Simon Hug
The bug is in the GL_ResetState and GLES_ResetState functions which get called after a new GL context is created. These functions set the cached current color to transparent black, but the GL specification says the initial color is opaque white.
The attached patch changes the values to 0xffffffff to reflect the initial state of the current color. Should the ResetState functions get called anywhere else in the future, this probably has to call the GL functions itself to ensure that the colors match.
Adam M.
The keysym.mod field does not reflect the state of the modified keys when processing key down events for the modifier keys themselves. The documentation says that it returns the current key modifiers, but they are not current for key down events involving modifier keys. I interpret "current" to mean "equal to SDL_GetModState() at the instant the event is processed/enqueued".
For example, if you depress the Shift key you get a key down event with .mod == 0. However, .mod should not be 0 because a shift key is down. If you then release the Shift key, you get a key up event with .mod == 0. Neither event reports the modifier key.
If you press Shift and then A, .mod is incorrect (== 0) when Shift is pressed, but is correct later when A is pressed (== KMOD_LSHIFT).
You might say this behavior is deliberate, i.e. keysym.mod is the value /before/ the event, not the current value as documented, but that explanation is incorrect because only key down events behave that way. Key up events correctly give the current value, not the value before the event.
Not only is it inconsistent with itself, I think it makes keyboard processing harder.
The problem is near line 740 in SDL_keyboard.c:
if (SDL_KEYDOWN == type) {
modstate = keyboard->modstate; // SHOULD THIS BE MOVED DOWN?
switch (keycode) {
case SDLK_NUMLOCKCLEAR:
keyboard->modstate ^= KMOD_NUM;
break;
case SDLK_CAPSLOCK:
keyboard->modstate ^= KMOD_CAPS;
break;
default:
keyboard->modstate |= modifier;
break;
}
} else {
keyboard->modstate &= ~modifier;
modstate = keyboard->modstate;
}
In the key down path, modstate (and thus keysym.mod) ends up being the modifier state /before/ the event, but in the key up path modstate ends up being the modifier state /after/ the event. Personally I think the "modstate = keyboard->modstate" line should just be moved after the entire if/else statement, so that keysym.mod always reflects the current state.
owen
I removed all the static variables from SDLActivity.java
Updated all the SDL_android.c jni calls as well
I added a new function to SDL_android.c/ h
void Android_JNI_SeparateEventsHint(const char* c);
This is called by SDL_androidtouch.c so that this TU doesn't need to call any JNI functions.
Philipp Wiesemann
There is another problem with the current implementation which maybe should be fixed first (to prevent some work). It was written as if it would get the number of a button from the Java side but actually it gets the state of all buttons. That is why it should not work if more than one button is pressed at once.
Ian Abbott
I just spotted what I think is a bug in "src/thread/pthread/SDL_sysmutex.c" in the SDL_TryLockMutex function when FAKE_RECURSIVE_MUTEX is defined (for an implementation of Pthreads with no recursive mutex support). It calls pthread_mutex_lock instead of pthread_mutex_trylock, so it will block until the mutex is available instead of returning SDL_MUTEX_TIMEDOUT if it cannot lock the mutex immediately.
Coriiander
Here is a minor correction for a non-breaking mistake in SDL_setenv for __WIN32__ platform. See below for details.
FILE:
"SDL/src/stdlib/SDL_getenv.c"
FUNCTION: (__WIN32__ platform)
int SDL_setenv(const char *name, const char *value, int overwrite)
CODE:
if (!overwrite) {
char ch = 0;
const size_t len = GetEnvironmentVariableA(name, &ch, sizeof (ch));
if (len > 0) {
return 0; /* asked not to overwrite existing value. */
}
}
WHAT'S WRONG:
The 3th argument to GetEnvironmentVariable (being DWORD nSize) must be the number of characters, not the number of bytes. SDL currently passes "the size of 1 char", rather "1". While it is non-breaking (1=1 after all), it is incorrect. Furthermore there is no need to specify the 2nd and 3th arguments at all.
CORRECTION 1: (corrected argument_
if (!overwrite) {
char ch = 0;
const size_t len = GetEnvironmentVariableA(name, &ch, 1);
if (len > 0) {
return 0; /* asked not to overwrite existing value. */
}
}
CORRECTION 2: (stripped of unneeded code)
if (!overwrite) {
if (GetEnvironmentVariableA(name, NULL, 0) > 0) {
return 0; /* asked not to overwrite existing value. */
}
}
Juha Niemim?
On AmigaOS 4 platform with Newlib 'C' library, there is a problem with failing fseeko64. This seemed to be caused by using fopen instead of fopen64.
Littlefighter19
When trying to mirror something on the PSP, I've stumbled upon the problem,
that using SDL_RenderCopyEx with SDL_FLIP_HORIZONTAL flips the image vertically, vise-versa SDL_FLIP_VERTICAL flips the image horizontally.
Proposed patch would be swapping the check in line 944 with the one in line 948 in SDL_render_psp.c
romain.lacroix
For the windows implementation of SDL_ShowMessageBox() : ./src/video/windows/SDL_windowsmessagebox.c:345 WIN_ShowMessageBox()
The implementation in 2.0.4 uses "button index" for parameter "id" of function AddDialogButton().
It then expects the value provided in param wParam of function MessageBoxDialogProc() to be a valid index of a button.
It uses this value to index in the array of buttons when DialogBoxIndirect() returns (line 474 : *buttonid = buttons[which].buttonid;)
However, when dismissing this box with Escape, the return value of DialogBoxIndirect will be SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT (=2) which is not always a valid index of array buttons.
When the array buttons has a length less or equal than 2, the memory access is invalid; I can see that the value written to *buttonId is uninitialized memory (random value).
The fix I propose : use value "buttonid" (field of button) for parameter "id" of AddDialogButton(), then copy return value of DialogBoxIndirect() in *buttonid. This way, we will not use an out-of-bounds index in array buttons.
Simon Hug
The RGBA_FROM_PIXEL macro in src/video/blit.h [1] is not designed to work with more than 8 bits per channel and the ARGB2101010 format makes it read outside of the array bounds causing access violations. This can happen during blitting with the BlitNtoNPixelAlpha and SDL_Blit_Slow functions.
When SDL_InitFormat tries to calculate the loss of the channels [2], the Uint8 will wrap around and it will end up at 254 for the 10-bit channels. Clearly way over the 9 entries of the SDL_expand_byte array. (Not that a signed integer would help.) Then the macro tries to access the lookup table with the channel value which could be up to 1023. If the previous indirection didn't cause an access violation this one will.
I guess it's not worth modifying this macro for a format that only a few will use. It will only make the other blitters slower. I don't have good ideas to solve this issue.
Attached is a test case that does three blits. A copy one that work and the two that use the functions mentioned above.
[1] https://hg.libsdl.org/SDL/file/cd1994d4f3c6/src/video/SDL_blit.h#l303
[2] https://hg.libsdl.org/SDL/file/cd1994d4f3c6/src/video/SDL_pixels.c#l540
Daniel
SDL_RenderReadPixels with SDL_RENDERER_SOFTWARE reads pixels from wrong coordinates.
SW_RenderReadPixels adjusts the rect coordinates according to the viewport. But since this is already done by SDL_RenderReadPixels, the final rect has x2 bigger X and Y.
Fabian Greffrath
we use SDL_GetPrefPath() in Chocolate Doom to get a reasonable directory to save and restore config files and savegames:
https://github.com/chocolate-doom/chocolate-doom/blob/sdl2-branch/src/m_config.c#L2162
However, since there is no "organization" behind Chocolate Doom and there is really only one "product" called Chocolate Doom, we pass an empty string for the org parameter and the package string for app.
This leads to two consecutive slashes in the path returned by SDL_GetPrefPath() like this:
/home/user/.local/share//chocolate-doom/
While this is harmless, it sure looks bad.
I believe that it should be possible to either pass a NULL pointer for the org parameter or at least have the function detect an empty string as a means to express "there is no origanization, just a single product". The generation of the path string to be returned by the function will have to get adapted accordingly.
Eric Wasylishen
Alt-Up/Down/Left/Right switches between displays using SDL_WINDOWPOS_CENTERED_DISPLAY
Shift-Up/Down/Left/Right shifts the window by 100px
Simon Hug
Some code in SDL loads libraries with SDL_LoadObject to get more information or use newer APIs. SDL_LoadObject may fail, set an error message and SDL will continue with some fallback code. Since SDL will overwrite the error or exit the function with a return value that indicates success, the error form SDL_LoadObject for the optional stuff might as well be cleared right away.
Eric Wasylishen 2017-07-26 18:42:58 UTC
I set up an (admittedly exotic) 3-monitor setup, and when I enter fullscreen-desktop on the middle display (#2), the SDL window is off center. (covers half of monitor #2 and most of monitor #3).
The displays are arranged from left to right:
Display #1 (main): 2880x1800, 200% scaling
Display #2: 1920x1200, 150% scaling
Display #3: 1920x1080, 100% scaling
SDL display bounds:
INFO: Bounds: 1440x900 at 0,0
INFO: Bounds: 1281x801 at 1921,0 (these are incorrect)
INFO: Bounds: 1920x1080 at 4800,0
Correct bounds reported by calling EnumDisplayMonitors and printing the LPRECT param of the callback:
1440x900 at (0, 0)
1280x800 at (2880, 0)
1920x1080 at (4800, 0)
It seems like you need 3 displays to reproduce this, and the left two need DPI scaling, and the 3rd display needs to have a different scale factor than the others.
Related: https://bugzilla.libsdl.org/show_bug.cgi?id=3709
SDL: current hg (11235:6a587b9e0ec8)
Windows 10, Version 10.0.15063 Build 15063
Tested with testdraw2 and testgl2, and pressing alt+enter to enter fullscreen desktop.
This patch reworks SDL_windowsmodes.c to use EnumDisplayMonitors instead of EnumDisplayDevices, so we always have an HMONITOR for each SDL display.
With access to an HMONITOR, we can get the monitor bounds in virtual screen coordinates the proper way, by calling GetMonitorInfo. (whereas the original code was doing some calculations - e.g. "data->DeviceMode.dmPosition.x * data->ScaleX" - to try to get virtual screen coordinates. These worked in simple cases, but failed in more complex cases like this bug)
The one potential problem with my patch is, the ChangeDisplaySettingsEx docs say that you're supposed to get the display name from EnumDisplayDevices, but I'm getting the display name from GetMonitorInfo now.
Simon Hug
KMSDRM_VideoInit allocates and frees some connectors and encoders but doesn't set the pointer to NULL after freeing. The cleanup code at the end may free one of those garbage pointer should an error happen in the initialization.
Simon Hug
When WIN_WindowProc processes the WM_TOUCH message, it doesn't check if the touch functions have been properly loaded and may call a NULL pointer. It's probably an extremely rare case, but here's a patch that adds some checks anyway.
Eric wing
Hi, I think I found a bug when using SDL_WINDOW_ALLOW_HIGHDPI with SDL_RenderSetLogicalSize on iOS. I use SDL_RenderSetLogicalSize for all my stuff. I just tried turning on SDL_WINDOW_ALLOW_HIGHDPI on iOS and suddenly all my touch/mouse positions are really broken/far-off-the-mark.
I actually don't have a real retina device (still) so I'm seeing this using the iOS simulator with a 6plus template.
Attached is a simple test program that can reproduce the problem. It uses RenderSetLogicalSize and draws some moving happy faces (to show the boundaries/space of the LogicalSize and that it is working correctly for that part).
When you click/touch, it will draw one more happy face where your button point is.
If you comment out SDL_WINDOW_ALLOW_HIGHDPI, everything works as expected. But if you compile with it in, the mouse coordinates seem really far off the mark. (Face appears far up and to the left.)
Alex Szpakowski on the mailing list suggests the problem is
"I believe this is a bug in SDL_Render?s platform-agnostic mouse coordinate scaling code. It assumes the units of the mouse coordinates are always in pixels, which isn?t the case where high-DPI is involved (regardless of whether iOS is used) ? they?re actually in ?DPI independent? coordinates (which matches the window size, but not the renderer output size)."
Additionally, if this is correct, the Mac under Retina is also probably affected too and "as well as any other platform SDL adds high-dpi support for in the future".
Levi Bard
In some environments, xrandr modes initialization can fail even though xrandr support is present and of a sufficient version.
(The one I encountered was an AWS instance running a virtual display)
The attached patch allows SDL to keep trying other methods if xrandr modes initialization fails (still subject to SDL_VIDEO_X11_REQUIRE_XRANDR).
Manuel
The attached patch adds support for KMS/DRM context graphics.
It builds with no problem on X86_64 GNU/Linux systems, provided the needed libraries are present, and on ARM GNU/Linux systems that have KMS/DRM support and a GLES2 implementation.
Tested on Raspberry Pi: KMS/DRM is what the Raspberry Pi will use as default in the near future, once the propietary DispmanX API by Broadcom is overtaken by open graphics stack, it's possible to boot current Raspbian system in KMS mode by adding "dtoverlay=vc4-kms-v3d" to config.txt on Raspbian's boot partition.
X86 systems use KMS right away in every current GNU/Linux system.
Simple build instructions:
$./autogen.sh
$./configure --enable-video-kmsdrm
$make
Now the clipboard isn't lost if you destroy a specific SDL_Window, as it
works on other platforms. You will still lose the clipboard data on
SDL_Quit() or process termination, but that's X11 for you; run a
Clipboard Manager daemon.
Fixes Bugzilla #3222.
Fixes Bugzilla #3718.
Eric Wasylishen
I think I found a better fix.
The problem with https://hg.libsdl.org/SDL/rev/ebdc0738b1b5 is setting the styleMask to 0 clears the NSWindowStyleMaskFullScreen bit, which then confuses Cocoa later when you try to leave fullscreen. Instead I'm just clearing the NSWindowStyleMaskResizable bit, although SetWindowStyle(window, NSWindowStyleMaskFullScreen); seems to also work.
Eric Wasylishen
Unfortunately this commit seems to have broken exiting desktop-fullscreen.
- Launch testgl2.
- Press alt+enter to go fullscreen-desktop
- Press alt+enter again. The spinning cube will freeze, and the window stays fullscreen desktop.
Simon Hug
SDL_GL_GetAttribute doesn't check if a video driver has been initialized and will access the SDL_VideoDevice pointer, which is NULL at that point.
I think all of the attributes require an initialized driver, so a simple NULL check should fix it. Patch is attached.
Jason Wyatt
After hiding the window, SDL_WINDOW_HIDDEN/SDL_WINDOW_SHOWN flags on a window are correctly updated. However on the next SDL_PumpEvents, they are set incorrectly.
This appears to be because X11_GetNetWMState does not check whether the _NET_WM_STATE property exists (it shouldn't on unmapped windows, see https://specifications.freedesktop.org/wm-spec/wm-spec-1.3.html#idm140130317598336). This results in an empty list of atoms for the state, which would imply that the window is not hidden.
(Seen on Fedora 24, Gnome)
--
Dan Ginsburg
More details on my proposed patch: I am on Kubuntu 16.04.2. I ran into this same bug, but with Jason's patch I found that actualType != None was true so the SDL_WINDOW_HIDDEN would still not be set. My fix instead is to explicitly check for whether the window is unmapped rather than relying on the returned values in XGetWindowProperty.
felix
The functions in src/render/SDL_yuv_mmx.c contain the following inline assembly snippet:
/* tap dance to workaround the inability to use %%ebx at will... */
/* move one thing to the stack... */
"pushl $0\n" /* save a slot on the stack. */
"pushl %%ebx\n" /* save %%ebx. */
"movl %0, %%ebx\n" /* put the thing in ebx. */
"movl %%ebx,4(%%esp)\n" /* put the thing in the stack slot. */
"popl %%ebx\n" /* get back %%ebx (the PIC register). */
Here's how it ended up in a binary on my old laptop:
0xb5c17dbd <ColorRGBDitherYV12MMX1X+93>: push $0x0
0xb5c17dbf <ColorRGBDitherYV12MMX1X+95>: push %ebx
0xb5c17dc0 <ColorRGBDitherYV12MMX1X+96>: mov 0xc(%esp),%ebx
0xb5c17dc4 <ColorRGBDitherYV12MMX1X+100>: mov %ebx,0x4(%esp)
0xb5c17dc8 <ColorRGBDitherYV12MMX1X+104>: pop %ebx
Apparently the compiler, oblivious to the fact that the assembly snippet manipulates the %esp register, decided to refer to the operand via that same register instead of via %ebp (I believe -fomit-frame-pointer enables this). This causes %ebx to be loaded with the wrong value, which later leads to a null pointer dereference.
Recent GCC can use the %ebx register normally: <https://gcc.gnu.org/bugzilla/show_bug.cgi?id=47602#c16>. There is even an explicit constraint "b" for allocating it.
Holger Schemel
Summary: This patch adds support for key events for the "rewind" and "fast forward" media keys on the Amazon Fire TV remote control.
How to reproduce the problem: Run Android build of SDL2 application on the Amazon Fire TV (tested with "stick" version) and log key events.
Expected behaviour: Every key pressed on the Fire TV remote control should result in a corresponding key event (pressed/released).
Observed behaviour: Of the bottom row of buttons on the Fire TV remote control, only the "play/pause" (middle) button generates a key event, while the "rewind" (left) and "fast forward" (right) buttons to not generate any event at all.
The attached patch adds support for these two missing buttons/keys.
Note 1: Some missing definitions were added for the already existing key codes SDL_SCANCODE_APP1 and SDL_SCANCODE_APP2 (to keep up the correct order of enumerations / array positions when adding the two new key codes).
Note 2: Definitions in "scancodes_linux.h" and "scancodes_xfree86.h" (to also add support for these keys on other platforms) were added without testing. However, I was unable to find corresponding definitions for these two media keys for Windows and Mac OS X.
Note 3: I have also updated the (broken) link to the USB usage page standard PDF document (comment in "include/SDL_scancode.h").
kdrakehp
The attached patch adds capture support to the sndio backend.
The patch also allows the `OpenDevice' function to accept arbitrary device names.
Bogomancer
On X11, windows created using the shaped window API appear distorted unless the width of the shape surface is divisible by 8.
Steps to reproduce:
1) Use your favorite image editor to resize one of the images in test/shapes/ to a width that's not a multiple of 8.
2) Compile and run test/testshape.c on the image you edited.
3) The shaped window will appear twisted and distorted.
It appears the bug was not caught sooner because all the test images are either 640 or 256 pixels wide.
I tracked down the bug to SDL_CalculateShapeBitmap() in SDL_shape.c. The shape surface is reduced to a 1-bit-per-pixel mask, but the original code doesn't take into account that X11 apparently wants each scanline to begin on a new byte.
Ozkan Sezer
(In reply to Ryan C. Gordon from comment #9)
> I've put this patch in as https://hg.libsdl.org/SDL/rev/7213ae46e870 ...can
> you verify this works on the latest MinGW?
>
> Thanks,
> --ryan.
This patch is wrong: the structure in question has nothing to do with any
gcc version in use. I suggest reverting this adding a conigury check for
it, instead. Something like the following should do it: (configure needs
regenerating.)
Mark Callow
SDL_ShowMessageBox calls SDL_CaptureMouse which, in the UIKit driver, raises a ?That operation is not supported? error, overwriting the SDL error that an application may be trying to report.
This is because UIKit SDL_CaptureMouse returns SDL_Unsupported() which ends up calling SDL_SetError() which has the following code:
/* If we are in debug mode, print out an error message */
SDL_LogDebug(SDL_LOG_CATEGORY_ERROR, "%s", SDL_GetError());
The SDL_GetError call here overwrites the static buffer?..
Although an application can avoid this by using SDL_GetErrorMsg(char* errstr, int maxlen) to avoid the static buffer, SDL should be fixed.
The fix is simple. In SDL_SetError change
SDL_LogDebug(SDL_LOG_CATEGORY_ERROR, "%s", SDL_GetError());
to
SDL_LogDebug(SDL_LOG_CATEGORY_ERROR, "%s", error);
where error is the pointer to the buffer where it assembled the message.
Amruth Raj
- My app runs in full screen to play video(I use SDL_WINDOW_FULLSCREEN_DESKTOP)
- Cmd-tab to go out of full screen to another app
- Cmd-tab again to get back to my app
- Press left mouse button at one of the edges of the screen, don't release yet.
After this point the main thread is stuck until I release the left mouse button and hence video rendering doesn't happen anymore.
On debugging more, I see that thread 0 is stuck as shown below with sendEvent processing left mouse down. It comes out only after it receives a left mouse up. There are some frames below which show NSWindowResizing, but my window flag doesn't have SDL_WINDOW_RESIZABLE set.
Thread 0:: CrBrowserMain Dispatch queue: com.apple.main-thread
0 libsystem_kernel.dylib 0x00007fffbe13d34a mach_msg_trap + 10
1 libsystem_kernel.dylib 0x00007fffbe13c797 mach_msg + 55
2 com.apple.CoreFoundation 0x00007fffa889d434 __CFRunLoopServiceMachPort + 212
3 com.apple.CoreFoundation 0x00007fffa889c8c1 __CFRunLoopRun + 1361
4 com.apple.CoreFoundation 0x00007fffa889c114 CFRunLoopRunSpecific + 420
5 com.apple.HIToolbox 0x00007fffa7dfdebc RunCurrentEventLoopInMode + 240
6 com.apple.HIToolbox 0x00007fffa7dfdcf1 ReceiveNextEventCommon + 432
7 com.apple.HIToolbox 0x00007fffa7dfdb26 _BlockUntilNextEventMatchingListInModeWithFilter + 71
8 com.apple.AppKit 0x00007fffa6396a54 _DPSNextEvent + 1120
9 com.apple.AppKit 0x00007fffa6b127ee -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 2796
10 com.apple.AppKit 0x00007fffa66f568d +[NSWindow(NSWindowResizing) _mouseHysteresisCheck:withExpiration:andDistance:finalMouseLocation:] + 525
11 com.apple.AppKit 0x00007fffa65eedb5 -[NSWindow(NSWindowResizing) _hitTestWithHysteresisCheck:forEvent:allowWindowDragging:] + 394
12 com.apple.AppKit 0x00007fffa6c8f0db -[NSWindow(NSEventRouting) _handleMouseDownEvent:isDelayedEvent:] + 1873
13 com.apple.AppKit 0x00007fffa6c8ca6c -[NSWindow(NSEventRouting) _reallySendEvent:isDelayedEvent:] + 1942
14 com.apple.AppKit 0x00007fffa6c8bf0a -[NSWindow(NSEventRouting) sendEvent:] + 541
15 org.libsdl.SDL2 0x000000010d46d74a -[SDLWindow sendEvent:] + 90
16 com.apple.AppKit 0x00007fffa6b10681 -[NSApplication(NSEvent) sendEvent:] + 1145
17 org.libsdl.SDL2 0x000000010d46532b -[SDLApplication sendEvent:] + 139
18 org.libsdl.SDL2 0x000000010d466b2f Cocoa_PumpEvents + 495
19 org.libsdl.SDL2 0x000000010d44c1d5 SDL_PumpEvents_REAL + 53
20 org.libsdl.SDL2 0x000000010d44c2f5 SDL_WaitEventTimeout_REAL + 53
21 org.libsdl.SDL2 0x000000010d44c2b7 SDL_PollEvent_REAL + 23
22 org.libsdl.SDL2 0x000000010d51bb24 SDL_PollEvent + 36
23 libTest.dylib 0x000000010cf3e0e8 SDLEventProcessor::processEvents(int) + 568
24 Test 0x000000010cde6bba BrowserApp::RunAppMessageLoop(BAInstData*, CefStringBase, CefStringBase) + 810
25 Test 0x000000010ce04bbc main + 17980
26 libdyld.dylib 0x00007fffbe016235 start + 1
I further noticed that while entering full screen in SDL_cocoawindow.m NSResizableWindowMask is set. If I clear it inside windowDidEnterFullScreen, then, the issue doesn't repro.
This is discussed at https://discourse.libsdl.org/t/main-thread-gets-stuck-on-left-mouse-down/22753/3 and thanks to Eric for the pointers.
The Xlib documentation demands that 32-bit values here be passed in a long,
even when long itself isn't a 32-bit value. Otherwise libx11 might read
memory incorrectly.
Fixes Bugzilla #3692.
Simon Hug
There's a chance that an audio conversion from many channels to a few can use more than 9 audio filters. SDL_AudioCVT has 10 SDL_AudioFilter pointers of which one has to be the terminating NULL pointer. The SDL code has no checks for this limit. If it overflows there can be stack or heap corruption or a call to 0xa.
Attached patch adds a function that checks for this limit and throws an error if it is reached. Also adds some documentation.
Test parameters that trigger this issue:
AUDIO_U16MSB with 224 channels at 46359 Hz
V
AUDIO_S16MSB with 6 channels at 27463 Hz
The fuzzer program I uploaded in bug 3667 has more of them.
This only affects Wayland and DirectFB, as a Unix system generally has X11
support. Other platforms also have different sizes for the C union in
question, but are likely the only target for that platform, etc.
Apps that might run on Wayland or DirectFB will need to be compiled against
new headers from an official 2.0.6 release, or be prepared to force the x11
target, or not use SDL_GetWindowWMInfo().
Fixes Bugzilla #3428.
It's easier for Visual Studio users that want this information to turn it on
or live without it, than it is to explain why every debugger that isn't Visual
Studio crashes out here. Eventually SetThreadDescription() will be the thing
everyone uses anyhow.
Fixes Bugzilla #3645.
(and several others).
Failing to check if a key was known to be pressed by SDL was causing
SDL_SendKeyboardKey to send duplicate key pressed events with the repeat
property set to true.
Fixes Bugzilla #3637.
The message sent upon the window being activated or deactivated, to trigger
the call to SDL_SetKeyboardFocus was missing a mandatory parameter. So
keyboard focus was never properly set.
Fixes Bugzilla #3658.
We don't fill buffers just to throw them away during shutdown now, we let the
AudioQueue free its own buffers during disposal (which fixes possible warnings
getting printed to stderr by CoreAudio), and we stop the queue after running
any queued audio during shutdown, which prevents dropping the end of the
audio playback if you opened the device with an enormous sample buffer.
Fixes Bugzilla #3555.
We need more than two buffers to flip between if they are small, or CoreAudio
won't make any sound; apparently it needs X milliseconds of audio queued when
it needs to play more or it drops any queued buffers. We are currently
guessing 50 milliseconds as a minimum, but there's probably a more proper
way to get the minimum time period from the system.
Fixes Bugzilla #3656.
"In particular, only one VkSurfaceKHR can exist at a time for a given window. Similarly, a native window cannot be used by both a VkSurfaceKHR and EGLSurface simultaneously"
CR: SamL
If an Emscripten app is in relative mouse mode and the user presses Escape
(or whatever is appropriate), then the pointer lock is broken by the browser.
This keeps track of those losses, and next time the user presses a mouse
button down on the canvas, if the app is still meant to be in relative mouse
mode, we will attempt to regrab the pointer.
This makes it much more seamless for things like first-person shooters, and
the app doesn't need any manual intervention.
Samuel Hopkins
Just confirming that the patch from Andreas (attachment 1715 [details]) works for me under SDL 2.0.3 with xmonad.
Stas Sergeev
Confirming that the patch in this ticket fixes the full-screen switching for dosemu2 on ubuntu-16.04. Note that I am not using xmonad, so this bug appears to be generic.
This gracefully recovers when a device format is changed, and will switch
to the new default device if the current one is unplugged, etc.
This does not handle when a new default device is added; it only notices
if the current default goes away. That will be fixed by implementing the
stubbed-out MMNotificationClient_OnDefaultDeviceChanged() function.
"ISO C90 forbids mixed declarations and code [-Werror=declaration-after-statement]"
Moving some variable declarations to the top of Android_SetScreenResolution()
* alsa hotplug thread is low priority
* give a chance for other threads to catch up when audio playback is not progressing
* use nonblocking for alsa audio capture
There is a bug with SDL hanging when an audio capture USB device is removed, because poll never returns
We will throw away the data anyhow, but some apps depend on the callback
firing to make progress; testmultiaudio.c, if nothing else, is an example
of this.
Capture also will now fire the callback in these conditions, offering nothing
but silence.
Apps can check SDL_GetAudioDeviceStatus() or listen for the
SDL_AUDIODEVICEREMOVED event if they want to gracefully deal with
an opened audio device that has been unexpectedly lost.
This is just enough to get you through a file that just used the extended
header for float or int data. It doesn't handle all the other things that
you expect from this header, like 24-bit samples inside a 32-bit container
or speaker masks.
This should remain binary compatible with Windows XP, as we dynamically
load anything we need and fall back to DirectSound/WinMM/XAudio2 if not
available.
Like other C runtimes, it should probably produce the string "(null)".
This bug probably only affected Windows, as most platforms use their standard
C runtime's snprintf().
Walter van Niftrik
We have found that since SDL 2.0.5 the audio callback thread is created with a very small stack size. In our application this is leading to stack overflows.
We believe there is a bug at http://hg.libsdl.org/SDL/file/391fd532f79e/src/audio/SDL_audio.c#l1132, where the is_internal_thread flag appears to be inverted.
Volumetric
In X11 the SDL error "Unknown touch device" can occur after which the application stops recognizing touch events. For a kiosk-type application this results in a hang as far as the user is concerned. This is reproducible on HP Z220/Z230/Z240 workstations by swapping USB cables for a while and it also occurs with no physical changes, probably due to USB device power management. A workaround is to make SDL re-enumerate the touch devices like it does at startup. A patch is attached.
Matthew
Its possible to set SDL_CaptureMouse() so you continue receiving mouse input while the mouse is outside your window. This works however There is then a gap where no messages send, which is when the mouse is hovering the title bar and the window edges.
X11 seemed to be confused by the broad definition, so WEIGHT_NAME,
SLANT and SETWIDTH_NAME were defined, thus fixing the font lookup
on some systems (tested on Mageia 6 with X11 1.19.1).
Fixes bug 3571.
Tom Seddon
GL_ActivateRenderer may call GL_UpdateViewport, which leaves the GL_PROJECTION matrix selected. But after GL_ResetState, the GL_MODELVIEW matrix is selected, suggesting that's the intended default state.
It seems at least like these should be consistent. Presumably GL_UpdateViewport should be doing a glMatrixMode(GL_MODELVIEW) before it finishes.
Also updates the naming of these Xbox Wireless Controllers connected via USB (and thus the third-party Xbox Controller Driver) to match.
The Xbox Wireless Controller entries are now listed, in order, via USB, bia Bluetooh (with older firmware) and via Bluetooth (with firmware 3.1.1221.0).
This is a bleeding edge API, added to Windows 10 Anniversary Edition (build
1607, specifically).
https://msdn.microsoft.com/en-us/library/windows/desktop/mt774976(v=vs.85).aspx
Nothing supports this yet, including WinDbg, Visual Studio, minidumps, etc,
so we still need to also use the RaiseException hack. But presumably tools
will use this API as a more robust and universal way to get thread names
sooner or later, so we'll start broadcasting to it now.
Firmware revision 3.1.1221.0 changes the mapping of the Xbox One S
controller in Bluetooth mode. Aside from changing the layout of
other buttons, this revision also changes the triggers to act as
Accelerator and Brake axes from the simulation controls page.
The Darwin sysjoystick code didn't previously map anything at these
axes, making it impossible to detect input on these two buttons.
This defaults to the internal SDL resampler, since that's the likely default
without a system-wide install of libsamplerate, but those that need more can
tweak this.
This currently favors libsamplerate over the fast path (quality over speed),
but I'm not sure that's the correct approach, as there may be surprising
changes in performance metrics depending on what packages are available on
a user's system. That being said, currently, the only thing with access to
SDL_AudioStream is an SDL audio device's thread, and it might be mostly idle
otherwise, so maybe this is generally good.
Turns out that iterating from 0 to channels-1 was a serious performance hit!
These cases now tend to match or beat the original audio resampler's speed!
This allows us to avoid an extra copy, allocate less memory and reduce cache
pressure. On the downside: we have to do a lot of tapdancing to resample the
buffer in reverse when the output is growing.
It's expensive and (hopefully) unnecessary. If this becomes an overflow
problem, we could multiply both values by 0.5f before adding them, but let's
see if we can get by without the extra multiplication first.
We never seem to overflow the source buffer now; this might have been a
leftover from a bug that was covered by Vitaly's fixes?
Removing this conditional makes the resampler 10-20% faster. Left an
assert in there for debug builds, in case this still happens.
white.magic
The logic which decides if a device enumerated via the direct input system in the function EnumJoysticksCallback in SDL_dinputjoystick.c is processed is discarding valid joystick devices due to the assumption that devices of the type DI8DEVTYPE_SUPPLEMENTAL are not valid devices.
This change was added with 2.0.4 with this commit http://hg.libsdl.org/SDL/rev/1b9d40126645 that is linked to this bug report https://bugzilla.libsdl.org/show_bug.cgi?id=2460 which indicates that in that case devices of the type DI8DEVTYPE_SUPPLEMENTAL were not desirable as they caused a singular device to emit multiple "device added" events.
Since then there appear to have been a few fixes to handle devices that fall into various other classes in the following two commits:
http://hg.libsdl.org/SDL/rev/10ffb4787d7a and http://hg.libsdl.org/SDL/rev/6a2bbac05728
Two devices I have reports of failing to be listed when the DI8DEVTYPE_SUPPLEMENTAL type is excluded are ECS Gametric Throttle and Thrustmaster MFD Cougar.
Sam Lantinga
I verified that the OUYA controller shows up as a single device with this change, so I've reverted the change to ignore supplemental devices, leaving framework in place to easily add devices that we want to ignore.
Removed some needless things ("len / sizeof (Uint8)"), and made sure the
int32 -> float code uses doubles to avoid working with large integer values
in a 32-bit float.
Mark Callow
The attached patch does the following for the X11 and Windows platforms, the only ones where SDL attempts to use context_create_es_profile:
- Adds SDL_HINT_OPENGL_ES_DRIVER by which the application can
say to use the OpenGL ES driver & EGL rather than the Open GL
driver. (For bug #2570)
- Adds code to {WIN,X11}_GL_InitExtensions to determine the maximum
OpenGL ES version supported by the OpenGL driver (for bug #3145)
- Modifies the test that determines whether to use the OpenGL
driver or the real OpenGL ES driver to take into account the
hint, the requested and supported ES version and whether ES 1.X
is being requested. (For bug #2570 & bug #3145)
- Enables the testgles2 test for __WINDOWS__ and __LINUX__ and adds
the test to the VisualC projects.
With the fix in place I have run testdraw2, testgl and testgles2 without any issues and have run my own apps that use OpenGL, OpenGL ES 3 and OpenGL ES 1.1.
Lukasz Biel
Tried to compile SDL2 using newest version of VS.
Got:
SDL_audiocvt.obj : error LNK2019: unresolved external symbol memcpy referenced in function SDL_ResampleCVT
1>E:\Users\dotPo\Lib\SDL\VisualC\x64\Release\SDL2.dll : fatal error LNK1120: 1 unresolved externals
whole compilation process: http://pastebin.com/eWDAvBce
Steps to reproduce:
clone http://hg.libsdl.org/SDL using tortoise hg,
open SDL\VisualC\SDL.sln,
when promted if should retarget solution click ok,
select release x64 build type,
Build/Build Solution
attempt 2, using Visual Studio cmake support:
open folder SDL\
select release x64 build type,
run CMake\Build CMakeLists.txt
build fails
When switched to debug build type, buils succeeds in both cases.
VS 2017 is still beta.
It causes audio pops if you're converting in chunks (and needs to
allocate/initialize/free on each convert). We'll either adjust this interface
when we break ABI for 2.1 to make this usable, or publish the SDL_AudioStream
API for those that want a streaming solution.
In the meantime, the "simple" resampler produces "good enough" audio without
pops and doesn't have to be initialized, so that'll do for now on the
SDL_AudioCVT interface.
K_NORMTAB, K_SHIFTTAB, K_ALTTAB, K_ALTSHIFTTAB
In the normal case we'll load all the keymaps from the kernel, but this reduces the size of the SDL library for the fallback case when we can't get to the tty.
Mark Logan 2015-08-24 15:57:50 UTC
In SDL_windowsopengles.c, WIN_GLES_SetSwapInterval is as follows:
WIN_GLES_SetSwapInterval(_THIS, int interval)
{
/* FIXME: This should call SDL_EGL_SetSwapInterval, but ANGLE has a bug that prevents this
* from working if we do (the window contents freeze and don't swap properly). So, we ignore
* the request for now.
*/
SDL_Log("WARNING: Ignoring SDL_GL_SetSwapInterval call due to ANGLE bug");
return 0;
}
With a recent version of ANGLE (early July) calling SDL_EGL_SetSwapInterval with a D3D11 backend appears to work just fine. I am working on testing this with D3D9.
--
Alex Szpakowski
I found the bug, it was fixed in 2013. https://bugs.chromium.org/p/angleproject/issues/detail?id=481
In my opinion it should be safe to unconditionally use SetSwapInterval now. Anyone who encounters the bug should update their ANGLE to a version less than 3 years old, especially since they'd be using a SDL version that's 3+ years newer than their ANGLE version.
Rob
I've ran into an issue where I successfully receive SDL_KEY[UP,DOWN] events but not SDL_TEXTINPUT or SDL_TEXTEDITING. In my case the code in SDL_EVDEV_do_text_input() is returning early (on error) prior to calling SDL_SendKeyboardText(). I'm running on the RaspberryPi 3, without X11.
In SDL_EVDEV_do_text_input() there is a condition to check keysyms with a type value below 0xf0, then subtract 0xf0 from type. Without understanding the purpose of this code, I disabled it, recompiled, and I'm getting correct SDL_TEXTINPUT events. I'm going to guess that my hack/fix is going to be problematic in some other environment, but after some initial testing it looks like everything is running fine in my setup.
Richard Russell
Resuming from a suspended state results in a black screen. This only happens when using GLES 1.1 (GLES 2 resumes correctly) and when the render target has been changed using SDL_SetRenderTarget. This problem is new in 2.0.4.
The attached test case demonstrates the issue.
Sylvain Becker has apparently found a fix as follows:
"In the opengles leaf function (in 'src/render/opengles/SDL_render_gles.c'), it appears there is a call to 'GLES_ActivateRenderer' in 'GLES_SetRenderTarget', which is not present in opengles2. When commenting out this 'GLES_ActivateRenderer', it seems to resume fine".
This appears to fix the testcase perfectly, but I don't know whether it could have any undesirable side-effects.
tvc
I believe this patch should fix it, instead of looping through all the tty's and seemingly selecting the wrong one and corrupting the console I've just made SDL open /dev/tty which is the console attached to the current process anyway.
felix
Here's a snippet of SDL_DestroyRenderer from hg revision 10746:7540ff5d0e0e:
SDL_Texture *texture = NULL;
SDL_Texture *nexttexture = NULL;
/* ... */
for (texture = renderer->textures; texture; texture = nexttexture) {
nexttexture = texture->next;
SDL_DestroyTexture(texture);
}
SDL_DestroyTexture removes the texture from the linked list pointed to by the renderer and ends up calling SDL_DestroyTextureInternal, which contains this:
if (texture->native) {
SDL_DestroyTexture(texture->native);
}
If it happens that texture->native is an alias of nexttexture two stack frames up, SDL_DestroyRenderer will end up trying to destroy an already freed texture. I've had this very situation happen in dosemu2.
Bug introduced in revision 10650:a8253d439914, which has a somewhat ironic description of "Fixed all known static analysis bugs"...
Rob
When calling ioctl(fd, KDGKBTYPE, &type) in SDL_EVDEV_is_console(), we declare type as an 'int'. This should be a 'char'. The subsequent syscall, and kernel code, only writes the lower byte of the word.
See: http://lxr.free-electrons.com/source/drivers/tty/vt/vt_ioctl.c?v=4.4#L399
ucval = KB_101;
ret = put_user(ucval, (char __user *)arg);
I've observed intermittent behavior related to this, and I can force an error condition by using an int initialized to 0xFFFFFFFF. The resulting ioctl will set type to 0XFFFFFF02, and the conditional return in SDL_EVDEV_is_console() will fail.
Recommend changing to char, or masking off unused bits.
There was a draft of this where it did audio conversion into the final buffer,
if there was enough room available past what you asked for, but that interface
got removed, so the parameters didn't make sense (and we were using the
wrong one in any case, too!).
For example, if sR is 0 and dR is 255, we will get -255*sA casted to an unsigned value. Basically results are quite large numbers instead of the expected 0-255 range.
Fixed a case where partial trigger pull could be bound to another button
There is a fundamental problem not resolved by this commit:
Some controllers have axes (triggers, pedals, etc.) that don't start at zero, but we're guaranteed that if we get a value that it's correct. For these controllers, the current code works, where we take the first value we get and use that as the zero point and generate axis motion starting from that point on.
Other controllers have digital axes (D-pad) that assume a zero starting point, and the first value we get is the min or max axis value when the D-pad is moved. For these controllers, the current code thinks that the zero point is the axis value after the D-pad motion and this doesn't work.
My hypothesis is that the first class of devices is more common and that we should solve for that, and add an exception to SDL_JoystickAxesCenteredAtZero() as needed for the second class of devices.
Ryan C. Gordon
Kristian says you can't do it with Wayland, and that going forward, it'll just handle whatever you throw at it anyhow.
https://twitter.com/hoegsberg/status/816148272402165761
So I say we mark it SDL_PIXELFORMAT_RGB888, which is what my X11 display currently reports, and leave it at that.
kaisyu
In case of OpenGLES, the sequences of loading and unloading driver library should be like that:
SDL_Init
...
SDL_GL_LoadLibrary
SDL_EGL_LoadLibrary
...
SDL_Quit
...
SDL_GL_UnloadLibrary
SDL_EGL_UnloadLibrary
...
However, according to my test results, the varible '_this->gl_config.driver_loaded' does not allow 'SDL_GL_UnloadLibrary' to call 'SDL_EGL_UnloadLibrary'.
Coriiander
This notice is about a misplaced comment.
Often times when we use an #if #endif sequence, the #endif is followed by a comment to indicate what #if statement it belonged to. The SDL_xaudio2.c file contains a misplaced comment, as follows (I stripped the other comments):
#ifdef __GNUC__
# define SDL_XAUDIO2_HAS_SDK 1
#elif defined(__WINRT__)
# define SDL_XAUDIO2_HAS_SDK
#include "SDL_xaudio2.h"
#else
#if 0
#include <dxsdkver.h>
#if (!defined(_DXSDK_BUILD_MAJOR) || (_DXSDK_BUILD_MAJOR < 1284))
# pragma message("Your DirectX SDK is too old. Disabling XAudio2 support.")
#else
# define SDL_XAUDIO2_HAS_SDK 1
#endif
#endif
#endif /* 0 */
That final /* 0 */ should be moved one line up. Like this (I tabbed it out for you to make it more clear):
Tristan
The internal SDL_vsnprintf implementation accesses memory outside buffer. The bug existed also inside the format (%) processing, which was fixed with Bug 3441.
But there is still an invalid access, if we do not have any format inside the source string and the destination string is shorter than the format string. You can use any string for this test, as long it is longer than the buffer.
Example:
va_list argList;
char buffer[4];
SDL_vsnprintf(buffer, sizeof(buffer), "Testing", argList);
The bug is located on the 'else' branch of the format char test:
while (*fmt) {
if (*fmt == '%') {
...
} else {
if (left > 1) {
*text = *fmt;
--left;
}
++fmt;
++text;
}
}
if (left > 0) {
*text = '\0';
}
As you can see that text is always incremented, even when left is already one. When then on the last lines, *text is assigned the NULL char, the pointer is located outside bounds.
Intellectual Kitty
In SDL_video.c, on line #1756, in SDL_SetWindowPosition (from today's distribution, 12-31-2016, https://hg.libsdl.org/SDL/shortlog/bf19e0c84483):
if (displayIndex > _this->num_displays) {
should be:
if (displayIndex >= _this->num_displays) {
felix
Compiling even a simple SDL2 'hello world' program with gcc -Wstrict-prototypes (GCC 6.2.1) results in warnings like:
/usr/include/SDL2/SDL_gamecontroller.h:143:1: attention : function declaration isn't a prototype [-Wstrict-prototypes]
extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings();
^~~~~~
It seems there is a missing 'void' between the parentheses.
This was a leftover of simplifying the resamplers down from autogenerated
code; I forgot to make something that the generator hardcoded into something
variable.
Fixes Bugzilla #3507.
Ozkan Sezer
http://hg.libsdl.org/SDL/rev/464a2676d8ab seems to have
forgotten removing the return from SDL_dynapi_procs.h, and this patch
does that. Without it, MSVC warns:
c:\sdl2\src\dynapi\SDL_dynapi_procs.h(598) : warning C4098:
'SDL_GL_SwapWindow_DEFAULT' : 'void' function returning a value
c:\sdl2\src\dynapi\SDL_dynapi_procs.h(598) : warning C4098:
'SDL_GL_SwapWindow' : 'void' function returning a value
Ozkan Sezer
This adds the name 'ad' to two unnamed unions in edid.h
and adjusts edid-parse.c for it. Nameless unions are not supported in
ancient gcc, which I happened to use on one of my ancient setups.
These fixes are lumped into two categories:
1. add new file, SDL_dataqueue.c, to UWP/WinRT build-inputs (via MSVC project
files)
2. implement a temporary, hack-fix for a build error in SDL_xinputjoystick.c.
Win32's Raw Input APIs are, unfortunately, not available for use in UWP/WinRT
APIs. There does appear to be a replacement API, available in the
Windows.Devices.HumanInterfaceDevice namespace.
This fix should be sufficient to get SDL compiling again, without affecting
Win32 builds, however using the UWP/WinRT API (in UWP/WinRT builds) would
almost certainly be better (for UWP/WinRT builds).
TODO: research Windows.Devices.HumanInterfaceDevice, and use that if and as
appropriate.
This currently doesn't affect absolute motion, which would need to be implemented on each windowing system so the cursor matches the reported mouse coordinates.
Diego
I was previously unaware that rotating the device to a different orientation when the keyboard is shown causes a keyboardWillHide followed by a keyboardWillShow notification. The previous patch would then mistakenly StopTextInput when rotating. This patch fixes that by checking if the device is rotating before stopping text input.
Ozkan Sezer
With rev. 10651, i.e. http://hg.libsdl.org/SDL/rev/747a6a795b21 ,
SDL2 - OS X builds fail to run on 10.6 (my setup: i686 / 10.6.8)
because the symbol _IOPMAssertionCreateWithDescription is missing.
The SDK listing it for 10.7+ does seem correct. Reverting r10651
and rebuilding makes it to function again.
Simon Hug
The SDL_BlitScaled function runs into an access violation for specific blit coordinates and surface sizes. The attached testcase blits a 800x600 surface to a 1280x720 surface at the coordinates -640,-345 scaled to 1280x720. The blit function that moves the data then runs over and reads after the pixel data from the src surface causing an access violation.
I can't say where exactly it goes wrong, but I think it could have something to do with the rounding in SDL_UpperBlitScaled. final_src.y is 288 and final_src.h is 313. Together that's 601, which I believe is one too much, but I just don't know the code enough to make sure that's the problem.
Sylvain
I think this patch fix the issue, but maybe it's worth re-writing "SDL_UpperBlitScaled" using SDL_FRect.
The non-deprecated approach (IOPMAssertion) already exists in SDL, and is
available in Mac OS X 10.6 and later (although it was incorrectly listed as
10.7 and later in SDL). Since SDL now requires 10.6 or later, this is no
longer conditionally used.
realitix
SDL2 allows to create widow and to get information through SDL_SysWMinfo.
But it misses something, with Vulkan, you need the HWND and HINSTANCE of the window for Win32 system.
Sadly, SDL2 provides only HWND but not HINSTANCE.
In some context, it can be difficult to get the HINSTANCE, indeed, I'm using pySDL2 (Python) and I can only access properties that SDL2 gives me.
I have to use a dirty trick like that to get the HINSTANCE: (https://raw.githubusercontent.com/bglgwyng/pyVulkan/master/examples/win32misc.py)
felix
Building SDL 2.0.5, or even the Mercurial snapshot (r10608) with GCC 6.2.1 and --enable-video-directfb generates a number of compiler diagnostics and fails.
Simon Hug
The software renderer produces incorrect results when blending textures at an angle with certain blend modes. It seems that there were some edge cases that weren't considered when the SW_RenderCopyEx function was last changed. Or another bug possibly covered up the problem. (More on that in another bug report.)
Most of the issues come from the fact that the rotating function sets a black colorkey. This is problematic because black is most likely appearing in the surface and the final blit will ignore these pixels. Unless a colorkey is already set (the software renderer currently never sets one), it's very hard to find a free color. Of course it could scan over the whole image until one is found, but that seems inefficient.
The following blend modes have issues when drawn at an angle.
NONE: The black pixels get ignored, making them essentially transparent. This breaks the 'dstRGBA = srcRGBA' definition of the NONE blend mode.
MOD: Again, the black pixels get ignored. This also breaks the 'dstRGB = dstRGB * srcRGB' definition of the MOD blend mode, where black pixels would make the destination black as well. A white colorkey will work though, with some preparations.
BLEND: There are some issues when blending a texture with a translucent RGBA target texture. I - uh - forgot what the problem here exactly is.
This patch fixes the issues mentioned above. It mainly changes the code so it tries to do things without the colorkey and removes the automatic format conversion part from the SDLgfx_rotateSurface function. Getting the format right is something the caller has to do now and the required code has been added to the SW_RenderCopyEx function.
There's a small change to the SW_CreateTexture function. RLE encoding a surface with an alpha mask can be a lossy process. Depending on how the user uses the RGBA channels, this may be undesired. The change that surfaces with an alpha mask don't get encoded makes the software renderer consistent with the other renderers.
The SW_RenderCopyEx function now does these steps: Lock the source surface if necessary. Create a clone of the source by using the pixel buffer directly. Check the format and set a flag if a conversion is necessary. Check if scaling or cropping is necessary and set the flag for that as well. Check if color and alpha modulation has to be done before the rotate. Check if the source is an opaque surface. If not, it creates a mask surface that is necessary for the NONE blend mode. If any of the flags were set, a new surface is created and the source will be converted, scaled, cropped, and modulated. The rest of the function stays somewhat the same. The mask also needs to be rotated of course and then there is the NONE blend mode...
It's surprisingly hard to get the pixel from a rotated surface to the destination buffer without affecting the pixel outside the rotated area. I found a way to do this with three blits which is pretty hard on the performance. Perhaps someone has an idea how to do this faster?
As mentioned above, the SDLgfx_rotateSurface now only takes 8-bit paletted or 32-bit with alpha mask surfaces. It additionally sets the new surfaces up for the MOD blend mode.
I shortly tested the 8-bit path of SDLgfx_rotateSurface and it seemed to work so far. This path is not used by the software renderer anyway.
Vitaly Novichkov
Okay, when I researched code and algorithm, I tried to replace condition "while(dst >= target)" with "while(dst > target)" and crashes are gone.
Seems on some moments it tries to write into the place before memory block begin, therefore phantom crashes appearing after some moments.
Sylvain 2016-11-07 08:49:34 UTC
when rotated +90 or -90, some transparent lines appears, though there is no Alpha or ColorKey.
if you set a dummy colorkey, it will remove the line ...
if you set a some alpha mod, the +90/-90 get transparent but not the 0/180 ...
x414e54
It is a bit of a pain to update the library or rely on whatever version the user has on their computer for default mappings.
So providing an easily updatable text file via SDL_GameControllerAddMappingsFromFile is still currently the most viable way. However using this replaces all mappings provided by the SDL_HINT_GAMECONTROLLERCONFIG environment variable which may have come from the user's custom Steam mapping.
There should be an easy way for games to supply extra game controller mappings to fill in the differences between SDL versions without it clobbering the SDL_HINT_GAMECONTROLLERCONFIG environment variable.
Internally the mappings could use a priority system and if the priority is lower then it will not overwrite the mappings.
For now it just assumes SDL_HINT_GAMECONTROLLERCONFIG is the highest priority, the default hardcoded are the lowest and anything set via the API is medium.
Mark Pizzolato
On Windows with Visual Studio, when building SDL as a static library using the x86 (32bit) mode, several intrinsic operations are implemented in code in SDL_stdlib.c.
One of these, _allshr() is not properly implemented and fails for some input. As a result, some operations on 64bit data elements (long long) don't always work.
I classified this bug as a blocker since things absolutely don't work when the affected code is invoked. The affected code is only invoked when SDL is compiled in x86 mode on Visual Studio when building a SDL as a static library. This build environment isn't common, and hence the bug hasn't been noticed previously.
I reopened#2537 and mentioned this problem and provided a fix. That fix is provided again here along with test code which could be added to some of the SDL test code. This test code verifies that the x86 intrinsic routines produce the same results as the native x64 instructions which these routines emulate under the Microsoft compiler. The point of the tests is to make sure that Visual Studio x86 code produces the same results as Visual Studio x64 code. Some of the arguments (or boundary conditions) may produce different results on other compiler environments, so the tests really shouldn't be run on all compilers. The test driver only actually exercised code when the compiler defines _MSC_VER, so the driver can generically be invoked without issue.
Ozkan Sezer
On systems with old glibc, such mine with glibc-2.8, the following warning
is issued and is fixed easily by defining _GNU_SOURCE:
/home/me/SDL2-2.0.5/src/video/x11/SDL_x11modes.c: In function 'CalculateXRandRRefreshRate':
/home/me/SDL2-2.0.5/src/video/x11/SDL_x11modes.c:263: warning: implicit declaration of function 'round'
/home/me/SDL2-2.0.5/src/video/x11/SDL_x11modes.c:263: warning: incompatible implicit declaration of built-in function 'round'
x414e54
I have implemented Drag and Drop and Clipboard support for Wayland.
Drag and dropping files from nautilus to the testdropfile application seems to work and also copy and paste.
This no longer uses a script to generate code for every possible type
conversion or resampler. This caused a bloat in binary size and and compile
times. Now we use a handful of more generic functions and assume staying in
the CPU cache is the most important thing anyhow.
This shrinks the size of the final build (in this case: macOS X amd64, -Os to
optimize for size) by 15%. When compiling on a single core, build times drop
by about 15% too (although the previous cost was largely hidden by multicore
builds).
Alex Baines
I realized overnight that my patch probably broke text input events with UIM, and I confirmed that it does. Can't believe I overlooked that... I've been making stupid mistakes in these patches recently, sorry.
Anyway, *this* one seems to fix it properly. Knowing my luck it probably breaks something else.
Patch uses XkbFreeKeyboard to free the memory returned by XkbGetMap.
Earlier implementation called XkbFreeClientMap which frees all the maps
but not data->xkb structure itself, XkbFreeKeyboard will free maps and
the structure.
Kai Sterker
SDL2 on Haiku so far uses Haiku-specific APIs for loading dynamic objects as add-ons, instead of using dlopen to load them as libraries. This, for example, leads to SDL_mixer not being able to load its audio backends, when compiled with standard settings.
As discussed at https://www.freelists.org/post/haikuports/SDL2-mixer-ogg-music-not-playing-and-other-stuff,2 , the best way to deal with this would be using dlopen instead of load_add_on. The following patch implements this change by dropping the Haiku-specific bits and using dlopen instead.
/home/fedora/SDL2-2.0.5/src/video/SDL_blit_N.c: In function 'calc_swizzle32':
/home/fedora/SDL2-2.0.5/src/video/SDL_blit_N.c:127:5: error: ISO C90 forbids mixed declarations and code [-Werror=declaration-after-statement]
const vector unsigned char plus = VECUINT8_LITERAL(0x00, 0x00, 0x00, 0x00,
^
Kai Sterker
Apparently, SDL2 on Haiku does not generate SDL_TEXTINPUT events.
Attached is a patch that adds this functionality.
Tested with SDLs own checkkeys program and different keymaps as well as my own SDL application and German keyboard layout to verify it generates the expected input.
Albert Casals
On a RaspberryPI, it might become convenient to specify the Dispmanx layer SDL uses.
Currently, it is hardcoded to be 10000 to sit above most applications.
This can be specially useful when integrating other graphical apps and frameworks like OMXplayer, QT5 etc.. in order to have more flexibility on their Z-order.
ny00
Unfortunately, simply checking the return codes of "onNativePadDown/Up" as previously done has its own issue:
If an SDL joystick is connected *and* opened, then a proper KeyEvent, say with keycode KEYCODE_BUTTON_1, should lead to an SDL joystick button event as expected.
If, however, the joystick was *not* opened, then "onNativePadDown/Up" will return a negative value, so before the commit from bug 3426, you could unexpectedly get a keyboard event. (In practice, you'll just get a log message, since KEYCODE_BUTTON_1 has no mapping to a proper SDL_ScanCode value, but it's still an problem).
What should still be done, though, is checking the key code itself. We do have the KeyEvent.isGamepadButton method, but according my test, it returns "true" exactly (and only) for the KEYCODE_BUTTON* values, and not for KEYCODE_DPAD* or any other key code.
Here is a possible solution:
- Do check the return codes of "onNativePadDown/Up" as previously done.
- In addition, in "Android_OnPadDown/Up" from src/joystick/android/SDL_sysjoystick.c, 0 should *always* be returned in case the key code can be translated to an SDL_joystick button; Even if no matching joystick can be found.
Philipp Wiesemann
Maybe the fault is in the SDL_VIDEO_DRIVER_WINDOWS section in SDL_InitSubSystem() of "src/SDL.c". Because there only SDL_INIT_JOYSTICK is checked. The flags are adapted for SDL_INIT_GAMECONTROLLER afterwards.
Eric Wasylishen
The patch makes StartTextInput/StopTextInput call Xutf8ResetIC ( https://www.x.org/releases/X11R7.5/doc/man/man3/XmbResetIC.3.html ) on the XIC of all SDL windows.
This fixes my use case in Quakespasm (Ubuntu 16.04, system keyboard layout set to German. Type the '^' dead key, which opens Quakespasm's developer console and calls SDL_StartTextInput, then press 'e'. I expect the dead key to be ignored.)
Also, here is a patch for sdl2's "checkkeys" for testing this: https://bugzilla-attachments.libsdl.org/attachment.cgi?id=2451
Olav Sorensen
After a drag and drop event, any following mouse button input (down/up) doesn't generate an event. Clicking any mouse button a *second* time generates an event like it should.
Further investigation shows that the new SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH logic also causes this issue in other cases, like the first time you open the program and click the mouse.
Simon Hug
There are currently three entry points in the SDL2_main code for windows: main, wmain and WinMain. Only the latter two properly convert the arguments to UTF-8.
Console applications linked with MSVC will always link with the main entry point (wmain has to be selected by manually setting the entry point). This makes it likely that such programs will not have proper unicode arguments.
Sylvain
After a long time, I found out more clearly what was going wrong.
The native libraries should be built with a "APP_PLATFORM" as low as possible.
Ideally, APP_PLATFORM should be equals to the minSdkVersion of the AndroidManifest.xml
So that the application never runs on a lower APP_PLATFORM than it has been built for.
An additional good patch would be to write explicitly in "jni/Application.mk": APP_PLATFORM=android-10
(If no APP_PLATFORM is set, the "targetSdkVersion" of the AndroidManifest.xml is applied as an APP_PLATFORM to the native libraries. And currently, this is bad, because targetSdkVersion is 12, whereas minSdkLevel is 10.
And in fact, there is a warning from ndk: "Android NDK: WARNING: APP_PLATFORM android-12 is larger than android:minSdkVersion 10 in ./AndroidManifest.xml".)
to precise what happened in the initial reported test-case:
Let say the "c" code contains a call to "srand()".
with APP_PLATFORM=android-21, libSDL2.so contains a undef reference to "srand()".
with APP_PLATFORM=android-10, libSDL2.so contains a undef reference to "srand48()".
but srand() is missing on devices with APP_PLATFORM=android-10 (it was in fact replaced by srand48()).
So, if you build for android-21 (where srand() is available), you will really have a call to "srand()" and it will fail on android-10.
That was the issue. The path tried to fix this by in fact always calling srand48().
SDL patches that were applied are beneficial anyway, there are implicitly allowing they backward compatibility of using android-21 on a android-10 platform.
It can be helpful in case you want to target a higher APP_PLATFORM than minSdkVersion to have potentially access to more functions.
Eg you want to have access to GLES3 functions (or other) of "android-21". But, if dlopen() fails (on android-10), you do a fall-back to GLES2.
Robert Folland
When running this little test program with SDL2 on Wayland it often crashes in SDL_Init.
From a backtrace it is apparent that there is a race condition in creating a xkb_context_ref. Sometimes it is 0x0.
By moving the relevant lines higher up in Wayland_VideoInit (in SDL2-2.0.4/src/video/wayland/SDL_waylandvideo.c:302) this seems to get fixed.
I moved the call to WAYLAND_xkb_context_new() up to before the call to WAYLAND_wl_display_connect().
Here is the test program (just a loop of init and quit), and a backtrace from gdb:
#include <cstdio>
#include <stdlib.h>
#include <SDL2/SDL.h>
#include <unistd.h>
#include <iostream>
int main(int argc, char **argv)
{
int count = atoi(argv[1]);
for (int i = 0; i < count; i++) {
std::cout << "Init " << i << std::endl;
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Couldn't initialize SDL: %s\n",
SDL_GetError());
return 1;
}
std::cout << "Quit" << std::endl;
SDL_Quit();
}
return 0;
}
Init 12
Quit
Init 13
Program received signal SIGSEGV, Segmentation fault.
xkb_context_ref (ctx=ctx@entry=0x0) at src/context.c:156
156 ctx->refcnt++;
(gdb) bt
#0 xkb_context_ref (ctx=ctx@entry=0x0) at src/context.c:156
#1 0x00007ffff5e1cd4c in xkb_keymap_new (ctx=0x0, format=XKB_KEYMAP_FORMAT_TEXT_V1, flags=flags@entry=XKB_KEYMAP_COMPILE_NO_FLAGS) at src/keymap-priv.c:65
#2 0x00007ffff5e1c6cc in xkb_keymap_new_from_buffer (ctx=<optimized out>,
buffer=0x7ffff7fd5000 "xkb_keymap {\nxkb_keycodes \"(unnamed)\" {\n\tminimum = 8;\n\tmaximum = 255;\n\t<ESC>", ' ' <repeats 16 times>, "= 9;\n\t<AE01>", ' ' <re
peats 15 times>, "= 10;\n\t<AE02>", ' ' <repeats 15 times>, "= 11;\n\t<AE03>", ' ' <repeats 15 times>, "= 12;\n\t<AE04>", ' ' <repeats 12 times>..., length=48090,
format=<optimized out>, flags=<optimized out>) at src/keymap.c:191
#3 0x00007ffff7b8ea4e in keyboard_handle_keymap (data=0x6169b0, keyboard=<optimized out>, format=<optimized out>, fd=5, size=48091)
at /home/vlab/abs/sdl2/src/SDL2-2.0.4/src/video/wayland/SDL_waylandevents.c:269
#4 0x00007ffff64501f0 in ffi_call_unix64 () from /usr/lib/libffi.so.6
#5 0x00007ffff644fc58 in ffi_call () from /usr/lib/libffi.so.6
#6 0x00007ffff665be3e in wl_closure_invoke (closure=closure@entry=0x61f000, flags=flags@entry=1, target=<optimized out>, target@entry=0x616d20,
opcode=opcode@entry=0, data=<optimized out>) at src/connection.c:949
#7 0x00007ffff6658be0 in dispatch_event (display=<optimized out>, queue=<optimized out>) at src/wayland-client.c:1274
#8 0x00007ffff6659db4 in dispatch_queue (queue=0x617398, display=0x6172d0) at src/wayland-client.c:1420
#9 wl_display_dispatch_queue_pending (display=0x6172d0, queue=0x617398) at src/wayland-client.c:1662
#10 0x00007ffff665a0cf in wl_display_roundtrip_queue (display=0x6172d0, queue=0x617398) at src/wayland-client.c:1085
#11 0x00007ffff7b8faa0 in Wayland_VideoInit (_this=<optimized out>) at /home/vlab/abs/sdl2/src/SDL2-2.0.4/src/video/wayland/SDL_waylandvideo.c:302
#12 0x00007ffff7b7aed6 in SDL_VideoInit_REAL (driver_name=<optimized out>, driver_name@entry=0x0) at /home/vlab/abs/sdl2/src/SDL2-2.0.4/src/video/SDL_video.c:513
#13 0x00007ffff7ae0ee7 in SDL_InitSubSystem_REAL (flags=16416) at /home/vlab/abs/sdl2/src/SDL2-2.0.4/src/SDL.c:173
#14 0x0000000000400b24 in main (argc=2, argv=0x7fffffffebb8) at vplay-init.cpp:13
(gdb)
Eric wing
Sometimes an SDL_assert triggers at RPI_WarpMouseGlobal
src/video/raspberry/SDL_rpimouse.c:232 'update'.
It doesn't always reproduce, but it seems to happen when you really bog down the system and the event loop can't update for awhile.
The first time I hit this, I wasn't even using the mouse. I don't call any warp mouse functions either.
I can usually reproduce with a simple program that runs an expensive blocking CPU series of functions which blocks the main loop until complete (can be up to 10 seconds).
Sometimes this assertion gets triggered after that. I'm not sure if
they are related or coincidental.
Disabling the SDL_asserts when compiling SDL will avoid this problem. I actually haven't seen any problems with the mouse when I do this.
On a Raspberry Pi 2 running Raspbian Jessie.
Call SDL_GL_GetDrawableSize() directly because we may be in the initialization path and SDL_GetRendererOutputSize() will fail because the renderer magic isn't set up yet.
Daniel Gibson
Ok, I followed the simple approach of just making SDL_PIXELFORMAT_RGBA32 an alias of SDL_PIXELFORMAT_RGBA8888/SDL_PIXELFORMAT_ABGR8888, depending on endianess. And I did the same for SDL_PIXELFORMAT_ARGB32, .._BGRA, .._ABGR.
SDL_GetPixelFormatName() will of course return SDL_PIXELFORMAT_RGBA8888 (or SDL_PIXELFORMAT_ABGR8888) instead of SDL_PIXELFORMAT_RGBA32, but as long as that's mentioned in the docs it shouldn't be a problem.
Apparently some systems see "hw:", some see "default:" and some see
"sysdefault:" (and maybe others!). My workstation sees both "hw:" and
"sysdefault:" ...
Try to find a prefix we like and prioritize the prefixes we (think) we want
most. If everything else fails, if there's a "default" (not a prefix) device
name, list that by itself so the user gets _something_ here.
If we can't find a prefix we like _and_ there's no "default" device, report
no hardware found at all.
Weitian Leung
Just moved ibus direct call to SDL_IME_* related functions, and adds fcitx IME support (uses DBus, too),
enable with env: SDL_IM_MODULE=fcitx (ibus still the default one)
D39 does not support negative viewport values which the current implementation relies on.
D3D11 does support negative viewport values so that will continue working.
Refer to Bug 2799.
x414e54
Wayland will sometimes send empty resize events (0 width and 0 height) to the client. I have not worked out the exact conditions a client would receive these but I can assume it might be if the window is offscreen or not mapped yet.
This causes issues with some SDL clients as they receive the 0x0 event and unexpected resize event or might not request to resize back to the correct size.
As per the wl_shell Wayland spec configure events are only a suggestion and the client is free to ignore or pick a different size (this is how min/max and fixed aspect ratio is supped to be implemented).
A patch is attached but is just the first iteration and I will fix any issues such as checking for FULLSCREEN/MAXIMIZED or RESIZABLE flags unless someone else fixes this first.
I have update to take into account non resizable and fullscreen windows. Also adding in maximize/restore and title functions for Wayland.
Darren Kulp
The dummy video driver is not available on Mac OS X if SDL_VIDEO_OPENGL is set at library compilation time.
In src/video/SDL_video.c, there is a compile-time check in SDL_CreateWindow() for (SDL_VIDEO_OPENGL && __MACOSX__). When it succeeds, SDL_WINDOW_OPENGL is always requested. Since the dummy video driver does not supply an OpenGL implementation, the error "No OpenGL support in video driver" is supplied to the user, and SDL_CreateWindow() is exited early.
Adam M.
When doing a rotated texture copy with the software renderer, where the angle is a multiple of 90 degrees, one or two edges of the image get cut off. This is because of the following line in sw_rotate.c:
if ((unsigned)dx < (unsigned)sw && (unsigned)dy < (unsigned)sh) {
which is effectively saying:
if (dx >= 0 && dx < src->w-1 && dy >= 0 && dy < src->h-1) {
As a result, it doesn't process pixels in the right column or bottom row of the source image (except when they're accessed as part of the bilinear filtering for nearby pixels). This causes it to look like the edges are cut off, and it's especially obvious with an exact multiple of 90 degrees.
Nitz
In function SDLgfx_rotateSurface:
rz_dst =
SDL_CreateRGBSurface(SDL_SWSURFACE, dstwidth, dstheight + GUARD_ROWS,
rz_src->format->Rmask, rz_src->format->Gmask,
rz_src->format->Bmask, rz_src->format->Amask);
Here rz_src get De-referenced without NULL check, which is risky.
Simon Sandstr?m
As stated in Summary. The switch statement will execute the default case and set a SDL error message: "SDL_MixAudio(): unknown audio format".
There are atleast two more problems here:
1. SDL_MixAudioFormat does not notify the user that an error has occured and that a SDL error message was set. It took me awhile to understand why I couldn't mix down the volume on my AUDIO_U16LSB formatted audio stream.. until I started digging in the SDL source code.
2. The error message is incorrect, it should read: "SDL_MixAudioFormat(): unknown audio format".
Daniel Gibson
Currently, SDL_CreateRGBSurface() and SDL_CreateRGBSurfaceFrom() take Uint32 masks for RGBA to "describe" the Pixelformat of the surface.
Internally those value are only used to map to one of the SDL_PIXELFORMAT_* enum values that are used for further processing.
I think it would be both handy and more efficient to be able to specify SDL_PIXELFORMAT_* yourself without using SDL_PixelFormatEnumToMasks() to create masks first, so I implemented functions that do that:
SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() which are like the versions without "WithFormat" but instead of taking 4 Uint32s for R/G/B/A masks, they take one for a SDL_PIXELFORMAT_* enum value.
Together with https://bugzilla.libsdl.org/show_bug.cgi?id=2923 creating a SDL_Surface* from RGBA data (e.g. from stb_image) is as easy as
surf = SDL_SDL_CreateRGBSurfaceWithFormat(0, w, h, bppToUse*8, SDL_PIXELFORMAT_RGBA32);
Ryan C. Gordon
We still include iconv.h in SDL_stdinc.h, probably because this header might have referenced the native iconv functions and types directly. Since these are hidden behind a stable ABI now and never just a #define for the system iconv, we shouldn't need this header included from a public SDL header anymore, slowing down external apps compiles and pulling tons of stuff into the namespace.
Jan Klass
Not sure if this is limited to the joystick subsystem,
but I created a minimal program for reproducibility,
which is attached.
The issue occurs with my gamepad Razer Onza (an xbox-style gamepad) plugged in.
On initialization, the gamepad is being recognized.
After quitting the subsystem, the poll will receive the joystick added event,
which it instantly handles itself, calling SDL_SYS_JoystickDetect again,
which this time calls IDirectInput8_EnumDevices with dinput = NULL (after it was released on quit).
This seems to lead to an access violation within said function, which I have no source for.
Jan Hellwig
On Windows, you are able to navigate between the buttons on a MessageBox that was created using SDL_ShowMessageBox using the arrow keys. However, if you press the left arrow key, the selection jumps to the button on the right of the currently selected one (and vice versa).
This can be fixed by reversing the order in which the buttons are added to the dialog.
The attached patch files fixes this problem. However the first press of an arrow key leads to the selection of the leftmost or rightmost button on the MessageBox, not to the selection of the button left/right of the one that is selected by default.
Ryochan7
I have been using SDL 2 for a little project that I have been developing for a while. My project is called antimicro and it takes gamepad input and then translates gamepad events into keyboard and mouse events. SDL is used to read the input from an XInput gamepad and it works great for the most part. However, there is one glaring problem that I have encountered.
When a device is unplugged and SDL sends the centered value release events for all axes, buttons, and hats, SDL does not use the proper centered value for the triggers. It pushes an SDL_JOYAXISMOTION event onto the queue with a value of 0 for all axes. That value is converted to around 16,000 for a Game Controller. That value is incorrect for triggers and, in my program, that causes any bindings that are assigned to the triggers to get activated. With most profiles, that will typically mean that a mouse right click and left click will be activated before the device is finally seen as removed and then those bindings are released by antimicro.
Jonas Kulla
At startup time, the single android window is assigned a "windowed" (window->windowed.{w,h}) size based on the current orientation of the mobile device; this size is never updated throughout the lifetime of the app.
This becomes problematic when the app is paused and then resumed in an orientation that it did not start up in. Eventually, 'SDL_OnWindowRestored()' is called, which calls 'SDL_UpdateFullscreenMode()'. This function is very problematic because it is written with a desktop monitor in mind: it tries to find a matching display mode for the windowed size, doesn't find any, and finally applies the windowed size as the fullscreen one. In the end, the windowed size is reported in a RESIZED event, which doesn't correspond to the actual surface size.
To see this in action: Start an orientation aware SDL app in eg. portrait mode, suspend the app, put the device into landscape orientation and resume the app. It will erroneously render in portrait mode (until the device is rotated again).
This tends to be a frequent spot where drivers hang, and the waits were
often unreliable in any case.
Instead, our audio thread now alerts the driver that we're done streaming audio
(which currently XAudio2 uses to alert the system not to warn about the
impending underflow) and then SDL_Delay()'s for a duration that's reasonable
to drain the DMA buffers before closing the device.
This tries to make SDL robust against device drivers that have hung up,
apps don't freeze in catastrophic (but not necessarily uncommon) conditions.
Now we detach the audio thread and let it clean up and don't care if it
never actually runs to completion.
James Zipperer
The problem I was seeing was that the the ALSA hotplug thread would call SDL_RemoveAudioDevice, but my application code was not seeing an SDL_AUDIODEVICEREMOVED event to go along with it. To fix it, I added some code into SDL_RemoveAudioDevice to call SDL_OpenedAudioDeviceDisconnected on the corresponding open audio device. There didn't appear to be a way to cross reference the handle that SDL_RemoveAudioDevice gets and the SDL_AudioDevice pointer that SDL_OpenedAudioDeviceDisconnected needs, so I ended up adding a void *handle field to struct SDL_AudioDevice so that I could do the cross reference.
Is there some other way beside adding a void *handle field to the struct to get the proper information for SDL_OpenedAudioDeviceDisconnected?
James Zipperer
Close the audio device before waiting for the audio thread to complete, which fixes a situation where the audio thread never completes
Add an additional check in the audio thread to see if the device is enabled and bail out if the device is no longer enabled
Joe Thompson
With Direct Input device (MOMO Steering Wheel w/FF)
with SDL 2.0.3,
SDL_HapticOpenFromJoystick() would fail. (Can't set exclusive mode)
Now with 2.0.4 rc1,
SDL_HapticOpenFromJoystick() succeeds but the the returned SDL_Haptic* cannot be used. Calls to SDL_HapticNewEffect() fail with "Haptic error Unable to create effect"
If SDL_HapticOpen() is used instead of HapticOpenFromJoystick(), the device is usable. Calls to HapticNewEffect() succeed with the exact same parameters as the previous failing call.
I have attached a proposed patch for this issue.
When using SDL_HapticOpenFromJoystick(), the original code did not (re)enumerate the axes. This returned a new haptic device with 0 axes. Later, when a new effect is created, SDL_SYS_SetDirection() would set the flags to include DIEFF_SPHERICAL, regardless of what the caller actually set. (see Line 566 in SDL_dinputhaptic.c). This would cause the SDL_HapticNewEffect() to fail (or interpret the coordinates incorreclty.)
The patch moves the call to IDirectInputDevice8_EnumObjects() outside of the if() block so that the axes are (re)enumerated for the new haptic device.
Note: For steering wheels it is common for the joystick to have multiple axes (ie steering, throttle, brake), but the haptic portion of the joystick usually only applies to steering.
Fixes Bugzilla #3441.
"When using internal SDL_vsnprintf(), and source string length is greater
than destination, the final NULL char will be written beyond destination size.
Primary issue that is SDL_strlcpy returns length of source string
(SDL_PrintString()), not how much is written to destination. The destination
ptr is then incremented by this length before the sanity check is done.
Destination string is properly terminated, but an extra NULL char will be
written beyond destination buffer length.
Patch used internally is attached which fixes primary issue with SDL_strlcpy()
in SDL_PrintString() and adjusts sanity checks to increment destination ptr
safely."
Tim McDaniel
Using checkkeys test app:
* Press and hold Caps Lock key.
* checkkeys reports a CapsLock key pressed event and a CapsLock key released event.
* Release Caps Lock key.
* checkkeys reports no further events.
This patch fixes OSX Caps Lock up/down event detection by installing a HID callback.
John Wordsworth
While attempting to integrate CEF (Browser) into an SDL application, we noticed that there were problems on OS X where approximately 50% of the input events were essentially being lost - even when we were using off-screen rendering in CEF and passing through input events manually.
It appears that this problem has been around for a while (see: http://www.magpcss.org/ceforum/viewtopic.php?f=6&t=11141).
Please consider the following patch that fixes this issue. Instead of processing events directly after calling [NSApp nextEventMatchingMask:...] we now pass these events down to NSApp, for processing by an overloaded sendEvent: method. Chromium also forwards events to NSApp in the same way, which means we don't miss events, even if they were originally dequeued by CEF.
Daniel
Seems like check of the visibility of renderer (renderer->hidden) is missing in SDL_RenderCopyEx.
In SDL_RenderCopy it should be done much earlier (after checking support for RenderCopyEx, line 1750).
Michael
In SDL_x11modes.c the CalculateXRandRRefreshRate() function performs integer math on values that may return fractional results. This causes a value that would be calculated as 59.99972... to be returned as 59. In Linux the xrandr command returns 60Hz for this particular display mode yet SDL returns 59Hz.
I suggest this function be updated to correctly round the result of the calculation instead of truncating the result.
Machiel van Hooren
In SDL_dxjoystick.c line 349 there is a constant c_dfDIJoystick2.
However, this constant is aparently also defined in dinput8.lib.
I encountered a linking error when statically linking to SDL:
SDL2_static.lib(SDL_dxjoystick.obj) : error LNK2005: _c_dfDIJoystick2 already defined in dinput8.lib
My application is also linking to dinput8.lib because we rolled our own joystick input and are not using the joystick functionality from SDL.
Patrick Gutlich
The mouse cursor gets corrupted when the mouse moves over the screen edges (right and bottom) a weird type of scaling seems to occur and you end up with a blank square.
tvc
I've spent the last few days implementing touchscreen support in core/linux/SDL_evdev.c. It's fairly rudimentary at the moment, as can be seen from the multiple TODO's and FIXME's littered throughout, but I'm mainly submitting this patch for review. I've tested this patch on my Raspberry Pi 2 with the official touchscreen and it works fantastically, reporting all 10 multitouch points. I'm happy to work on this further, the evdev logic also needs a bit of a cleanup I think (I may have included a few changes). But if it's good enough in its current state to be committed then I'm sure there'd be plenty of people pleased, as currently the only other framework/library that supports touchscreens on the Raspberry Pi is Kivy.
Fritzor
Source Suface is ABGR and Destination Surface is ABGR. We use software blending. In the Switch-Case statement for SDL_COPY_BLEND (Line 126) the alpha-channel is not calculated like in every SDL_blit_auto - function. So if the destination Surface has alpha - channel of zero the resulting surface has zero as well.
Add: ?dstA = srcA + ((255 - srcA) * dstA) / 255;? to code and everything is okay.
Marcel Bakker
Observed when resizing or moving a window in Windows 7.
Depending on how you resize/move your window
, you may receive none or a lot of SDL_WINDOWEVENT_EXPOSED events
, at the moment you release the mouse button.
Maybe add this event to an already existing list of overflow candidates ?
Yann Dirson
When attempting to force use of opengles2 renderer with:
int wanted_renderer = -1;
for (int i = 0; i < numrenderers; i++) {
SDL_RendererInfo renderer_info;
if (SDL_GetRenderDriverInfo(i, &renderer_info) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't get renderer driver info: %s\n",
SDL_GetError());
quit(2);
}
std::cerr << "Renderer " << i << " '" << renderer_info.name << "': flags=0x"
<< std::hex << renderer_info.flags << std::dec
<< ", " << renderer_info.num_texture_formats << " texture formats, max="
<< renderer_info.max_texture_width << "x"
<< renderer_info.max_texture_height << "\n";
if (!strcmp(renderer_info.name, "opengles2")) {
std::cerr << " selecting!\n";
wanted_renderer = i;
}
}
renderer = SDL_CreateRenderer(window, wanted_renderer, 0);
... on banana pi or raspberry pi I get an error like the following (the actual
context profile value varies, being used uninitialized)
ERROR: Couldn't create renderer: Unknown OpenGL context profile 900
With this patch I get the following, which should help more pointing to a real problem:
ERROR: Couldn't create renderer: Failed getting OpenGL glGetString entry point
I pushed a patch (based on master branch of unofficial git mirror):
550389c89f
I'll be opening a different bug for the underlying issue.
Evgeny Vrublevsky
Original code in the video/windows/SDL_windowsevents.c registers obsolete WNDCLASS (not WNDCLASSEX). As the result only one icon size is used as the small and normal icons. Also original code doesn't specify required size of an icon. As the result when 256x256 icon is available, the program uses it as a default icon, and it looks ugly.
We have to use WNDCLASSEX and load icons with proper sizes which we can get using GetSystemMetrics.
Better idea. We could use the first icon from resources, like the Explorer does. Patch is included. It also correctly loads large and small icons, so it will look nice everywhere.