Commit Graph

3846 Commits

Author SHA1 Message Date
Ozkan Sezer f3835702d3 fix build with --disable-directx 2021-01-24 00:51:24 -05:00
Sam Lantinga 2ea393bd83 Fixed the screenshot button mapping on third party Bluetooth Nintendo Switch Pro controllers 2021-01-24 00:51:23 -05:00
Manuel Alfayate Corchete 03665004d0 [KMS/DRM] Small fix to KMSDRM_Waitpageflip(). More comments on how it works. 2021-01-24 00:51:23 -05:00
Ozkan Sezer bdb3e6b84f SDL_hidapi_switch.c: fix build with older compilers 2021-01-15 12:40:00 +03:00
Sam Lantinga e3dbae5010 Get the serial number for the Nintendo Switch Pro controller 2021-01-14 23:49:41 -08:00
Sam Lantinga 5fc743c4fd Phantom Nintendo Switch Pro Controller initialization problem 2021-01-14 23:49:37 -08:00
Sam Lantinga 92742306a6 Fixed rumble reset failing for Switch Pro controllers in USB mode 2021-01-14 23:49:33 -08:00
Sam Lantinga d0b87fede6 Added HIDAPI rumble debug info 2021-01-14 23:49:27 -08:00
Sam Lantinga e2f46ed8ef Always lock the HIDAPI device when closing, in case rumble is pending 2021-01-14 23:49:20 -08:00
Sam Lantinga 907b8eebc3 Make sure the HIDAPI device is locked when closing it, in case there is rumble pending that didn't complete 2021-01-14 23:49:16 -08:00
Sam Lantinga b3848c5120 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:
a569b21188 (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.
2021-01-14 15:15:57 -08:00
Sam Lantinga bdc6e4ffc5 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;
2021-01-14 15:03:11 -08:00
Sam Lantinga 6a342954e8 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:
- 6858a618cd
- b1e29e87b9/SDL2/src/video/wayland/SDL_waylandwindow.c (L463)

link to use in Quake2 port:
1. here i get pointer to EGLNativeWindowType:  6d94fedb1b/Engine/Sources/Compatibility/OpenGLES/EGLWrapper.c (L319)
2. then use it for create EGLSurface: 6d94fedb1b/Engine/Sources/Compatibility/OpenGLES/EGLWrapper.c (L391)
2021-01-14 14:42:53 -08:00
Sam Lantinga 82aafa9aa8 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.
2021-01-14 14:32:11 -08:00
Manuel Alfayate Corchete 1adadc7702 [KMS/DRM] Adjust come return values. Improve comments. 2021-01-14 10:18:40 +01:00
Manuel Alfayate Corchete 57661e42c3 [KMS/DRM] Remove unused header. 2021-01-13 20:17:50 +01:00
Manuel Alfayate Corchete ead3c406a2 [KMS/DRM] Refactor, improve and re-comment async pageflips code. 2021-01-13 20:11:01 +01:00
Sam Lantinga fbd7c718b6 Don't blink the Xbox 360 LED when setting the player slot, it's probably already been set by a driver 2021-01-13 11:02:07 -08:00
Sam Lantinga d757ec7f5c Only select the gamepad interfaces on the Xbox 360 wireless adapter 2021-01-13 11:02:01 -08:00
Manuel Alfayate Corchete aac74db685 [KMS/DRM] Enable async pageflips. 2021-01-13 15:54:26 +01:00
Manuel Alfayate Corchete 9384e59561 [KMS/DRM] Add warning comentary to avoid future experiments with scaling. 2021-01-12 20:15:37 +01:00
Ryan C. Gordon b99543b682 opengl: More work on making line drawing match software renderer. 2021-01-11 20:40:11 -05:00
Manuel Alfayate Corchete 8442754912 [KMS/DRM] Refactor KMSDR_CreateSurface to group all non-Vulkan stuff in a block. 2021-01-12 00:22:58 +01:00
Manuel Alfayate Corchete 87eb734c4e [KMS/DRM] Don't ask SDL to scale image when in Vulkan mode. 2021-01-11 23:59:40 +01:00
JibbSmart e9887045a2 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.
2021-01-11 15:36:40 +08:00
Manuel Alfayate Corchete 85e8adf78d [KMS/DRM] Unused code cleaning. 2021-01-11 22:28:27 +01:00
Manuel Alfayate Corchete 5105ecf8b1 [KMS/DRM] Move surface size info to window driverdata, for coherency. 2021-01-11 21:02:07 +01:00
Manuel Alfayate Corchete 2067a7db8e [KMS/DRM] Fix fullscreen to windowed transition. Fix aspect ratio correction without using planes. 2021-01-11 20:29:09 +01:00
Sylvain Becker 958e5d5b34 SDL_UpdateNVTexture: fixed pitch/bpp for GLES2 (bug #5430) 2021-01-11 10:01:24 +01:00
Sylvain Becker 68815b6c06 Fixed bug 5465 - Invalid memcpy inside SDL_GestureDelTouch (Thanks dmikushin and Yuki Okumura) 2021-01-10 22:21:12 +01:00
Sylvain Becker b94718e0a7 SDL_UpdateNVTexture: for D3D11, same notation as SDL_UpdateTexture (bug #5430) 2021-01-09 21:22:21 +01:00
Manuel Alfayate Corchete 850d9c8c0d [KMS/DRM] Cleanup remainings from plane/scaling usage. 2021-01-09 02:25:13 +01:00
Manuel Alfayate Corchete 2aeb317743 [KMS/DRM] Fix vkQuake3 in OpenGL mode. 2021-01-08 22:00:28 +01:00
Sam Lantinga 8746788fea KMSDRM_LEGACY is no longer legacy 2021-01-08 11:08:23 -08:00
Sam Lantinga 50ea3b77f1 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.
2021-01-08 10:09:37 -08:00
Sam Lantinga 2f72535c62 Fixed joysticks generating SDL mouse events 2021-01-08 09:54:55 -08:00
Sam Lantinga a5dba7d3ab Fixed Xbox One Series X share button incorrectly triggering on newer firmware 2021-01-08 09:54:52 -08:00
Manuel Alfayate Corchete b24494734b [KMS/DRM] Go back to the LEGACY interface only because using planes breaks compatibility with HW, so no advantage on using ATOMIC. 2021-01-08 18:57:12 +01:00
Manuel Alfayate Corchete 940e1b8dd9 [KMS/DRM] Small readability changes. 2021-01-08 16:33:50 +01:00
Manuel Alfayate Corchete e5bf1850f5 [KMS/DRM] Fix cpmpilation warnings. Thanks to Ozkan Sezer for pointing this out! 2021-01-08 15:39:05 +01:00
Manuel Alfayate Corchete cef1bd0639 [KMS/DRM] Prevent creating another default cursor everytime a window is created. Other fixes and cleanups. 2021-01-08 13:14:42 +01:00
Sam Lantinga e778881ada 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()).
2021-01-07 11:49:28 -08:00
Sam Lantinga c8a64ad90c Fixed building when SDL_LIBUSB_DYNAMIC is defined 2021-01-07 10:23:55 -08:00
Manuel Alfayate Corchete d079130c24 [KMS/DRM] Don't use primary plane for scaling because that's unsupported on most LEGACY-only HW. 2021-01-07 18:44:34 +01:00
Manuel Alfayate Corchete e168d1138c [KMS/DRM] Correct drmModeSetCursor() dimensions. 2021-01-07 14:40:24 +01:00
Manuel Alfayate Corchete 335d78ff86 [KMS/DRM] Add the missing files for Vulkan support to the KMSDRM_LEGACY backend, had forgotted to do -hg add-. 2021-01-07 11:30:33 +01:00
Manuel Alfayate Corchete 661bacfe27 [KMS/DRM] Add Vulkan suport to the KMSDRM_LEGACY backend.Minor text spacing tweaks for better readability. Comment out unused function. 2021-01-07 00:47:21 +01:00
Ozkan Sezer dfb0afe36a fix build after commit 5730b2005da1 2021-01-07 00:41:32 +03:00
Manuel Alfayate Corchete 67e0b1dd4e [KMS/DRM] Rewrite KMSDRM_LEGACY backend to accomodate Vulkan compatibility. Fix several bugs on that backend. 2021-01-06 22:15:26 +01:00
Sylvain Becker 57a5c45372 Fix D3D11 UpdateTextureNV in non fullscreen (bug #5430) 2021-01-05 22:06:51 +01:00
Sylvain Becker fc61ecb25c Fix software UpdateNVTexture non fullscreen (bug #5430) 2021-01-05 21:54:03 +01:00
Sylvain Becker 204ef3b509 Fix D3D11 UpdateNVTexture (bug #5430) 2021-01-05 20:38:31 +01:00
Sylvain Becker c0df40e003 Add more SDL_HAVE_YUV defines 2021-01-05 17:39:48 +01:00
Ozkan Sezer 76295cecf3 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.
2021-01-05 15:50:10 +03:00
Ozkan Sezer 265a1cc97a 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*
2021-01-05 15:50:02 +03:00
Ozkan Sezer 516042b4d6 ran gendynapi.pl after SDL_UpdateNVTexture addition 2021-01-05 15:15:50 +03:00
Ozkan Sezer 31751bdcce wmmsg.h: constified wmtab 2021-01-05 15:15:37 +03:00
Sylvain Becker b032504162 Fix unused variable warning on METAL (see bug #5430) 2021-01-05 12:36:34 +01:00
Sylvain Becker c1eb9ecf99 Add SDL_UpdateNVTexture for META (bug #5430)
(not tested)
2021-01-05 12:29:43 +01:00
Sylvain Becker 73d93dbc38 Fix compilation on Window10 (see bug #5430) 2021-01-05 12:20:02 +01:00
Sylvain Becker df6b813108 Fix compilation (implicit declaration of function) (see bug #5430) 2021-01-05 12:16:32 +01:00
Sylvain Becker d1f031c8ee Add SDL_UpdateNVTexture for d3d11 (bug #5430)
(not tested)
2021-01-05 12:08:16 +01:00
Sylvain Becker f5eba2ccd6 Fixed invalid read in yuv_rgb_sse() (see bug #5430) 2021-01-05 12:00:54 +01:00
Sylvain Becker be4cfd51c3 Add SDL_UpdateNVTexture() to update NV12/21 Texture (bug #5430)
for renderer software, opengl, and opengles2
2021-01-05 11:56:22 +01:00
Sam Lantinga d72dbd9883 Fixed detection of the Wooting Two keyboard, which shows up as an Xbox 360 controller 2021-01-04 17:30:28 -08:00
Sam Lantinga b2a0c712cb Allow setting the player index to -1, which turns off the player LED for PS5 controllers 2021-01-04 12:24:44 -08:00
Sam Lantinga bf754b52bf Valve contributed code is under the Zlib license 2021-01-04 12:17:24 -08:00
Ozkan Sezer 8cb421b26d SDL_windows_main.c: use new WIN_StringToUTF8W macro 2021-01-04 10:20:10 +03:00
Ozkan Sezer a594b85031 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..
2021-01-04 10:00:30 +03:00
Ozkan Sezer 5b14bbff5f make ANSI/UNICODE versions of WIN??UTF8 macros individually available. 2021-01-04 10:00:10 +03:00
Ozkan Sezer f2bd861cd7 move SDL_tcsstr definition to core/windows/SDL_windows.h 2021-01-04 08:50:00 +03:00
Ozkan Sezer ae18109a92 SDL_windowsjoystick.c (SDL_CreateDeviceNotification): use L, not TEXT()
cf. bug #5435.
2021-01-04 01:23:50 +03:00
Ozkan Sezer 390fd14f54 SDL_windowswindow.c (SDL_HelperWindowCreate): adjust for ANSI/UNICODE:
change SDL_HelperWindowClassName and SDL_HelperWindowName from WCHAR *
to be const TCHAR*

cf. bug #5435.
2021-01-04 01:23:50 +03:00
Ozkan Sezer 398d2764c7 RAWINPUT_InitWindowsGamingInput: change pNamespace from LPTSTR to PCWSTR
because WindowsCreateStringReference specifically accepts const WCHAR *
- WGI_JoystickInit(): ditto.

cf. bug #5435.
2021-01-04 01:23:50 +03:00
Ozkan Sezer f09e0af7aa SDL_dinputjoystick.c (IsXInputDevice): adjust to be ANSI/UNICODE-agnostic
cf. bug #5435.
2021-01-04 01:23:50 +03:00
Ozkan Sezer ed39f2f3f9 SDL_wasapi_win32.c (WASAPI_PlatformThreadInit): use L instead of TEXT()
because AvSetMmThreadCharacteristicsW specifically accepts WCHAR* input
cf. bug #5435.
2021-01-04 01:23:50 +03:00
Ozkan Sezer 01a2f27679 consistently use TEXT() macro with LoadLibrary() and GetModuleHandle()
cf. bug #5435.
2021-01-04 01:23:50 +03:00
Cameron Gutman 014f507c40 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.
2021-01-03 12:13:40 -06:00
Sam Lantinga 393c8c1f16 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.
2021-01-03 10:32:55 -08:00
Cameron Gutman 6cbd4417f0 Add a hint for D3D9Ex to avoid having to choose at compile-time 2021-01-02 14:45:15 -06:00
Cameron Gutman 59594a7891 Implement PAUSE_INSTRUCTION() for Windows ARM platforms 2021-01-02 13:43:04 -06:00
Sylvain Becker fea49a3e2f SDL_stretch.c: compilation NEON on Windows 10 2021-01-03 15:24:47 +01:00
Sylvain Becker acccc71f27 Fixed bug 5436 - MSVC 2019 ARM64 build fails to compile SDL_stretch.c 2021-01-02 22:31:44 +01:00
Sam Lantinga 9130f7c377 Updated copyright for 2021 2021-01-02 10:25:38 -08:00
Cameron Gutman 414ddc32c5 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.
2021-01-01 17:34:07 -06:00
Sam Lantinga 963c9495d3 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.
2021-01-02 10:11:08 -08:00
Sam Lantinga d25eff6505 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
2021-01-02 10:06:22 -08:00
Sam Lantinga f0b6c78733 Fixed Windows XP compatibility with recent hidapi commit 2021-01-02 09:58:08 -08:00
Sylvain Becker 3edf337d66 Simplify RenderGetViewportSize 2021-01-02 17:29:34 +01:00
Sylvain Becker 2af765da11 SDL_RenderGetViewportF: only need the size of viewport (see bug #5424) 2021-01-02 17:18:13 +01:00
Sylvain Becker 41597249e8 SDL_RenderGetViewportF: remove debug messages 2021-01-02 16:15:22 +01:00
Sylvain Becker 8c48c4238a Add SDL_RenderGetViewportF: fix lost of precision while scaling (see bug #5424) 2021-01-02 16:12:30 +01:00
Sylvain Becker c005267fb1 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 )
2021-01-02 09:38:19 +01:00
Sylvain Becker 2127ed2574 SDL_SoftStretch: add a check for input pixel format
and function re-naming
2021-01-02 09:28:16 +01:00
Sam Lantinga ab55ec4850 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.
2021-01-01 11:12:41 -08:00
Sam Lantinga 480c1f9fef Make sure we're not starving report reads when there's lots of rumble 2021-01-01 11:12:36 -08:00
Sam Lantinga 223af86c62 Added SDL_RenderGetD3D11Device() to get access to the device associated with the D3D11 renderer 2021-01-01 11:12:30 -08:00
Sam Lantinga 5f0b2a7f54 Fixed resource leak with D3D11 NV12 textures 2021-01-01 11:12:22 -08:00
Manuel Alfayate Corchete 21003b7db2 [KMS/DRM] Small refactoring on the SwapWindow function. 2020-12-31 14:31:29 +01:00
Manuel Alfayate Corchete e1fb969b76 [KMS/DRM] Correct comments about last bugfix. 2020-12-31 01:40:15 +01:00