There is an error "E libEGL : validate_display:91 error 3008 (EGL_BAD_DISPLAY)"
that occurs when calling "eglQueryString(display, EGL_VERSION)", with EGL_NO_DISPLAY.
Khronos says "EGL_BAD_DISPLAY is generated if display is not an EGL display connection, unless display is EGL_NO_DISPLAY and name is EGL_EXTENSIONS."
but this was added in SDL with "EGL 1.5 allows querying for client version"
( 56363ebf61 )
In fact:
- it actually doesn't work on Android that has 1.5 egl client
- it works on desktop X11 (using SDL_VIDEO_X11_FORCE_EGL=1)
The commit moves the version call where it's used, eg inside the "if (platform) {"
and checks that "eglGetPlatformDisplay" has been correctly loaded.
This unearthed an unspeakably large amount of bugs in the wl_output enumerator,
notably the fact that the wl_output user pointer was to temporary memory!
This was "fixed" in e862856, and was then pointed out as a leak in 4183211,
which was undone in d9ba204. The busted fix was correct that the malloc was an
issue, but wrong about _why_; SDL_AddVideoDisplay copies by value and does not
reuse the pointer, so generally you want your VideoDisplay to be on the stack,
but of course the callbacks don't allow that, so a malloc was a workaround. But
we can do better and just host our temporary display inside WaylandOutputData
because that will be persistent while also not leaking.
Wait, wasn't I talking about move events? Right, that: wl_surface_listener does
at least give us the ability to know what monitor we're on, even though we have
no idea where we are on the monitor. All we need to do is check the wl_output
against the display list and then push a move event that both indicates the
correct display while also not being _too_ much of a lie (but enough of a lie
to where our event doesn't get discarded as "undefined" or whatever). The index
check for the video display is what spawned the great nightmare you see before
you; aside from the bugfix this is actually a really basic patch.
The information whether a specific joystick can be used as a gamepad is
not going to change every frame, so we can cache the result into a
variable.
This dramatically reduces the performance impact of SDL2 on small
embedded devices, since the code path that is now avoided was quite
heavy.
Fixes#4229.
Signed-off-by: Paul Cercueil <paul@crapouillou.net>
- Only focus a new window when one closes if the window that was closed was an SDL window
- If the application already has a key window set that is not an SDL window, don't replace it when the application is activated
- Only register the URL event handler when SDLAppDelegate is going to be set as the applications app delegate. This is to
be consistent with previous behavior that would only register the handler in -[SDLAppDelegate applicationDidFinishLaunching:]
and allows the running app to opt out of the behavior by setting its own app delegate.
- The URL event handler is now removed if it was set on SDLAppDelegate dealloc
There is no guarantee on what order the Wayland interfaces will come in, but the
callbacks were assuming that wl_data_device_manager would could before wl_seat.
This would cause certain desktops to not have any data_device to work with,
meaning certain features like the clipboard would silently no-op.
On windows, when toggling the state of RelativeMode rapidly, there is a
high chance that SDL_WINDOWEVENT_ENTER / SDL_WINDOWEVENT_LEAVE events
will stop firing indefinitely.
This aims to resolve that shortcoming by ensuring mouse focus state is
correctly updated via WM_MOUSELEAVE events arriving via the windows
event hook.
KWin has supported the shared and formalised zxdg_decoration since
Plasma 5.16 which came out mid 2019.
Whilst it made sense to support them both for a while, it should not be
needed for future SDL releases.
Because Wayland only supports FULLSCREEN_DESKTOP, fullscreen_mode never gets
assigned at all, meaning driverdata is always NULL! Depending on what the
compositor does this can lead to dramatically different results. GNOME was fine
without this, but Plasma would trip an event that unintentionally unset the
fullscreen mode and caused the game to fire a configure event _every frame_,
and of course the configure would send the fullscreen_mode output which was
still empty. The fix is to just use the SDL_VideoDisplay directly, which will
always have a valid wl_output.