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.
Battle for Wesnoth apparently relies on being able to disable rendering
of UI elements by setting the clip rectangle to be empty.
Resolves: https://github.com/libsdl-org/SDL/issues/6896
Fixes: 00f05dcf "render: only enable clipping when the rectangle is valid"
Signed-off-by: Simon McVittie <smcv@collabora.com>
This is adds complexity and fragility for small optimization wins.
The biggest win is the extremely common case of a single stream providing
the only output, so we'll check for that and skip silencing/mixing/converting.
Otherwise, just use a single mixer path.
If a compositor tries to change the decoration mode when initially creating a window, the hidden flag might not yet be unset if the decoration mode is changed during the initial roundtrip in Wayland_ShowWindow(). As hiding the window destroys the decoration manager object, the hidden flag check is unnecessary, as the decoration configuration listener will never be entered when the window is hidden.
Logitech PRO Racing Wheel have two different versions - for Playstation and Xbox. Vendor + Product ID for Playstation version already present in SDL sources, but not an Xbox version
Wayland doesn't support programmatically setting the app icon, so note this restriction and specify that a desktop entry file that points to the desired icon image is required.
This only does this work if actually mixing; if the physical device only
has a single stream bound to it, it'll just write the data to the hardware
without the extra drama.
Fixes#8123.
Currently it's SILENCE (just zero out the mix buffer), COPYONE (one stream
writes directly into the hardware's buffer), or MIX (everything gets mixed
together before sending to the hardware).
Devices that aren't doing anything result in SILENCE. Devices playing
one thing result in COPYONE.
This lets the two most common states take what are likely significantly
faster approaches.
There will likely be some other strategies later (like when we offer a
postmix callback, etc).
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).