Commit Graph

3961 Commits

Author SHA1 Message Date
Alex Szpakowski f9cd765020 metal and moltenvk: fix highdpi. 2018-01-02 21:44:28 -04:00
Alex Szpakowski ef1014ac68 configure script: Implement testing for build-time Metal SDK support. 2018-01-02 19:06:14 -04:00
Sam Lantinga b3b5c47366 Fixed direction of y adjustment for new orthographic projection in the metal renderer 2018-01-02 14:32:15 -08:00
Sam Lantinga fa86807ceb Fixed metal renderer pixel centers when drawing 2018-01-02 14:11:10 -08:00
Alex Szpakowski 07f08b47ff metal: Fix a typo preventing iOS compilation... 2018-01-01 23:06:08 -04:00
Alex Szpakowski 1cc6603378 metal: Clean up manual reference counting. Fixes some memory leaks. 2018-01-01 23:03:50 -04:00
Ryan C. Gordon 7c667a6f7a windows: Remove references to GetVersionExA (thanks, Andrew Pilley!).
"GetVersionExA is deprecated in windows 8.1 and above's SDK, causing a warning
when building against the win10 SDK. Attached patch cleans up the usage for a
warning-free build.

GetVersionExA was being used to test to see if SDL was running on win9x or
winnt. A quick chat with Ryan on twitter suggested that SDL doesn't
officially support win9x anymore, so the call to this can be outright removed.

As an aside, replacing the call to GetVersionExA with VerifyVersionInfoA (the
recommended path) would have been pointless, as VerifyVersionInfoA only
supports VER_PLATFORM_WIN32_NT and doesn't officially support any other value
for dwPlatformId currently. (And it's probable that win9x SDKs didn't have
VerifyVersionInfo* in them anyway.)"

Fixes Bugzilla #4019.
2018-01-01 19:16:51 -05:00
Alex Szpakowski a452a08458 iOS: fix build 2018-01-01 19:40:29 -04:00
Alex Szpakowski 639ea9fdbc metal: Use sampler state objects instead of shader-declared samplers for linear vs nearest filtering.
This avoids a ton of shader duplication once multiple shaders that use samplers are added (e.g. the currently missing YUV shaders).
2018-01-01 19:37:16 -04:00
Alex Szpakowski cf45cf70e5 metal: Add support for custom blend modes. 2018-01-01 18:06:27 -04:00
Alex Szpakowski 85470a2f95 metal: implement SDL_RenderCopyEx, and fix a memory leak in SDL_CreateTexture. 2017-12-31 21:06:16 -04:00
Alex Szpakowski 047d387b2e metal: Use the existing cocoa code for creating a Metal view on macOS. Fixes the renderer size when the window is resized. 2017-12-31 15:30:08 -04:00
Alex Szpakowski 48fea0cee4 macOS: Fix MoltenVK Metal view resizing, and allow the metal view to be used without vulkan. 2017-12-31 15:21:25 -04:00
Ryan C. Gordon 6d32ebdbc9 winrt: Add mmdevapi.lib dependency to WinRT8.1 builds, for WASAPI support. 2017-12-31 03:51:17 -05:00
Ryan C. Gordon 027d63bc01 winrt: workaround for pre-UWP builds.
There's probably a better way to do this for legacy platforms, though.
2017-12-31 03:36:54 -05:00
Ryan C. Gordon 140cc46004 windows: Use WaitForSingleObjectEx() always
This is available since Windows XP, so it's safe to use always, not just in
a WinRT ifdef.
2017-12-31 03:35:41 -05:00
Ryan C. Gordon 77bb49b7a7 wasapi: Patched to compile on non-UWP WinRT builds. 2017-12-31 03:34:16 -05:00
Ryan C. Gordon c0c3056948 winrt: Disabled Windows Phone 8.0 builds.
It lacks APIs we need for WASAPI and probably no one will miss it. 8.1 is
still supported.
2017-12-31 03:17:18 -05:00
Ryan C. Gordon 791c0dd8ab winrt: bumped SDL's shipping version number in winrtbuild.ps1 2017-12-31 03:13:33 -05:00
Alex Szpakowski 42b19c9749 metal: Respect the vsync flag on macOS 10.13+. 2017-12-30 22:39:55 -04:00
Alex Szpakowski e24dc9053b metal: use a projection matrix instead of manually transforming vertices into clip space on the CPU. 2017-12-30 20:32:22 -04:00
Alex Szpakowski 49df65c25a metal: only 4 (instead of 5) vertices are needed to draw rectangles and textures, and only 3 (instead of 5) vertices are needed to cover the screen for the 'full-screen quad' when clearing. 2017-12-30 18:48:07 -04:00
Ryan C. Gordon d027f3602f xcode: Add Metal and QuartCore to everything as a weak_framework. 2017-12-30 14:40:39 -05:00
Alex Szpakowski 64ec4c3334 macOS: Make sure the desktop's display mode is always in SDL's list of display modes. 2017-12-29 22:13:40 -04:00
Sam Lantinga 616827ae64 Fixed bug 4001 - Android, prevent error message box to crash
Sylvain

Prevent the error message box to crash after being clicked.
Because of "SDLActivity.mSingleton.finish();"
2017-12-19 11:19:10 -08:00
Sam Lantinga b7be5bce33 Fixed bug 4000 - SDL2 on raspberry: mouse displayed at 0,0 after SDL_ShowCursor
Laurent Merckx

I have a problem with the SDL_ShowCursor method on Raspberry.

Depending on the context, my application hides or show the mouse cursor with SDL_ShowCursor.
But when calling SDL_ShowCursor(true), the cursor is displayed at 0,0 (and not at last position).

After debugging sources by myself, it seems that the problem is in SDL_rpimouse.c - RPI_ShowCursor:

vc_dispmanx_rect_set( &dst_rect, 0, 0, curdata->w, curdata->h);
should be
vc_dispmanx_rect_set( &dst_rect, mouse->x, mouse->y, curdata->w, curdata->h);

For me, it solves the problem.
2017-12-19 11:17:37 -08:00
Sam Lantinga 70082db849 Fixed bug 4003 - HAVE_POLL undefined in SDL_poll.c, making it impossible to use.
tomwardio

HAVE_POLL is correctly defined in SDL_config.h when running configure. However, in the only place where it's used, it's undefined at the start of the file.
2017-12-19 11:14:06 -08:00
Sam Lantinga b92e2f027a Fixed bug 4004 - iOS: don't hide keyboard on RETURN
Dominik Reichardt

As discussed in 2012 the iOS onscreen keyboard hides when you hit RETURN (see https://discourse.libsdl.org/t/on-screen-keyboard-change/19216).
IMO this is a bad idea to not be able to influence this behavior and just recently this was fixed for Android by adding the hint SDL_HINT_ANDROID_RETURN_HIDES_IME in changeset 11768	6ce3bb5e38a5.
2017-12-19 10:57:21 -08:00
Sam Lantinga fee2469c65 Fixed bug 4005 - Android, SDL_IsGameController() crashes is index is out of range
Sylvain

On Android, if you give an invalid index to SDL_IsGameController(), it will crash in SDL_SYS_IsDPAD_DeviceIndex().
2017-12-19 10:48:29 -08:00
Sam Lantinga e5cfa24182 Fixed default Android D-PAD mapping so the back button is treated as B 2017-12-16 10:40:47 -08:00
Sam Lantinga 255362a3ed Fixed handling of the Apple TV remote buttons
The menu button on the remote is the back button
2017-12-16 10:40:45 -08:00
Sam Lantinga cc30e1eb3d Added support for the ASUS TV500BG Android gamepad 2017-12-16 10:40:43 -08:00
Sam Lantinga 95d8396e9d Added Android build script for SDL 2017-12-16 10:40:41 -08:00
Ryan C. Gordon ab4695f48f wasapi: switched to event-driven interface.
This reduces latency and improves battery life.
2017-12-13 14:35:55 -05:00
Ryan C. Gordon 988034fcc7 windows: Fixed a comment. 2017-12-12 22:25:39 -05:00
Sam Lantinga 684c5847ad Moved deployment target values to project settings 2017-12-12 22:30:21 -08:00
Sam Lantinga 35a2eed3c1 Parameterized the All (target platform) build target scripts so they can be used in other projects 2017-12-12 21:59:39 -08:00
Sam Lantinga 18577a70dd Fixed bug 3992 - SDL_GetColorKey doesn't set error message
Luke A. Guest

SDL_GetColorKey does not set an error message on failure. The current source just returns -1.

The documentation https://wiki.libsdl.org/SDL_GetColorKey?highlight=%28%5CbCategoryAPI%5Cb%29%7C%28SDLFunctionTemplate%29 says to call SDL_GetError but that is useless in this case.
2017-12-12 16:37:23 -08:00
Sam Lantinga 87894224b6 Fixed bug 3981 - Inverted logic bug in SDL_renderer "overscan" feature
Eric wing

There is a tiny bug in the new overscan code for the SDL_renderer.

In SDL_renderer.c, line 1265, the if check for SDL_strcasecmp with "direct3d" needs to be inverted.

Instead of:
if(SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {

It should be:
if(0 == SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {

This bug causes the "overscan" mode to pretty much be completely ignored in all cases and all things remain letterboxed (as before the feature).
2017-12-12 16:34:16 -08:00
Sam Lantinga 0597bf6e99 Fixed bug 3993 - altivec.h include in SDL_cpuinfo.h breaks compilation with -std=c++11
bastien.bouclet

According to this GCC bug report, altivec.h requires building with the gnu extensions: https://gcc.gnu.org/bugzilla/show_bug.cgi?id=78263.

As an application developer, I don't want SDL to force me to enable the gnu extensions.
2017-12-12 16:25:43 -08:00
Sam Lantinga ca7297668a Fixed bug 3996 - Corrupted or over-released critical section on SDL_Quit (SDL_event_watchers_lock)
Andrew

This likely comes down to an additional 'unlock' being called before destroying it, without a matching 'lock'.
2017-12-12 16:10:20 -08:00
Sam Lantinga 2afc0b7fa5 Add the ability to set SDL to handle Return as 'hide IME' on Android softkeyboard. (thanks Rachel!) 2017-12-12 12:52:23 -08:00
Sam Lantinga e8bbbb37f1 Added support for Android video textures 2017-12-12 12:52:17 -08:00
Sam Lantinga bed7fd8066 Merged latest changes from rel/streaming_client 2017-12-12 12:52:09 -08:00
Sam Lantinga 527a8eb058 Renamed Xcode build targets so it's easier to copy files out of build directories on the command line
Also enabled bitcode, which is needed for App Store builds
2017-12-12 12:14:55 -08:00
Sam Lantinga 638d4fe3f8 Added SDL_uikitmetalview.m to the tvOS project 2017-12-12 11:29:00 -08:00
Sam Lantinga e0d0184f09 Fixed bug 3999 - Build failed when try to build with configure script for Android 2017-12-11 14:44:34 -08:00
Sam Lantinga f1ec8a5f4c Check for immintrin.h before using it in SDL_cpuinfo.h 2017-12-11 12:00:12 -08:00
Sam Lantinga 1b16618b13 Fixed Windows gcc build 2017-12-11 11:47:52 -08:00
Sam Lantinga 7ac46a7449 The newer compilers generate the property boilerplate automatically 2017-12-11 11:34:53 -08:00