kc3-lang/SDL/src

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Log

Author Commit Date CI Message
f14c7bb4 2022-01-09 20:33:32 added missing hidapi stuff for os/2 with libusb
1f32dd8e 2022-01-09 06:36:18 Fixed overdraw with duplicate points, fixed not drawing single point lines
5d07c036 2022-01-09 08:13:34 psp: Force channels to stereo if user requested anything other than mono. Before it would only clamp to stereo if it also had to resample, which would fail if the app specified 44100Hz and surround sound.
c275436f 2022-01-09 00:39:02 opengles2: Batching lines/points used wrong var for summing vertex counts. Fixed this in the vitagxm backend too, but I don't know what the state of that code is otherwise. Reference Issue #5061.
9e6249fa 2022-01-08 19:24:47 wayland: Avoid spurious key repeats when not pumping events Previous to this commit, key repeats events were typically generated when pumping events, based on the time of when the events are pumped. However, if an application doesn't call `SDL_PumpEvents` for some seconds, this time can be multiple seconds in the future compared to the actual key up event time, and generates key repeats even if a key was pressed only for an instant. In practice, this can happen when the user presses a key which causes the application to do something without pumping events (e.g. load a level). In Crispy Doom & PrBoom+, when the user presses the key bound to "Restart level/demo", the game doesn't pump events during the "screen melt" effect, and the level is restarted multiple times due to spurious repeats. To fix this, if the key up event is among the events to be pumped, we generate the key repeats there, since in the Wayland callback we receive the time when the key up event happened. Otherwise, we know no key up event happened and we can generate as many repeats as necessary after pumping. Signed-off-by: Joan Bruguera <joanbrugueram@gmail.com>
461724d2 2022-01-08 19:09:35 wayland: Refactor time fields in SDL_WaylandKeyboardRepeat Refactorization with no functional changes. Instead of `next_repeat_ms` containing a timestamp based on SDL ticks, we make it zero-based relative to the key press time, and we store the key press time in SDL ticks in a new field. This refactorization is groundwork for future commits which need to use the key press and release timestamps provided by the Wayland API, which are also expressed in milliseconds, but whose base does not match the one for SDL ticks. Signed-off-by: Joan Bruguera <joanbrugueram@gmail.com>
fb0c3040 2022-01-08 21:10:14 wayland: Avoid infinite loop in keyboard_repeat_handle If `repeat_info->next_repeat_ms` overflows, many key presses will be generated. In the worst case, `now = 0xFFFFFFFFU` and the loop will never terminate. Rearrange the comparison in order to gracefully handle the overflow case. Signed-off-by: Joan Bruguera <joanbrugueram@gmail.com>
3b083b99 2022-01-08 14:07:42 Fixed compile warning
b82af9df 2022-01-08 14:05:50 Improved OpenGL point drawing performance (thanks @slime73!) We'll do proper call batching for the SDL 2.0.22 release
1a73c45a 2022-01-08 13:34:49 Fixed incorrect color in the OpenGL driver
3cdda8f8 2022-01-08 21:58:26 PSP: use 'data' variable which is alread the driver data
4ef2529b 2022-01-08 12:37:57 More efficient calculation of render_count
5346c93b 2022-01-08 12:28:43 Fixed assertion on number of points rendered
4b719620 2022-01-08 12:02:08 Prevent overdraw with connected line segments
09ece861 2022-01-08 11:36:29 Added the hint SDL_HINT_RENDER_LINE_METHOD to select the line rendering method
c1e60798 2022-01-08 11:09:11 As an optimization, draw horizontal and vertical lines using rectangles
3da7c630 2022-01-08 11:07:03 Assert that we have drawn the expected number of points
9f56faee 2022-01-08 10:59:31 Added line drawing using Bresenham's line algorithm (thanks @rtrussell!)
fe3a33a0 2022-01-08 10:10:18 Use RenderGeometry for drawing lines at all scales
1694782b 2022-01-08 09:32:23 Remove redundant work when render scale is 1.0
2026a78d 2022-01-08 09:23:58 Don't flush in RenderDraw*WithRects() This allows these functions to be reused in the future for other primitives
18e4d9fe 2022-01-08 09:02:25 Re-enable line drawing path in render drivers This is still used for scaled line drawing in RenderDrawLinesWithRects()
dca281e8 2022-01-08 08:49:34 Fixed getting different results for SDL_PollEvent(NULL) and SDL_PollEvent(&event)
4472b831 2022-01-08 11:56:56 PSP_RunCommandQueue: fix argument to PSP_SetBlendState() src/render/psp/SDL_render_psp.c: In function 'PSP_RunCommandQueue': src/render/psp/SDL_render_psp.c:1200: warning: passing argument 1 of 'PSP_SetBlendState' from incompatible pointer type
df1474b4 2022-01-08 11:55:10 psp/SDL_sysfilesystem.c: fixed a minor compiler warning. src/filesystem/psp/SDL_sysfilesystem.c: In function 'SDL_GetPrefPath': src/filesystem/psp/SDL_sysfilesystem.c:71: warning: passing argument 1 of 'free' discards qualifiers from pointer target type
92946348 2022-01-07 18:28:25 Updated to version 2.0.20 for release
cc201337 2022-01-07 20:20:57 render: Fixed some compiler warnings. Fixes #5197.
289c3fbb 2022-01-07 17:07:22 Revert "We only need to add the sentinel at the top of SDL_WaitEventTimeout()" This reverts commit c477768e6f926c38d4cdc236cab8376faf9f6789. We want to add the sentinel anytime we pump inside SDL_WaitEventTimeout() to avoid pumping again the next time through, as a performance optimization.
1085c317 2022-01-07 16:43:53 Use the requested cursor size instead of the default cursor size CopyImage() will scale based on the system accessibility settings automatically. Fixes https://github.com/libsdl-org/SDL/issues/5198
6d3b5d66 2022-01-07 18:18:53 psp: draw lines with RenderGeometry, same as with the other renderers.
9cb2c549 2022-01-07 22:43:30 Remove QueueDrawLines from D3D, D3D11
b88b6b3c 2022-01-07 22:43:12 Remove QueueDrawLines from METAL
9aac5531 2022-01-07 22:42:52 Remove QueueDrawLines from GL, GLES, GLES2
8ea8b2e6 2022-01-07 22:42:13 Use QueueDrawLine if provided, otherwise use RenderGeometry
c4987274 2022-01-07 22:14:28 render: Use RenderGeometry to draw lines This patch is from @1bsyl Fixes #5061.
4b38d4c9 2022-01-07 12:37:28 Leave the Metal view active on the window when recreating the Metal renderer Fixes https://github.com/libsdl-org/SDL/issues/5140 Also move the metal tag definition to SDL_syswm.h so it can be used by applications
88ac517d 2022-01-07 15:03:47 opengles2: Fix point drawing.
957c48b4 2022-01-07 10:58:04 Fixed detecting focus change to child dialogs Fixes https://github.com/libsdl-org/SDL/issues/5157
c477768e 2022-01-06 18:58:30 We only need to add the sentinel at the top of SDL_WaitEventTimeout()
e9134b04 2022-01-06 19:38:10 events: Only add sentinels for pumping done inside SDL_WaitEventTimeout() We don't want to catch explicit SDL_PumpEvents() calls by the application with our polling check to avoid stale data. If the call to SDL_PumpEvents() produced no events, there will be a sentinel sitting in the queue that will cause SDL_PollEvent() to immediately return 0 next time it is called. Our SDL_WaitEventTimeout() implementation avoids this issue by always popping an event after calling SDL_PumpEvents(). This will remove the new sentinel if we didn't get any new events.
95485884 2022-01-06 13:58:39 Move special sentinel handling inside SDL_PeepEvents()
2592e621 2022-01-06 13:30:26 Clarify that timeout == 0 is handled at the top of SDL_WaitEventTimeout()
8ff21668 2022-01-06 12:56:07 Only return from SDL_PollEvent() if the last sentinel is consumed
c9ff90b9 2022-01-06 12:03:09 Clarify comment Co-authored-by: Simon McVittie <smcv@debian.org>
31f8c3ef 2022-01-06 11:27:44 Fixed event pump starvation if the application frequently pushes its own events
77d874e3 2020-12-26 19:20:17 Attempt to make render to texture work on PSP
515b5f2a 2021-12-22 12:04:10 Fix build errors in PSP port
34e34ad5 2021-12-22 11:43:07 Remove debug code from PSP renderer
520c89a0 2021-01-19 20:11:36 cleaning
09f4711f 2021-01-09 12:52:55 Fix LRU when destroying texture.
c3ec62d6 2021-01-09 11:25:39 PSP lazier blend states, display mode report with 16bit option
0f5368fe 2021-01-09 10:33:38 PSP cached blending and texturing state, ABGR1555 stencil hack
fe405eb2 2020-12-28 14:00:53 fixed LRU cache code
c1f15229 2020-12-27 11:43:22 Spill render targets to ram on PSP
f3255df9 2021-11-17 23:50:41 Improve audio compatibility in PSP. Now it supports more formats and frequencies
16f5b9e3 2022-01-05 11:07:52 Filter jitter on Xbox One controllers when using raw input reports
6d46e30f 2022-01-05 14:31:31 Remove extra / in PSP GetPrefPath
33dccbb3 2022-01-05 14:00:37 Make sure GetPrefPath also works without org
419ae29d 2022-01-03 21:44:18 joystick: Move WGI driver initialization after Windows driver WGI calls SDL_DINPUT_JoystickPresent() so we need to be sure DInput remains initialized for the lifetime of the WGI driver to avoid a crash or duplicated joysticks between DInput and WGI.
d73bd0d2 2022-01-03 21:39:30 dinput: Don't crash in SDL_DINPUT_JoystickPresent if DInput init failed The WGI driver will call this regardless of whether our init succeeded.
565ef638 2022-01-04 11:40:04 SDL_rwops.c: simplify `foo <= 0` checks to `!foo` with unsigned types.
8f924b82 2022-01-03 16:41:03 kmsdrm: Remove gbm_bo_get_offset() It is not present on some older libgbm versions that we still support and has been unused since 85e8adf.
120c76c8 2022-01-03 09:40:00 Updated copyright for 2022
8622eda9 2022-01-02 22:34:56 SDL_RenderGeometry / software: TRIANGLE_GET_TEXTCOORD interpolates up to the max values included, so reduce by 1
4b112620 2022-01-02 19:11:50 SDL_cocoamodes.m (Cocoa_GetDisplayDPI): fix build using older toolchains Fixes https://github.com/libsdl-org/SDL/issues/5162
13a9cd47 2022-01-01 16:08:00 Adding sysfilesystem driver to PSP
0403fa8a 2022-01-02 02:36:23 X11_WaitEventTimeout: remove unreachable return If that condition was reachable, the return value should be negative to indicate that waiting for the timeout failed. Otherwise, SDL_WaitEventTimeout would incorrectly return early.
d0de4c62 2021-12-31 14:36:32 Android: fixes build NDK 21d
8f816998 2021-12-31 08:46:54 Only clear IME display options if SDL_HINT_IME_SHOW_UI is off (thanks opxdo!) Fixes https://github.com/libsdl-org/SDL/issues/5153
e4000c02 2021-12-31 10:30:51 video: SDL_GL_GetAttribute needs to operate on FBO 0. If a different FBO is bound, this would return incorrect results. Fixes #5082.
ab6d0d4d 2021-12-28 15:58:15 Fixed undefined behavior in SDL_memset() (thanks andrewrk!) Fixes https://github.com/libsdl-org/SDL/issues/5147
6a7b6380 2021-12-28 12:07:56 Fix macOS cursor jumping to corner on first titlebar click
a35a7d25 2021-12-25 05:00:26 Fix SigSegV from displayInfoInvalidate when changing resolution
1c41b535 2021-12-25 03:47:59 macOS: Calculate correct DPI by not using backingScaleFactor
724468ae 2021-12-13 15:48:55 GL renderer uses glDrawArrays instead of glBegin/glEnd. Also change internal colors sent to GL to use unorm8 components instead of float, for improved performance.
a1e992b1 2021-12-21 22:07:17 Fixed bug #5118 - [Android] PointerIcon leak in Cursor API
840339c4 2021-12-18 14:01:02 SDL_utf8strlcpy: store trailing_bytes explicity as unsigned type.
507d4bcd 2021-12-18 14:01:02 SDL_utf8strlen: run bit-test explicitly on unsigned char
82fc67ae 2021-12-18 14:01:02 SDL_joystick.c: cast the arguments to nibble() to unsigned char.
47d3e96b 2021-12-18 14:01:02 SDL_joystick.c: (unsigned char) cast to SDL_tolower() parameters.
c31a4024 2021-12-17 19:04:39 Fix audio memory leaks due to invalid init (thanks Janiszewski!) SDL_Init(SDL_INIT_AUDIO) did not take into account that functions like SDL_AddAudioDevice do register events, which will need final cleanup and only gets fired when events were actually initialised. Sample call stack of a malloc missing its free (Linux + PA): SDL_malloc_REAL (SDL_malloc.c:5328) SDL_AddEvent (SDL_events.c:445) SDL_PeepEvents_REAL (SDL_events.c:531) SDL_PushEvent_REAL (SDL_events.c:762) SDL_AddAudioDevice (SDL_audio.c:443) SourceInfoCallback (SDL_pulseaudio.c:681) context_get_source_info_callback (introspect.c:534) run_action (pdispatch.c:288) pa_pdispatch_run (pdispatch.c:341) pstream_packet_callback (context.c:349) do_read (pstream.c:1012) Fixes https://github.com/libsdl-org/SDL/issues/3005
71e3998d 2021-11-23 17:56:46 Make SDL_VideoInit cleanup when errors occur before video driver creation.
8ed0cc43 2021-12-15 22:30:04 Fix wrong value for thread priorities following official PSP Docs
44c84c0d 2021-12-17 17:44:34 GLES2/Big-endian: don“t swap datas for yuv textures (Thanks 0x1F9F1 !)
3a69828e 2021-12-17 13:15:39 Fixed GLES2 back-end on Big Endian Platform (see #5093)
61107494 2021-12-17 07:40:02 SDL_gamecontroller.c: (unsigned char) cast to SDL_isdigit() parameters.
48d1ef8f 2021-12-17 07:33:10 another unsigned char cast in os2cp.c. code clean-up in os/2 geniconv.
ced442cd 2021-12-17 07:33:10 SDL_test_common.c: (unsigned char) cast to SDL_isdigit() parameter.
dac65160 2021-12-17 02:50:40 os2iconv.c (_createUconvObj): cast to unsigned char, to be safe.
2052b5bc 2021-12-17 01:10:10 os2messagebox: use proper UCHAR* typecast in assignment, just in case.
ca18bf11 2021-12-16 12:01:18 Don't compare raw mouse button state with windows message button state When mouse buttons are swapped, right mouse button down is the same value as raw mouse button up, and conceptually the two systems use different button masks, so never cache state between the two. Fixes https://github.com/libsdl-org/SDL/issues/5108
3d5fcb5d 2021-12-16 11:10:07 Fix warning
4342e6bd 2021-12-16 10:53:27 SDL_render.c: lighten the cast syntax
50d49c63 2021-12-16 10:52:36 GLES2 backend: cast with SDL_Vertex and SDL_VertexSolid
4c9966ee 2021-12-16 10:22:27 wayland: Add a note for why we check 0,0 for fullscreen configurations
6101499c 2021-12-16 09:07:31 BigEndian: fix code that generates illegal instruction with gcc-4.9.2 on powerpc Program received signal SIGILL, Illegal instruction. X11_InitKeyboard (_this=0x1001f8f0) at /home/sdl/SDL_git/src/video/x11/SDL_x11keyboard.c:273 273 XKeyboardState values = { .global_auto_repeat = AutoRepeatModeOff };
0b7b0977 2020-12-27 17:51:39 fix PSP texure artifacts
996f30b0 2021-11-23 15:27:41 Use lightweight mutex
0341ec93 2021-11-26 11:34:40 Improve performance when vsync is enabled and the game is not reaching the 60 FPS
67c4b996 2021-12-15 10:39:42 Fixed enabling udev hotplug detection on Linux