Now it offers the total requested bytes in addition to the amount
immediately needed (and immediately needed might be zero if the stream
already has enough queued to satisfy the request.
You can see it in action in testaudio by mousing over a logical device; it
will show a visualizer for the current PCM (whatever is currently being
recorded on a capture device, or whatever is being mixed for output on
playback devices).
Fixes#8122.
On some system like MacBook Pro Intel with AMD card, asking for the default device will always return the AMD GPU.
This is not an issue for 99% of the case when the renderer context is here to provide the maximum performance level like for game.
However, for video application using GPU for 1 quad and 1 texture, using the discrete GPU for that lead to an important power consumption (4 to 8W), heat increase, and fan noise.
With this patch, I successfully amend ffplay to only use the integrated GPU (i.e. the Intel one), instead of the discrete GPU (i.e. the AMD one).
This is meant to offer a simplified API for people that are either migrating
directly from SDL2 with minimal effort or just want to make noise without
any of the fancy new API features.
Users of this API can just deal with a single SDL_AudioStream as their only
object/handle into the audio subsystem.
They are still allowed to open multiple devices (or open the same device
multiple times), but cannot change stream bindings on logical devices opened
through this function.
Destroying the single audio stream will also close the logical device behind
the scenes.
SDL considers a hidden window to be unmapped and blocks or defers certain operations until the window is shown again, however, the X11 and Cocoa backends would set the hidden flag when the window was minimized, which blocked the functionality of SDL_RestoreWindow().
Specify that a window with the hidden flag set is unmapped and not visible on the desktop or in the dock/taskbar without a call to SDL_ShowWindow(), and don't set the hidden flag in the X11 and Cocoa backends when the window is in the minimized state, but still mapped to the desktop.
CMake's SDL_build_config.h force disables HAVE_STDIO_H when buiding
winrt in non-libc mode.
Becase CreateFileEx is not available in UWP mode, use CreateFile2
instead.
The sequence order of the four paddles is not obvious, with SDL and Xbox
controllers swapping the order of P2 and P3 relative to each other.
If we group them into left and right, then it becomes more obvious.
Signed-off-by: Simon McVittie <smcv@collabora.com>
The current status is stored in the SDL_rwops 'status' field to be able to determine whether a 0 return value is caused by end of file, an error, or a non-blocking source not being ready.
The functions to read sized datatypes now return SDL_bool so you can detect read errors.
Fixes https://github.com/libsdl-org/SDL/issues/6729