Commit Graph

4100 Commits

Author SHA1 Message Date
Ryan C. Gordon dbce1341d5 audio: fixed typo in Doxygen comment. 2017-12-09 03:24:01 -05:00
Sam Lantinga bcf1e62289 Removed duplicate entry for SDL_wasapi.h 2017-12-08 16:12:53 -08:00
Ryan C. Gordon 686fc0937e metal: Cleaned up some reference count politics. 2017-12-08 18:26:26 -05:00
Ryan C. Gordon 7cb8b50ad8 hints: Add "metal" to the list of SDL_RENDER_DRIVER hints. 2017-12-08 17:43:57 -05:00
Sam Lantinga cf3d450313 Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() 2017-12-08 14:30:10 -08:00
Sam Lantinga c403c0fa9a Fixed Metal renderer memory leak 2017-12-08 13:20:20 -08:00
Ryan C. Gordon 81a33985e1 metal: Don't check if Metal is available if targeting modern macOS versions. 2017-12-08 14:03:36 -05:00
Sam Lantinga b733dcc208 Minor cleanup 2017-12-08 12:02:23 -08:00
Sam Lantinga 5182c23c6b Fixed minor memory leak in the Metal renderer 2017-12-08 11:35:19 -08:00
Sam Lantinga cac4e31261 Added check for failure of D3D_ActivateRenderer() 2017-12-08 11:34:32 -08:00
Sam Lantinga 127841f315 Fixed compiler warning 2017-12-08 11:33:27 -08:00
Sam Lantinga 1a1cd8c143 Fixed bug 1878 - Scaled texture draws with filtering produce wrapping artifacts.
Yuri K. Schlesner

When using texture filtering, there are filtering artifacts visible on the edges of scaled textures, where the texture filtering pulls in texels from the other side of the texture. Using clamping texture modes wouldn't completely fix this since source rectangles don't need to cover the whole texture. (See screenshot attached in next post.)

The opengl driver uses clamping on textures and so avoid this at least in the cases where the source rect is the whole texture. The direct3d driver does not and so has problems in every case. I'm not sure if it can actually completely be fixed, but at least enabling clamping for direct3d would be one step in the right direction.
2017-12-08 11:09:05 -08:00
Ryan C. Gordon 7472963805 configure: List Metal in video drivers. 2017-12-08 00:49:35 -05:00
Sam Lantinga dc04f290a3 Defer getting the next drawable until we actually start rendering
This works better for games where there may be a bunch of simulation logic that needs to be run before the next rendering pass, and prevents blocking if the next drawable is busy.
2017-12-08 08:58:02 -08:00
Sam Lantinga 104decd16d Fixed runtime errors on iOS 2017-12-07 18:08:51 -08:00
Sam Lantinga ba9c336e04 Fixed building for simulators or older iOS SDKs 2017-12-07 17:47:01 -08:00
Sam Lantinga 6deb1e7595 Fixed compiling Metal renderer on iOS 2017-12-07 17:12:03 -08:00
Sam Lantinga 1ae73a2be8 Added iOS and OSX versions of the Metal shaders 2017-12-07 16:08:47 -08:00
Sam Lantinga b2859af6df Enable building the Metal renderer by default, and weak link the Metal framework so the SDL library is safe to use on older Macs
Also generate iOS versions of the Metal shaders
2017-12-07 16:08:09 -08:00
Ryan C. Gordon 2a2c8d42ca Initial shot at a renderer target for Apple's Metal API.
This isn't complete, but is enough to run testsprite2. It's currently
Mac-only; with a little work to figure out how to properly glue in a Metal
layer to a UIView, this will likely work on iOS, too.

This is only wired up to the configure script right now, and disabled by
default. CMake and Xcode still need their bits filled in as appropriate.
2016-04-21 03:16:44 -04:00
Sam Lantinga cadf3e44ca The Metal view is a full SDL_uikitview to support multi-touch 2017-12-07 09:35:28 -08:00
Ryan C. Gordon ef6e629d39 cocoa: Added two missing files from hg changeset da7ba330ec68.
Fixes Bugzilla #3975.
2017-12-06 16:37:55 -05:00
Ryan C. Gordon 351d6d4784 audio: Port WASAPI to WinRT, remove XAudio2 backend.
XAudio2 doesn't have capture support, so WASAPI was to replace it; the holdout
was WinRT, which still needed it as its primary audio target until the WASAPI
code code be made to work.

The support matrix now looks like:

WinXP: directsound by default, winmm as a fallback for buggy drivers.
Vista+: WASAPI (directsound and winmm as fallbacks for debugging).
WinRT: WASAPI
2017-12-06 12:24:32 -05:00
Ryan C. Gordon 083fe066d5 winrt: Patched to compile on Ryan's workstation. :)
I'm not sure why I needed this, but it appears to fix the build on VS2015 here.
2017-12-06 13:48:51 -05:00
Sam Lantinga 47506fe1de Fixed bug 3974 - Fix SDL_WarpMouseInWindow on both KMSDRM and RaspberryPi drivers
Manuel Alfayate Corchete

This patch fixes SDL_WarpMouseInWindow() in both the KMSDRM and Raspberry Pi graphic backends.
2017-12-04 20:37:01 -08:00
Sam Lantinga 57ebc72714 Fixed bug 3975 - Add GLES2 support for macOS via ANGLE library
Andrey

Seems latest google angle library successfully built & tested under macOS'es.

https://github.com/google/angle

We need to use GLES2 to implement true cross-platform code.
2017-12-04 20:35:01 -08:00
Sam Lantinga 7914725bfc Removed spurious debug output 2017-12-04 20:26:09 -08:00
Olli Kallioinen 5a735da968 Fixed SDL_Log not working on windows if the output is being redirected. 2017-12-04 19:28:03 +02:00
Sam Lantinga 14452e9550 Fixed typos (thanks Martin!) 2017-12-04 20:21:52 -08:00
Sam Lantinga 67950e101e Fixed name of eglCreatePbufferSurface function 2017-12-03 20:27:08 -08:00
Sam Lantinga e943d1ce5a Fixed bug 3945 - Add eglCreatePbufferSurface function
tomwardio

Proposed patch loads eglCreatePbufferSurface in same manner as other 1.1 functors. This allows custom video drivers to create pbuffer surfaces.
2017-12-03 20:25:55 -08:00
Sam Lantinga 25df5a5ac9 Non-resizable windows need to have their window rect set to the client rect 2017-11-28 18:31:18 -08:00
Sam Lantinga 88e3562ba0 Use the included Khronos headers on Android so we can create Core OpenGL contexts when building with older SDK 2017-11-27 15:07:07 -08:00
Sam Lantinga 8758b7bf15 Fixed bug 3980 - Fix for KMSDRM driver where cursor would not be shown on some gfx hardware because of unsupported cursor size
Manuel Alfayate Corchete

This fixes a problem with KMSDRM on some graphics hardware where only bigger cursor sizes are supported, such as current Intel gfx. (The kernel-side driver is what limits this: had to look for failing IOCTLs...)
That caused SDL_SetCursor() to fail silently, and we were left with a missing cursor without further explanation.
With this patch, different "standard" sizes are tried and a bigger one is used (with an intermediate and clean buffer only used to write the new cursor to the BO where it will live after) if we get, let's say, 16x16 which is pretty common but our hardware does not support that.
2017-11-24 12:03:28 -08:00
Sam Lantinga 5f38b5d705 Fixed bug 3979 - Failed to link with "multiple definition of `scalbln'" error on both MinGW and MinGW-w64 by CMake
Vitaly Novichkov

Once I ran build of my codecs collection on AppVeyor where my CMake script downloads latest SDL2 from HG repo, failed to link because of math functions conflict:

https://ci.appveyor.com/project/Wohlstand/audiocodecs/build/1.0.44
The revision is b9ff5f8b2303

There are both vanilla MinGW and MinGW-w64 are failed to build.


```
[100%] Linking C shared library libSDL2.dll
c:/mingw/bin/../lib/gcc/mingw32/5.3.0/../../../libmingwex.a(scalbn.o):(.text+0x0): multiple definition of `scalbln'
CMakeFiles\SDL2.dir/objects.a(s_scalbn.c.obj):C:/projects/audiocodecs/build-MinGW-Release-Win32/external/SDL2/src/SDL2HG/src/libm/s_scalbn.c:30: first defined here
2017-11-24 03:01:07 -08:00
Sam Lantinga f776997afc Fixed some compiler warnings 2017-11-21 21:58:27 -08:00
Sam Lantinga ac4b491b20 Disabled spurious Visual Studio warnings in the uClibc math code 2017-11-21 21:51:33 -08:00
Sam Lantinga 1c0c90323c Fixed bug 3976 - SDL drivers may leak driverdata memory due to ignoring return value of SDL_AddDisplayMode
C Snover

SDL_AddDisplayMode returns an SDL_bool corresponding to whether or not the given display mode was added or not. It will return SDL_FALSE if a matching display mode already exists in the display's list of display modes, which causes ownership of the mode driverdata to remain with the caller. Some video drivers ignore the return value of SDL_AddDisplayMode, so leak the driverdata memory when SDL_AddDisplayMode returns SDL_FALSE.
2017-11-21 21:30:47 -08:00
Ethan Lee 688bc2858a Steam Virtual GamePad config for macOS 2017-11-20 13:59:43 -05:00
Sam Lantinga 3ac8adbae3 Fixed bug 3973 - Include of stdint is needed to build on linux, mingw and possibly android
Stuart Axon

https://discourse.libsdl.org/t/stdint-h-removed/23426

https://discourse.libsdl.org/t/debuild-fails-to-build-the-last-few-days/23429/4

Currently SDL2 is not building in Linux (x86 and ARM), Android and MingW because include stdint.h has been removed from yuv_rgb.h
2017-11-20 00:06:37 -08:00
Sam Lantinga a4b33d7451 Fixed bug 3959 - cmake build broken by commit 11702 (7fdbffd47c0e) due to typo
Mate Nagy
There is a typo in CMakeLists.txt that makes CMake exit with failure.

Change that causes the problem: (Notice the double ending brackets)
   ${SDL2_SOURCE_DIR}/src/video/*.c)
+  ${SDL2_SOURCE_DIR}/src/video/yuv2rgb/*.c)

Fix:
Just remove the first ending bracket resulting in:
   ${SDL2_SOURCE_DIR}/src/video/*.c
   ${SDL2_SOURCE_DIR}/src/video/yuv2rgb/*.c)
2017-11-20 00:03:23 -08:00
Sam Lantinga dba9979f44 Added support for aarch64 memory barrier instruction 2017-11-19 23:36:54 -08:00
Sam Lantinga 8fb3885c3c Fixed bug 3964 - YUV to RGB in video/SDL_yuv.c is broken for any output format of type ABGR8888 or BGR888
raist66676

Here is the bug in latest SDL 2.0.8 development repo. It is obvious and simple to fix by correcting typos on six lines of code.

In src/video/SDL_yuv.c on lines 217, 249, 280, 321, 353, and 384 the wrong conversion functions are called for SDL_PIXELFORMAT_ABGR8888 and SDL_PIXELFORMAT_BGR888. Instead of ABGR functions, BGRA functions are called. These are typos.
2017-11-17 11:03:02 -08:00
Sam Lantinga cd89efb8b9 Fixed building yuv_rgb.h when stdint.h isn't available (thanks Ozkan!) 2017-11-17 10:55:58 -08:00
Sam Lantinga 4764f7a45c Fixed building YUV test programs (thanks Ozkan!) 2017-11-17 10:54:46 -08:00
Sam Lantinga a6a4e27ae8 Updated SDL's YUV support, many thanks to Adrien Descamps
New functions get and set the YUV colorspace conversion mode:
	SDL_SetYUVConversionMode()
	SDL_GetYUVConversionMode()
	SDL_GetYUVConversionModeForResolution()

SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats.

Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
2017-11-12 22:51:12 -08:00
Sam Lantinga c317ab978f Fixed Android build error on older SDK 2017-11-12 10:59:05 -08:00
Sam Lantinga 20364769e0 Fixed typo in comment 2017-11-11 17:21:47 -08:00
Sam Lantinga 846d008036 Only include Intel intrinsics header on x86 and x64 2017-11-11 16:20:00 -08:00
Sam Lantinga 4026db8c7e Replaced the intrinsics header with the single header that includes all intrinsics so we can use AVX, etc. 2017-11-10 14:22:21 -08:00