Commit Graph

5217 Commits

Author SHA1 Message Date
Sam Lantinga 715e070d29 SDL_blit_N.c: Correct vec_perm() application on little-endian 64-bit PowerPC
The LE transformation for vec_perm has an implicit assumption that the
permutation is being used to reorder vector elements (in this case 4-byte
integer word elements), not to reorder bytes within those elements.  Although
this is legal behavior, it is not anticipated by the transformation performed
by the compilers.

This causes pygame-1.9.1 test failure on PPC64LE because blitted pixmaps are
corrupted there due to how SDL uses vec_perm().

From RedHat / Fedora: https://bugzilla.redhat.com/show_bug.cgi?id=1392465
Original patch was provided by: Menanteau Guy <menantea@linux.vnet.ibm.com>
2019-09-06 08:50:19 -07:00
Conn O'Griofa 2d37d29183 KMSDRM_GLES_SwapWindow: fix non-vsync case
If KMSDRM_drmModeSetCrtc is called when the swap interval is
set to 0, the driver behaves as though vertical sync is engaged by
limiting framerate to the refresh rate, but performance is much worse
than with vertical sync enabled.

Resolve this issue by ensuring that the Crtc is only set up once,
and KMSDRM_drmModePageFlip is called, albeit without any followup
queueing or waiting for flips.
2019-09-06 08:44:46 -07:00
Sam Lantinga aaec90e5c5 Fixed bug 4789 - Linux accelerometers no longer available as joysticks
Daniel Drake

A long time ago, it was possible to play neverball on Linux using the accelerometer found in HP laptops.

The kernel exposes the accelerometer as a joystick (/dev/input/jsX) as well as an evdev device (/dev/input/eventX). I guess it worked fine when SDL was using the js interface, but then stopped working here: http://hg.libsdl.org/SDL/rev/fdaeea9e7567

Looking at current code which uses udev to discover joysticks, it looks for the udev tag ID_INPUT_JOYSTICK.

However udev's internal input_id logic specifically tags accelerometers as ID_INPUT_ACCELEROMETER and nothing else.

This looks like a good fit for SDL_HINT_ACCELEROMETER_AS_JOYSTICK.
2019-09-06 08:42:54 -07:00
Ozkan Sezer 8a394209c4 SDL_windowsevents.c: remove isVistaOrNewer (not used since 8cb1dc50bb28) 2019-09-05 20:47:20 +03:00
Ozkan Sezer 51df932efb fix permissions 2019-09-05 13:21:02 +03:00
Sylvain Becker bf2f4703f2 SDL_windowsmessagebox.c: remove unused variable 2019-09-05 10:49:53 +02:00
Sylvain Becker 1b5e3c19a2 SDL_bmp.c: remove unused variable warnings 2019-09-05 10:08:47 +02:00
Sam Lantinga e5580e18ba x11: add a hint to force the VisualID used when creating a window. 2019-09-04 09:27:58 -07:00
Ryan C. Gordon f49c07b5c4 stdinc: On macOS and iOS, use memset_pattern4() for SDL_memset4().
Fixes Bugzilla #4724.
2019-09-04 00:39:47 -04:00
Sam Lantinga 892c8d5058 Fixed bug 4536 - Heap-Buffer Overflow in SDL_GetRGB pertaining to SDL_pixels.c
Ozkan Sezer

As for the issue: This bmp reports bpp=0, therefore SDL_CalculatePitch()
returns pitch==0, which is then fed to SDL_malloc() (which is malloc())
and malloc(0) returns _something_ which is not NULL but not someting
that we expect..  Then testsprite.c:LoadSprite() accesses the pixels
as *(Uint8*)pixels which valrind reports as:

==15533== Invalid read of size 1
==15533==    at 0x8048C08: LoadSprite (testsprite.c:45)
==15533==    by 0x80492FC: main (testsprite.c:224)
==15533==  Address 0x449e588 is 0 bytes after a block of size 0 alloc'd
==15533==    at 0x40072B2: malloc (vg_replace_malloc.c:270)
==15533==    by 0x4045719: SDL_CreateRGBSurface (SDL_surface.c:126)
==15533==    by 0x40403C1: SDL_LoadBMP_RW (SDL_bmp.c:237)
==15533==    by 0x8048BB2: LoadSprite (testsprite.c:36)
==15533==    by 0x80492FC: main (testsprite.c:224)

Besides, valrind also reports this:
==15533== Conditional jump or move depends on uninitialised value(s)
==15533==    at 0x40403F3: SDL_LoadBMP_RW (SDL_bmp.c:247)
==15533==    by 0x8048BB2: LoadSprite (testsprite.c:36)
==15533==    by 0x80492FC: main (testsprite.c:224)


Easy/quick solution would be early-rejecting a bmp with 0 bpp from SDL_bmp.c:SDL_LoadBMP_RW()
2019-09-03 11:55:20 -07:00
Ozkan Sezer b21338eb54 SDL_bmp.c: restore most of the original formatting. 2019-09-02 12:35:00 +03:00
Ryan C. Gordon 847bd8d983 direct3d: Be more aggressive about resetting state when textures go away.
Fixes Bugzilla #4768.
2019-09-02 00:11:58 -04:00
Ryan C. Gordon a3804ba1da d3d11: Fixed VB state, avoiding unnecessary recreation (Thanks, Alex!).
Fixes Bugzilla #4779.
2019-09-01 22:41:44 -04:00
Sylvain Becker 6c295129ba LoadBMP: fix some warnings 2019-08-31 22:58:11 +02:00
Sylvain Becker 830979c555 LoadBMP: use code from SDL_image which allows loading compressed BMP files 2019-08-31 22:52:15 +02:00
Sam Lantinga cc64b369fb Allow mouse messages from Wacom pens, e.g. right click pen buttons, etc. 2019-08-30 15:32:15 -07:00
Sam Lantinga afb9ff9507 Fixed bug where the Steam overlay would generate an event and stop input processing for the frame. 2019-08-30 08:03:19 -07:00
Ozkan Sezer 9c8e403f6b use 'U' suffix on constants instead of (unsigned int) cast. 2019-08-30 11:35:20 +03:00
Sylvain Becker d52080c0ab Android: minor warning 2019-08-30 09:00:06 +02:00
Sylvain Becker 70dc8d1648 Android: fix corresponding warnings 2019-08-30 08:55:20 +02:00
Sylvain Becker 6794ec6670 Android: add more warning flags 2019-08-30 08:43:13 +02:00
Sylvain Becker 0a9c74aa9a Fixed bug 3918 - HIDAPI, CMake support for android project 2019-08-27 11:38:43 +02:00
Sam Lantinga 13c4d5e7e3 Fixed Windows relative mouse coordinates when capturing the mouse over RDP 2019-08-26 17:43:01 -07:00
Alex Szpakowski 0c26373842 gl/gles/gles2 render: fix SDL_RenderClear being affected by the clip rect in some situations. 2019-08-26 18:49:04 -03:00
Sam Lantinga ce3b16fc9e Fixed bug 4475 - add Gasia Co. Ltd PS(R) Gamepad support
Frank

This gamepad/controller is sold in Germany https://www.amazon.de/gp/product/B01AQTPSA6/ref=ppx_yo_dt_b_asin_title_o03__o00_s00 but isn't supported right now. It identifies as "Gasia Co. Ltd PS(R) Gamepad"
2019-08-26 10:08:25 -07:00
Ozkan Sezer 1e47790c8d RPI_FreeCursor: set global_cursor to NULL to prevent double-free (bug 4769) 2019-08-26 18:41:40 +03:00
Sylvain Becker 2cb26188e1 Fixed bug 1663 - SDL_EventState(SDL_DOLLARGESTURE,SDL_IGNORE) etc. has no effect 2019-08-24 20:40:37 +02:00
Ozkan Sezer 7d6f7e8d34 fix permissions 2019-08-23 03:01:10 +03:00
Sam Lantinga 455944c870 Fixed whitespace 2019-08-22 16:12:16 -07:00
Sam Lantinga b521df66c3 [SDL][IOS] Audio fix - applies stream to sound data when resampling or reformatting is required. 2019-08-22 16:09:42 -07:00
Sam Lantinga 5c15e81cfb Prevent the SPEEDLINK COMPETITION PRO joystick from switching into Android controller mode when enumerated over HID on Windows 10. 2019-08-22 15:58:00 -07:00
Alex Szpakowski dd29abb478 macOS: Use the proper type (NSSize instead of CGSize) for the bounds of metal views. 2019-08-22 19:23:52 -03:00
Sylvain Becker 2937317f12 Fixed bug 4172 - remove logging Gesture error "NumPoints = 0"
- not necessary when app isn't recording gesture.
- happen when gesture path has less than 2 different points
2019-08-22 10:15:33 +02:00
Sylvain Becker 05f35c2420 Fix audio conversion U16_to_F32_SSE2 (bug 4186) 2019-08-19 21:23:47 +02:00
Sylvain Becker 1d220401ce Fixed bug 4186 - ARM/NEON audio converters cause strange clicking noises
reverse the order when storing ouput buffer
2019-08-19 20:35:02 +02:00
Sylvain Becker c0fc94f2de Fixed bug 4186 - ARM/NEON audio converters cause strange clicking noises
reverse the order when storing ouput buffer
2019-08-19 16:57:15 +02:00
Alex Szpakowski bfdb0e9743 metal renderer: optimize SDL_RenderFillRect slightly. 2019-08-18 10:38:32 -03:00
Alex Szpakowski ff7888e698 render: fix colors not being set properly after the previous change 2019-08-18 09:35:11 -03:00
Alex Szpakowski 1be03b4089 render: avoid a couple redundant memcmp calls in all drawing functions. Improves performance slightly. 2019-08-17 22:26:33 -03:00
Alex Szpakowski e8278d0d5b metal renderer: use vertex attributes instead of indexing into a buffer with the vertex id in the shader. Allows for more flexibility with vertex setup in the future.
Also optimize vertex buffer binding slightly.
2019-08-17 16:53:08 -03:00
Alex Szpakowski 55a46abf0a metal renderer: more closely match buffer data alignment requirements from the metal specification. 2019-08-17 01:09:30 -03:00
Alex Szpakowski 69c6924ccc render: simplify vertex and uniform data allocation. Improves performance of various SDL_Render functions (bug #4764). 2019-08-17 00:43:44 -03:00
Alex Szpakowski e5acccc7c3 metal renderer: use the device address space instead of the constant address space for colors.
It doesn't negatively impact GPU performance in my tests, and it removes the need for 256 byte memory alignment of color data on macOS.
2019-08-17 00:37:22 -03:00
Alex Szpakowski 3fb5cabe5e metal: Update compiled shaders based on compilation script changes 2019-08-16 22:13:30 -03:00
Alex Szpakowski 9e57e3e595 metal: Update shader compilation script with fixes for newer xcode versions and for running on older platforms 2019-08-16 22:11:50 -03:00
Alex Szpakowski 79cd6cfc94 iOS: Fix issues with Split VIew on iPad (bugs #4586, #4705). 2019-08-15 19:38:12 -03:00
Sylvain Becker 7f9016f265 Android: remove tabs/indent 2019-08-15 20:38:25 +02:00
Sylvain Becker 412775f5a8 Android: SDL_image/SDL_mixer/SDL_ttf partially compiling with CMake (bug 3918) 2019-08-13 16:00:08 +02:00
Sam Lantinga 7a84dd4277 Disable HIDAPI by default, as it breaks on Linux when trying to use libusb with non-root permissions on some distributions 2019-08-12 13:35:36 -07:00
Sylvain Becker 155087d106 Fixed bug 3918 - CMake support for android project 2019-08-11 15:23:37 +02:00