The projection and view matrices are now computed ahead of time, as they both get computed in the same spot, and typically not often. If this does, however, become a performance problem later on, this change can always be reverted.
Previously, the shaders would get compiled separately, the output of which would need to be packaged into the app. This change should make SDL's dll be the only binary needed to include SDL in a WinRT app.
Due to the new "tap and hold" IME in Mountain Lion and above, we were getting
inconsistent repeat of SDL_TEXTINPUT events. Disabling that functionality (since
you can't see the popover anyway) solves this.
Bug: https://bugzilla.libsdl.org/show_bug.cgi?id=2387
The DualShock 4 has all elements listed twice: once in the top-level list of
elements, and once in an "Application Collection" element at the top-level.
Each element has a proper cookie with a unique value, so now we descend into
each element collections, but before we add an element to the device's list,
we make sure we don't already have one with that cookie, probably from
another collection or a buggy device.
Tiemo Jung
All CPU detection functions SDL_Has* will return false, even if it is supported by the CPU, if SDL is compiled with MSVC and the target is x64.
The reason for this is that 'CPU_haveCPUID' will return 0 and macro 'cpuid' in SDL_cpuinfo.c is the fallback implementation, which sets all params to zero.
It is safe to assume that cpuid is supported on a CPU that runs windows x64, so CPU_haveCPUID can just return 1, and the empty macro can be replaced with a small wrap around the __cpuid intrinsic.
Felix Geyer
Starting from version 2.0.1 libsdl fails to build on Debian GNU/kFreeBSD in SDL_cpuinfo.c.
GNU/kFreeBSD defines __FreeBSD_kernel__ but not __FreeBSD__.
The #ifdef __FreeBSD__ check should be extended for __FreeBSD_kernel__, see the attached patch.
Build log:
libtool: compile: gcc -g -O2 -fstack-protector --param=ssp-buffer-size=4 -Wformat -Werror=format-security -D_FORTIFY_SOURCE=2 -DUSING_GENERATED_CONFIG_H -Iinclude -I/?BUILDDIR?/libsdl2-2.0.1+dfsg1/include -mmmx -m3dnow -msse -msse2 -fvisibility=hidden -D_REENTRANT -I/usr/include/dbus-1.0 -I/usr/lib/x86_64-kfreebsd-gnu/dbus-1.0/include -DHAVE_USBHID_H -DUSBHID_NEW -D_REENTRANT -Wall -c /?BUILDDIR?/libsdl2-2.0.1+dfsg1/src/cpuinfo/SDL_cpuinfo.c -fPIC -DPIC -o build/.libs/SDL_cpuinfo.o
/?BUILDDIR?/libsdl2-2.0.1+dfsg1/src/cpuinfo/SDL_cpuinfo.c: In function 'SDL_GetSystemRAM':
/?BUILDDIR?/libsdl2-2.0.1+dfsg1/src/cpuinfo/SDL_cpuinfo.c:632:35: error: 'HW_MEMSIZE' undeclared (first use in this function)
int mib[2] = {CTL_HW, HW_MEMSIZE};
^
/?BUILDDIR?/libsdl2-2.0.1+dfsg1/src/cpuinfo/SDL_cpuinfo.c:632:35: note: each undeclared identifier is reported only once for each function it appears in
make[2]: *** [build/SDL_cpuinfo.lo] Error 1
Tim McDaniel
On OSX, an SDL app forces a system shutdown to be cancelled. This happens because [SDLAppDelegate applicationShouldTerminate] returns NSTerminateCancel. A better approach is to subclass NSApplication and override terminate to do nothing except call SDL_SendQuit. In response to a system shutdown notification, this allows the normal SDL Quit event processing to occur, and if the app then terminates, system shutdown occurs normally. Please see the attached patch, based on SDL 2.0.1.
Tim McDaniel
On OSX, the app name in the menu bar is not localized. This can be fixed using the following implementation for GetApplicationName in SDL_cocoaevents.m:
static NSString *
GetApplicationName(void)
{
NSDictionary *dict;
NSString *appName = 0;
appName = [[NSBundle mainBundle] objectForInfoDictionaryKey:@"CFBundleDisplayName"];
if (!appName)
appName = [[NSBundle mainBundle] objectForInfoDictionaryKey:@"CFBundleName"];
if (![appName length])
appName = [[NSProcessInfo processInfo] processName];
return appName;
}
Brian Minton
When building static or shared libraries on cygwin 1.7.25 on Windows 7 (32-bit), I get the following link errors:
build/.libs/SDL_windowskeyboard.o: In function `UIElementSink_QueryInterface@12':
/home/c-bminton/src/SDL/src/video/windows/SDL_windowskeyboard.c:995: undefined reference to `IID_IUnknown'
build/.libs/SDL_windowskeyboard.o: In function `IPPASink_QueryInterface@12':
/home/c-bminton/src/SDL/src/video/windows/SDL_windowskeyboard.c:1101: undefined reference to `IID_IUnknown'
collect2: error: ld returned 1 exit status
Makefile:126: recipe for target 'build/libSDL2.la' failed
make: *** [build/libSDL2.la] Error 1
--
The libuuid from e2fsprogs is completely unrelated to the w32api UUID.DLL implib. FWIW, any *NIX software that I've seen obviously wants the e2fsprogs version, but if libuuid-devel is installed (in /usr/lib) then you can't link against the w32api implib with a simple -luuid.
- Use the SDL_AUDIO_MASK_DATATYPE bit when selecting an implementation
where it matters. Previously two existing AUDIO_F32 cases had been
written, but were unreachable.
- Add AUDIO_F32 case for SDL_ConvertSurround_4.
- Fix incorrect pointer arithmetic causing the 2 to 6 channel
conversion for 4 byte audio formats to read and write beyond the end
of the buffer.
Leonardo
Event watchers are being executed on the inverse order they are added because they are added to the head of the SDL_event_watchers list.
Since watchers are allowed to change events before they are reported (they shouldn't, imo), this breaks code that rely on watcher execution order (such as distributed event handling).
An easy scenario to see this behaving weird to the user is if you add an event watcher to check mouse coordinates and check them again in your event loop. If you add the watcher after renderer's one (which always happens after you have initialized renderer), you get the same event but different coordinates.
The proposed patch adds the event watcher in the tail of the list, not in the beginning, and correctly fixes this problem.
Alex Szpakowski
Currently the UIKit/EAGL backend for SDL's OpenGL context creation API doesn't support OpenGL ES 3, despite iOS 7+ being capable (on devices with the necessary hardware.)
I have attached a patch to add support. It's also slightly more future-proof, so eventual OpenGL ES 4+ capability on iOS should hopefully work without requiring changes to SDL's UIKit/EAGL backend.