Log

Author Commit Date CI Message
Ryan C. Gordon e98920f5 2017-10-18T23:49:46 Check correct variable for malloc() results.
Sam Lantinga afefcbfe 2017-10-18T19:30:47 Fixed bug 3876 - Resampling of certain sounds adds heavy distortion Simon Hug Patch that adds [-1, 1] clamping to the scalar audio type conversions. This may come from the SDL_Convert_F32_to_X_Scalar functions. They don't clamp the float value to [-1, 1] and when they cast it to the target integer it may be too large or too small for the type and get truncated, causing horrible noise. The attached patch throws clamping in, but I don't know if that's the preferred way to fix this. For x86 (without SSE) the compiler (I tested MSVC) seems to throw a horrible amount of x87 code in it. It's a bit better with SSE, but probably still quite the performance hit. And SSE2 uses a branchless approach with maxss and minss.
Sam Lantinga 653ab5d9 2017-10-18T19:26:36 Added a staging buffer to the audio stream so that we can accumulate small amounts of data if needed when resampling
Sam Lantinga 80f8464d 2017-10-18T15:54:05 Added audio stream conversion functions: SDL_NewAudioStream SDL_AudioStreamPut SDL_AudioStreamGet SDL_AudioStreamAvailable SDL_AudioStreamClear SDL_FreeAudioStream
Sam Lantinga 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.
Sam Lantinga 556a8544 2017-10-16T15:22:40 Fixed compiler warning on iOS
Sam Lantinga 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).
Sam Lantinga a225ffc1 2017-10-16T14:39:56 Added min/max macros for the sized SDL datatypes
Sam Lantinga 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.
Sam Lantinga 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.
Sam Lantinga dff56c34 2017-10-13T19:55:07 Android Studio code analyzer fixes
Sam Lantinga 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.
Sam Lantinga 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.
Ryan C. Gordon 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.
Sam Lantinga 0506d4fc 2017-10-12T17:21:57 Build both 32 and 64-bit architectures in the OSX Framework
Sam Lantinga fc60db86 2017-10-12T17:17:09 Fixed compiler warning
Sam Lantinga 22b6df51 2017-10-12T14:46:28 Use the lower-case hex output to match other stack trace printouts
Sam Lantinga 70791956 2017-10-12T14:44:54 Fixed compiler warning
Sam Lantinga 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()
Sam Lantinga 4b284298 2017-10-12T14:21:21 Android doesn't have libunwind.h in API 16
Sam Lantinga 41a60394 2017-10-12T14:20:17 Added missing file
Sam Lantinga 21cd2df6 2017-10-12T14:02:24 Fixed compiler warning
Sam Lantinga ba10d2b6 2017-10-12T13:55:35 Fixed compiler warning
Sam Lantinga 9c580e14 2017-10-12T13:44:28 Added functions to query and set the SDL memory allocation functions: SDL_GetMemoryFunctions() SDL_SetMemoryFunctions() SDL_GetNumAllocations()
Sam Lantinga 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
Sam Lantinga 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.
Sam Lantinga 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
Sam Lantinga f4f9e39f 2017-10-12T08:41:11 Fixed bug 3874 - Compiler warnings SDL_Surface.c and SDL_cocoakeyboard.m
Sam Lantinga a7c79c5e 2017-10-12T08:37:55 Normalize touch events to the render viewport (thanks Sylvain!)
Sam Lantinga 5bed4ca9 2017-10-12T08:27:22 Fixed divide by zero with a 1x1 sized window
Sam Lantinga 0ce23a54 2017-10-12T08:08:04 Updated version to 2.0.7
Ozkan Sezer bef0fec1 2017-10-12T14:28:05 make sure that SDL_malloc(0) or SDL_calloc(0,x) doesn't return NULL.
Sam Lantinga 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.
Sam Lantinga b53c35df 2017-10-11T13:26:58 Fixed size in realloc
Ryan C. Gordon 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.
Ryan C. Gordon 9bd2c6b4 2017-10-11T11:51:14 audio: Moved the resampler state up to double precision. Fixes more buffer overflows.
Ryan C. Gordon 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.
Ryan C. Gordon 763c3871 2017-10-11T02:33:55 audio: clamp resampler interpolation values to prevent buffer overflow. Partially fixes Bugzilla #3848.
Ryan C. Gordon 0085f917 2017-10-11T02:31:58 audio: Moved unchanging variable out of loop.
Ryan C. Gordon cb8bf6bb 2017-10-11T02:03:05 audio: Make sure audio stream resampling doesn't overflow buffers.
Ryan C. Gordon 459e2b0b 2017-10-11T01:37:11 audio: Fixed check for minimum audio stream put size.
Sam Lantinga 0e495e83 2017-10-10T20:16:52 Updated WhatsNew.txt for 2.0.7 changes
Sam Lantinga 8446d4a0 2017-10-10T20:11:05 Changed overlapping memcpy to memmove
Sam Lantinga eb9e6938 2017-10-10T19:44:33 Fixed potentially calling a callback after it has been removed (and userdata possibly deleted)
Ryan C. Gordon 903ff641 2017-10-10T22:31:02 audio: SDL_ResampleCVT() should use memmove instead of memcpy. This copy can overlap. Fixes Bugzilla #3849.
Ryan C. Gordon 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.
Sam Lantinga b647bd06 2017-10-10T17:41:41 The event filter and event watch functions are now thread-safe
Ethan Lee 84fb4893 2017-10-10T20:22:15 Check SDL_UDEV_DYNAMIC first, then SDL_UDEV_LIBS separately
Ryan C. Gordon 37d89aa1 2017-10-10T16:12:56 audio: reworked audio streams to have right-hand resampling padding available. Fixes Bugzilla #3851.
Sam Lantinga d90fce3c 2017-10-10T11:10:15 Exposed the joystick locking functions for multi-threaded access to the joystick API
Ryan C. Gordon 28149e11 2017-10-10T11:56:54 Added SDL_PeekIntoDataQueue().
Sam Lantinga 2657dfae 2017-10-09T11:45:15 Fixed crash in SDL_IsGameController() on Windows if called when a controller is being removed
Sam Lantinga 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.
Sam Lantinga 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
Sam Lantinga 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.
Sam Lantinga 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
Sam Lantinga 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
Sam Lantinga d9e1036e 2017-10-06T16:17:50 Fixed potential overflow in surface allocation (thanks Yves!)
Sam Lantinga 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)
Brandon Schaefer db20e71d 2017-10-02T10:50:33 Fixed bug 3855 - Memory leak in SDL_FreeSurface
Brandon Schaefer e564da78 2017-09-29T10:15:44 revert files I didnt mean to commit!
Brandon Schaefer e27f12e0 2017-09-29T10:07:37 wayland: Fix bug 3814 -Wmissing-field-initializers
Sam Lantinga 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.
Sam Lantinga 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
Sam Lantinga 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.
Alex Szpakowski fb071a4c 2017-09-25T20:49:31 Mac: Fix the menu bar not always working for non-.app-bundled apps. Fixes bug #3051.
Sam Lantinga 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.)
Sam Lantinga 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
Ryan C. Gordon 099ae43e 2017-09-22T22:28:21 audio: Fixed compiler warning on Visual Studio.
Sam Lantinga 58d1c54d 2017-09-22T17:32:05 Fixed spacing
Sam Lantinga 0fea9164 2017-09-22T17:29:32 Added an example for SDL_SetWindowHitTest() when you create a borderless resizable window.
Sam Lantinga e763dac6 2017-09-22T17:02:18 Good bye, Visual Studio 2008
Sam Lantinga 260db92c 2017-09-22T16:33:34 Added stub Steam Controller sources to Android and iOS command line builds
Sam Lantinga 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.
Sam Lantinga f0111b6a 2017-09-22T11:57:35 Added tag release-2.0.6 for changeset 8e2bab21d23b
Sam Lantinga fe6b8f1c 2017-09-22T11:25:52 Fixed Mac OS X build
Sam Lantinga 28602b12 2017-09-22T11:15:57 The volume was too high, clamp to SDL_MIX_MAXVOLUME
Sam Lantinga 407e1693 2017-09-22T11:15:14 Fixed audio being silent on older iOS devices Tested on an iPod running iOS 6.1
Sam Lantinga 12efabcb 2017-09-22T11:13:34 Added instructions for deploying to older iOS devices (thanks Sylvain!)
Sam Lantinga 5ab5c9b7 2017-09-22T08:56:09 Avoid duplicate joystick axis events
Sam Lantinga d74c00e6 2017-09-22T08:51:45 Fixed memory leak when HAVE_ALLOCA isn't defined
Sam Lantinga 2fd52351 2017-09-22T08:32:31 Added stubs for simple Steam Controller support
Sam Lantinga 82557750 2017-09-22T08:31:56 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.
Sam Lantinga 4187b3d7 2017-09-22T08:31:02 Removed non-existent files
Sam Lantinga 2079ec99 2017-09-22T08:30:58 Removed non-existent files
Sam Lantinga d8286479 2017-09-22T08:30:52 Added stubs for simple Steam Controller support
Sam Lantinga 53b2c91d 2017-09-22T08:30:46 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.
Sam Lantinga ad86eff1 2017-09-22T08:30:37 Guarded EGL code with SDL_VIDEO_OPENGL_EGL
Sam Lantinga 499f928c 2017-09-22T07:15:41 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.
Sam Lantinga 3176a7f5 2017-09-22T07:11:36 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
Mark Callow 59d17bde 2017-09-22T22:30:02 Avoid hitting ERR_MAX_STRLEN limit.
Ryan C. Gordon 6d206a7b 2017-09-22T07:42:24 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.
Brandon Schaefer 466ba57d 2017-09-21T18:38:07 [egl/mir] Need eglGetProc to find gl 4.5 core profile extensions
Alex Szpakowski e5cfb58f 2017-09-21T20:30:25 iOS MoltenVK code style cleanup.
Alex Szpakowski 80f9e2f1 2017-09-21T20:11:44 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.
Sam Lantinga b3ac0b6f 2017-09-21T14:48:03 A hint with an empty string should be treated as the default value
Sam Lantinga eaab6098 2017-09-21T10:29:17 Only apply the jitter filter to prevent unexpected motion on axes that haven't been touched.
Sam Lantinga 5ae90ef6 2017-09-21T01:22:40 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");
Sam Lantinga 8b660c50 2017-09-21T00:55:29 Added some missing "extern" declarations
Ryan C. Gordon 1a3b95a1 2017-09-21T02:51:14 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.