This adds support for all 3 of the gamecube controller's rumble modes
Rumble: 1
Stop: 0
StopHard: 2
This is useful for applications that need the full range of support
This also adds a hint to control rumble behavior, defaults 0 to maintain compatibility
If the app requested a specific renderer, even if it's not the optimal path,
let them have it, because they might want to render with a specific GPU API
on top of the framebuffer pixels.
This fixes DosBox-X crashing on startup, which forces the hint to "opengl".
Now we see if we can create an SDL_Renderer, and if that renderer reports
itself as "accelerated," and added some initial heuristics to the OpenGL
renderer to make better decisions about what qualifies as "accelerated."
This adds some FIXMEs that might be merely hypothetical, and removes the
old OpenGL checks from the video subsystem that probably weren't meaningful
in modern times. This will definitely need to improve the existing list
in the GL renderer, to catch things like llvmpipe, etc.
Reference issue #4624.
The io_list_check_add() and io_list_remove() functions are only ever called from within the Pipewire thread loop, so the locks are redundant. io_list_sort() is called from within a lock in the device detection function, so those additional locks are redundant as well.
Remove the hard upper limit of 8192 samples and instead use the buffer sizes provided by Pipewire to determine the size of the intermediate input buffer and whether double buffering is required for output streams. This allows for higher latency streams to potentially avoid double-buffering in the output case, and we can guarantee that the intermediate input buffer will always be large enough to handle whatever Pipewire may deliver.
As the buffer size calculations occur in a callback in the Pipewire processing thread itself, the stream readiness check has been modified to wait on two distinct flags set when the buffers have been configured and when the stream is ready and running.
- use the result of SDL_ConvertPixels to propagate error
- get rid of the verbose error message of D3D11_RenderReadPixels in case SDL_ConvertPixels failed
- always set error message in SDL_EGL_ChooseConfig / SDL_EGL_CreateContext
- assume SDL_EGL_DeleteContext does not alter the error message
- sync generic error message of SDL_EGL_MakeCurrent with SDL_EGL_Get/SetSwapInterval
- do not overwrite error message of SDL_EGL_ChooseConfig in WINRT_CreateWindow
- add missing error-message in SDL_LoadBMP_RW
- check return value of SDL_RWtell in SDL_LoadBMP_RW
- use standard SDL_EFREAD error instead of custom strings
+ adjust return type of readRlePixels