Visual Studio doesn't define __ARM_ARCH nor _ARM_NEON, but _M_ARM and _M_ARM64,
so SDL_HasNEON() was bypassed.
PF_ARM_NEON_INSTRUCTIONS_AVAILABLE doesn't see to be defined (but still works
when defined as 19).
Only __ARM_NEON is defined with Android NDK and arm64-v8a
Tested on ndk-r18, ndk-r13 and also Xcode.
(Visual Studio needs a different fix).
Fixes Bugzilla #4409.
* Search for valid encoder in connector when it doesn't have an
encoder ID set.
* Search for valid CRTC in resources and encoder's possible CRTCs
when encoder doesn't have one set.
* Select default mode if CRTC doesn't have a valid one.
* Pick current_mode's W/H/Refresh Rate basing on current and
valid CRTC mode, not the saved one.
Cameron Gutman
After updating to SDL 2.0.9, I got a user report that my app was crashing when closing a SDL_WINDOW_FULLSCREEN window to return to my Qt-based UI. It looks like the dead SDL window is getting a spurious updateLayer call which is causing SDL to dereference a null SDL_WindowData pointer.
For some reason, this only happens when using SDL_WINDOW_FULLSCREEN and not windowed or SDL_WINDOW_FULLSCREEN_DESKTOP. I was also unsuccessful in my attempt to get a simple reproducer for this crash. The Session.cpp code is available 688c4a90d9/app/streaming/session.cpp but I slightly modified it (adding a SDL_PumpEvents() call at 1179 to immediately trigger the issue, otherwise it happened when Qt next pumped the event loop).
The crashing line is:
NSMutableArray *contexts = data->nscontexts;
Daniel Gibson
Even though my game (dhewm3) doesn't use SDL_INIT_JOYSTICK, SDL_PumpEvent() calls SDL_JoystickUpdate() which ends up calling hid_enumerate() every three seconds, and sometimes on my Win7 box hid_enumerate() takes about 5 seconds, which causes the whole game to freeze for that time.
maxxus
The Dualshock 3's motion sensors don't seem to be reported by the call to EVIOCGBIT but they still send EV_ABS events. Because they're not reported by EVIOCGBIT they're not assigned a proper axis ids and the default of 0 is used, which is the valid id for the left analog sticks left/right axis.
midwan
When trying to compile on a Raspberry Pi 3, running Raspbian Stretch (fully updated), a warning appears:
/home/pi/projects/SDL/src/test/SDL_test_memory.c: In function ?SDL_TrackAllocation?:
/home/pi/projects/SDL/src/test/SDL_test_memory.c:112:109: warning: format ?%llx? expects argument of type ?long long unsigned int?, but argument 5 has type ?unw_word_t {aka unsigned int}? [-Wformat=]
snprintf(entry->stack_names[stack_index], sizeof(entry->stack_names[stack_index]), "%s+0x%llx", sym, offset);
Touch device types include SDL_TOUCH_DEVICE_DIRECT (a touch screen with window-relative coordinates for touches), SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE (a trackpad-style device with absolute device coordinates), and SDL_TOUCH_DEVICE_INDIRECT_RELATIVE (a trackpad-style device with screen cursor-relative coordinates).
Phone screens are an example of a direct device type. Mac trackpads are the indirect-absolute touch device type. The Apple TV remote is an indirect-relative touch device type.
For starters, we need to correctly respond to 0,0 configure after unsetting
fullscreen. Also, turns out that there should be no drawing calls at all
in between eglSwapBuffers and wl_egl_window_resize, as otherwise EGL can
already allocate a wrongly sized buffer for a next frame, so handle those
together.
Sylvain
SDL_android.c
src/core/android/SDL_android.c:1302:5: warning: variable 'br' is used uninitialized whenever switch default is taken [-Wsometimes-uninitialized]
default:
^~~~~~~
src/core/android/SDL_android.c:1306:12: note: uninitialized use occurs here
return br;
^~
src/core/android/SDL_android.c:1270:12: note: initialize the variable 'br' to silence this warning
jint br;
^
Maybe we could add some basics warning flags, not to see all warnings, but so that new warnings are caught sooner.
I would go for -Wall -Wextra, and some -Wno-warning for the allowed warnings.
./src/render/SDL_render.c(2168): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2168): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2175): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2175): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
Adds controller bindings to support the "Xbox One Wireless Controller
(Model 1708)" on Linux. The Model 1708 was released in 2016 alongside the
Xbox One S. It is the current model being sold by Microsoft as of writing.
(October 22, 2018)
src/vendor/SDL2/src/joystick/bsd/SDL_sysjoystick.c:353:5: error:
ISO C90 forbids mixed declarations and code [-Werror=declaration-after-statement]
reported by 'bch' at https://discourse.libsdl.org/t/25231
https://bugzilla.libsdl.org/show_bug.cgi?id=4350
We can't safely call GL_DestroyRenderer() until GL_LoadFunctions()
succeeds because we will be missing functions that we try to use
when activating the renderer for destruction if we have an GL context.
Rainer Sabelka
After I did an upgrade of my arch Linux installation (resulting in an update of Mesa to version 18.2.3), all my SDL2 applications which use the KMS/DRM driver stopped working.
Reason: Creating a Window with SDL_CreateWindow failed because the call to EGL
eglCreateWindowSurface() returns an error "EGL_BAD_MATCH".
After investigating with the debugger I figured, that the configuration, which has been selected from the output of eglChooseConfig(), has an "EGL_NATIVE_VISUAL_ID" which does not match the "format" of the underlying gbm surface.
The attached patch fixes the problem. It does so, by mimicking Weston's behavior.
All configurations returned from eglChooseConfig() which have an visual_id different from the gbm format are discarded, and only from the remaining ones the "best" match is selected.
Rainer Sabelka
When using SLD2 on a Linux console with the KMS/DRM video backend and Linux evdev keyboard support, the caps lock, scroll lock, and num lock leds do not work.
The attached patch adds ioctls for setting the LED state in SDL_evdev_kbd.c
Sylvain
Re-opening this issue.
It fixes the test-case, but it introduces a regression with another bug (bug #4313).
So here's a new patch that activate cropping of the source surface to solve the issue.
It also reverts the wrong changeset.
It prevents unneeded colorkey error message.
Otherwise, we are using the allocator before the app can set up its own hooks.
Now we use VirtualAlloc, and WideCharToMultiByte (because SDL_iconv uses
SDL_malloc, too!) to get ready to call into SDL_main.
This also makes console_wmain() call into the same routines as everything
else, so we don't have to deal with those allocations, too. Hopefully we
end up with the same results from GetCommandLine() as we do in wargv.
Fixes Bugzilla #4340.
Include guards in most changed files were missing, I added them keeping
the same style as other SDL files. In some cases I moved the include
guards around to be the first thing the header has to take advantage of
any possible improvements compiler may have for inclusion guards.
If we run into problems where these events aren't dispatched (initialized on a different thread than the main thread?) we may need to create a separate thread to handle device notifications like we do with the windows joystick subsystem.
If you enable this, you'll need to link with CoreBluetooth.framework and add something like this to your Info.plist:
<key>NSBluetoothPeripheralUsageDescription</key>
<string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string>
It needs to use Bool (which is an int) and not BOOL (which is CARD8), which
causes problems on platforms with different byte order and alignment, etc.
Fixes Bugzilla #4326.
On Mojave, this will report large numbers for retina displays in fullscreen
mode, which isn't how it works on previous versions.
(transplanted from c6c1731780e2bef94f944a4795e2dfbba46d9500)
I have no idea if this works (or if it ever worked, having now examined this
code), as I have no way to compile or test this.
If it's broken, send patches. :)
This means it doesn't have to block while the current frame finishes using the
vertex buffer; it just moves on to the next, probably-not-in-use buffer.
- high-level filters out duplicate render commands from the queue so
backends don't have to.
- Setting draw color is now a render command, so backends can put color
information into the vertex buffer to upload with everything else instead
of setting it with slower dynamic data later.
- backends can request that they always batch, even for legacy programs,
since the lowlevel API can deal with it (Metal, and eventually Vulkan
and such...)
- high-level makes sure the queue has at least one setdrawcolor and
setviewport command before any draw calls, so the backends don't ever have
to manage cases where this hasn't been explicitly set yet.
- backends allocating vertex buffer space can specify alignment, and the
high-level will keep track of gaps in the buffer between the last used
positions and the aligned data that can be used for later allocations
(Metal and such need to specify some constant data on 256 byte boundaries,
but we don't want to waste all that space we had to skip to meet alignment
requirements).
It now uses a growable linked list that keeps a pool of allocated items for
reuse, and reallocs the vertex array as necessary. Testsprite2 can scale to
20,000 (or more!) draws now without drama.
This moves all the rendering to a command list that is flushed to the GL as
necessary, making most common activities upload a single vertex buffer per
frame and dramatically reducing state changes. In pathological cases,
like Emscripten running on iOS's Safari, performance can go from a dozen
draw calls killing your performance to 1000 draw calls running smoothly.
This is work in progress, and not ready to ship. Among other things, it has
a hardcoded array that isn't checked for overflow. But the basic idea is
sound!
src/core/linux/SDL_evdev.c:104:1: warning: "_THIS" redefined
In file included from src/core/linux/../../events/SDL_events_c.h:26,
from src/core/linux/SDL_evdev.c:45:
src/core/linux/../../events/../video/SDL_sysvideo.h:146:1: warning: this is the location of the previous definition
Alexandre
DirectFB supports 32-bit ABGR pixel format via DSPF_ABGR, but SDL doesn't map SDL_PIXELFORMAT_ABGR8888 to DSPF_ABGR.
A patch is attached and should add support for ABGR pixel format devices.
The only place angle is activated and causes effect is RenderCopyEx. All other
methods which use vertex shader, leave angle disabled and cause useless sin/cos
calculation in shader.
To get around shader's interface is changed to a vector that contains results
of sin and cos. To behave properly when disabled, cos value is set with offset
-1.0 making 0.0 default when deactivated.
As nice side effect it simplifies GLES2_UpdateVertexBuffer: All attributes are
vectors now.
Additional background:
* On RaspberryPi it gives a performace win for operations. Tested with
[1] numbers go down for 5-10% (not easy to estimate due to huge variation).
* SDL_RenderCopyEx was tested with [2]
* It works around left rotated display caused by low accuracy sin implemetation
in RaspberryPi/VC4 [3]
[1] https://github.com/schnitzeltony/sdl2box
[2] https://github.com/schnitzeltony/sdl2rendercopyex
[3] https://github.com/anholt/mesa/issues/110
Signed-off-by: Andreas M?ller <schnitzeltony@gmail.com>
This prevents us from clearing the clip rect globally when another application has set it.
There's also an experimental change to regularly update the clip rect for a window defensively, in case someone else has reset it. It works well, but I don't know if it's cheap enough to call as frequently as it would be called now, and might have other undesirable side effects.
Also fixed whitespace and SDL coding style
Polling without wl_display_flush() never responds to ping requests.
In that case ping-pong works only on other events, such as user input
or on frame swapped.
From https://git.merproject.org/mer-core/libsdl/merge_requests/3
Original author: Alexander Akulich <a.akulich@omprussia.ru>
Otherwise if SDL_POWER_DISABLED is disabled (eg with --disable-power):
... with clang -pedantic:
src/power/SDL_power.c:48:50: warning: use of GNU empty initializer extension [-Wgnu-empty-initializer]
static SDL_GetPowerInfo_Impl implementations[] = {
^
src/power/SDL_power.c:48:50: warning: zero size arrays are an extension [-Wzero-length-array]
2 warnings generated.
... with gcc -pedantic:
src/power/SDL_power.c:48:50: warning: ISO C forbids empty initializer braces [-Wpedantic]
src/power/SDL_power.c:48:50: warning: ISO C forbids empty initializer braces [-Wpedantic]
static SDL_GetPowerInfo_Impl implementations[] = {
^
src/power/SDL_power.c:48:30: error: zero or negative size array ?implementations?
static SDL_GetPowerInfo_Impl implementations[] = {
^~~~~~~~~~~~~~~
... with Watcom:
./src/power/SDL_power.c(85): Error! E1112: Initializer list cannot be empty
Creating a full-screen SDL renderer on Windows will keep the screensaver
suspended by DirectX, as is default for full-screen DX applications. However,
for applications that render in windowed-mode, the screensaver will
still kick in, even if SDL_DisableScreenSaver() is called or
SDL_HINT_VIDEO_ALLOW_SCREENSAVER is set to 0 (default). Implementing
a SuspendScreenSaver() function for Win32 fixes this behavior.
This means that if you have two devices named "Soundblaster Pro" in your
machine, one will be reported as "Soundblaster Pro" and the other as
"Soundblaster Pro (2)".
This makes it so you can't into a position where one of your devices can't
be opened because another is sitting on the same name.
duckgrease
SDL_RenderCopyEx blits wrong image (in some cases it's bunch of alternating horizontal lines, some cases it's image from the wrong coordinate, and in some cases it's just a bunch of garbled pixels), when the following conditions are met:
- Use software renderer.
- Enable either horizontal or vertical flip.
- source and destination rectangles must have same width and height, and must be smaller than the size of the texture.
- source rectangle's X and Y coordinates must be 0.
Icenowy Zheng
One front buffer is locked in GLES_SetupCrtc() and overrides the next_bo just locked in KMSDRM_GLES_SwapWindow, then the next_bo gets lost and is not released even when quitting the video.
It may leads to problems with GLES drivers that doesn't clean up GBM correctly if there's any bo left (e.g. the Mali Utgard r6p2 blob). In the case of Mali Utgard r6p2 blob, the DRM device file is still hold by the blob, and if you try to SDL_Quit to let another program to run (this is done by EmulationStation), the new program will fail to open DRM device.
Sylvain
I did various benches. with clang 6.0.0 on linux, and ndk-r16b on android (NDK_TOOLCHAIN_VERSION=clang).
- still see a x10 speed factor.
- with duff_loops, it does not use vectorisation (but doesn't seem to be a problem).
on linux my patch is already at full speed on -O2, whereas the duff_loops need -O3 (200 ms at -03, and 300ms at -02).
I realized that on Android, I had a slight variation which fits best.
both on linux with -O2 and -O3, and on android with 02/03 and armeabi-v7a/arm64.
Here's the patch.
suffix to the temp Pixel local in the DUFFS_LOOP.
SDL_blit.h (ASSEMBLE_RGB): add _ prefix to temp Pixel locals to avoid
any possible shadowings.
The warnings were like the following:
In file included from src/video/SDL_blit_N.c:26:0:
src/video/SDL_blit_N.c: In function 'BlitNtoNKeyCopyAlpha':
src/video/SDL_blit_N.c:2421:24: warning: declaration of 'Pixel' shadows a previous local [-Wshadow]
Uint32 Pixel = ((*src32 & rgbmask) == ckey) ? *dst32 : *src32;
^
src/video/SDL_blit.h:475:21: note: in definition of macro 'DUFFS_LOOP8'
case 0: do { pixel_copy_increment; /* fallthrough */ \
^
src/video/SDL_blit_N.c:2419:13: note: in expansion of macro 'DUFFS_LOOP'
DUFFS_LOOP(
^
src/video/SDL_blit_N.c:2399:12: warning: shadowed declaration is here [-Wshadow]
Uint32 Pixel;
^
Author: Anthony Pesch <inolen@gmail.com>
Date: Fri May 4 20:21:21 2018 -0400
Added SDL_AUDIO_ALLOW_SAMPLES_CHANGE flag enabling users of SDL_OpenAudioDevice to get
the sample size of the actual hardware buffer vs having a stream created to handle the
delta
The code is now reliant on SDL_PrivateJoystickAdded() and SDL_PrivateJoystickRemoved() being called correctly when devices are added or removed on Windows
"In release 2.0.6, when Linux evdev keyboard support has been moved to a
separate source file, a feature was added to disable normal keyboard event
processing to prevent "spilling" keystrokes to background virtual console.
This feature has one unpleasant side effect: if application fails to call
`SDL_Exit` before termination or crashes with fatal signal, console is left
in unusable state with keyboard not working and no possibility to switch
virtual console. If user has a chance, he can login remotely and restore
keyboard with `kbd_mode`, otherwise the only option is to reboot the machine.
This patch fixes that problem by intercepting fatal signals (with `sigaction`)
and process termination (with `atexit`), to restore keyboard state, if it
wasn't properly restored with `SDL_Exit`.
The function registered with `atexit` also restores original signal handlers,
to prevent leaving invalid handlers after SDL library is unloaded, if it was
loaded dynamically with `dlopen`.
No signal handlers or `atexit` function are installed if SDL boolean hint
`SDL_HINT_NO_SIGNAL_HANDLERS` is `SDL_TRUE`.
Additionally, if environment variable `SDL_INPUT_LINUX_KEEP_KBD` exists,
keyboard initialization function completely skips disabling keyboard. This
can be useful for debugging."
Fixes Bugzilla #4193.
This would cause problems in various ways, but specifically triggers an
assert when you close a WASAPI capture device in an app running over RDP.
Related to (but not the actual bug) in Bugzilla #3924.
SDL_UDEV_Scan must be called during SDL_SYS_HapticInit to ensure devices
outside of the 0-31 range are added to the list of haptic devices.
Fixes Bugzilla #3923.
First: disable d'n'd events by default; most apps don't need these at all, and
if an app doesn't explicitly handle these, each drop on the window will cause
a memory leak if the events are enabled. This follows the guidelines we have
for SDL_TEXTINPUT events already.
Second: when events are enabled or disabled, signal the video layer, as it
might be able to inform the OS, causing UI changes or optimizations (for
example, dropping a file icon on a Cocoa app that isn't accepting drops will
cause macOS to show a rejection animation instead of the drop operation just
vanishing into the ether, X11 might show a different cursor when dragging
onto an accepting window, etc).
Third: fill in the drop event details in the test library and enable the
events in testwm.c for making sure this all works as expected.
Parse out a copy of the varargs ourselves to get to the reply portion, since
the original passed to D-Bus might modify or not modify the caller's copy,
depending on system ABI.
At the HG state abdd17144682, 64-bit assemblies are using SSE2-based resampler, produces junk sound when converting the S32 -> Float32 -> S16 chain. The `NEED_SCALAR_CONVERTER_FALLBACKS` thing works perfectly.
If I will find a reason that caused this mistake, I'll send a patch by myself.
This is just in parity with the existing zxdg-shell-unstable-v6 code. Making
the Wayland target robust (and uh, with title bars) is going to take a lot
of work on top of this.