f0b2a7f
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2021-01-01T11:12:22
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Fixed resource leak with D3D11 NV12 textures
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21003b7d
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2020-12-31T14:31:29
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[KMS/DRM] Small refactoring on the SwapWindow function.
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e1fb969b
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2020-12-31T01:40:15
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[KMS/DRM] Correct comments about last bugfix.
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e34caa97
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2020-12-31T01:31:57
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[KMS/DRM] Correct EGL/GL library loading on window creation, thus saving window re-creation.
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d81fe923
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2020-12-30T22:03:32
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SDL_BlitScaled: remove un needed -1 +1 offset in calculation
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8476df3e
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2020-12-30T23:55:10
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SDL_mixer.c: remove calls to non-existing m68k asm code.
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590a5469
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2020-12-30T16:12:14
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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
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8a32ee24
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2020-12-30T01:00:24
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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.
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0684572c
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2020-12-29T12:13:10
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Added a hint to control whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
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80cf8a8b
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2020-12-29T17:29:31
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SDL_BlitScaled: also prevent crash if dest width or height is negative
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