Frank Praznik
8321813452
docs: Add note about Wayland application icons
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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.
2023-09-03 11:10:29 -04:00
Sam Lantinga
825d344756
Make sure that the same timestamp is used for all PS5 events from the same packet
2023-09-01 17:49:39 -07:00
Brick
9c1430324c
Removed SDL_dataqueue
2023-09-01 14:38:45 -04:00
Brick
28b28bd8f4
Added audio_formatChange test
2023-09-01 14:38:45 -04:00
Brick
a59152688a
Try and avoid overflow when handling very large audio streams
2023-09-01 14:38:45 -04:00
Brick
5394a805f4
Improved testaudiostreamdynamicresample
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Tweaked color palette
2023-09-01 14:38:45 -04:00
Brick
e55844274d
Added SDL_(Get|Set)AudioStreamSpeed
2023-09-01 14:38:45 -04:00
Brick
43c3c5736d
Track the formats of data in an SDL_AudioStream
2023-09-01 14:38:45 -04:00
Brick
337fed3df6
Tweaked ResampleFrame_SSE
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Use _mm_unpack(lo|hi)_ps instead of _mm_shuffle_ps
2023-09-01 14:38:45 -04:00
Ryan C. Gordon
fd7cd91dc9
audio: Mix multiple streams in float32 to prevent clipping.
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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 .
2023-08-31 23:46:33 -04:00
Ryan C. Gordon
9097573e37
audio: Choose a mixing strategy on each iteration.
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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).
2023-08-31 14:47:06 -04:00
Sam Lantinga
bbe2e012a2
Don't provide the SDL3 header path
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The recommended way to include SDL.h is #include <SDL3/SDL.h>, and having both paths available was confusing for people trying to port to SDL3.
Thanks for the feedback!
https://github.com/exult/exult/issues/379#issuecomment-1701066992
2023-08-31 11:41:37 -07:00
Sam Lantinga
c17a35f096
Fixed typo
2023-08-31 09:32:39 -07:00
Sam Lantinga
4f72255eb1
Fixed README.md link
2023-08-31 09:31:56 -07:00
Sam Lantinga
e0ab597549
Simplified SDL_main.h migration notes
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Thanks for the feedback!
https://github.com/exult/exult/issues/379#issuecomment-1701066992
2023-08-31 09:29:59 -07:00
Sam Lantinga
d44bde61e5
Added SDL migration information to the top level README.md
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Thanks for the feedback!
https://github.com/exult/exult/issues/379#issuecomment-1701066992
2023-08-31 09:28:54 -07:00
Jeremy Demeule
6ff31e10cf
metal: Add hint to select low power device instead of the default one ( #8182 )
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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).
2023-08-31 01:23:45 -07:00
Sam Lantinga
8a8aed477d
Make sure that we process touch events that position the mouse
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Fixes https://github.com/libsdl-org/SDL/issues/8176
2023-08-30 21:31:19 -07:00
SDL Wiki Bot
f84c87f204
Sync SDL3 wiki -> header
2023-08-31 03:26:13 +00:00
Sam Lantinga
a7eea9997d
macOS: Don't raise the parent top-level window when raising a child window, only raise the child window to the top of the parent
2023-08-30 20:29:57 -07:00
Sam Lantinga
a5e7214795
Add SDL_WINDOW_NOT_FOCUSABLE flag to set that the window should not be able to gain key focus
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- Also adds SDL_SetWindowFocusable() to set/clear flag on existing windows
2023-08-30 20:29:51 -07:00
Ryan C. Gordon
b385dc3b68
n3dsaudio: Patched to compile.
2023-08-30 19:53:54 -04:00
Ryan C. Gordon
4e0c7c91fc
audio: PlayDevice() should return an error code.
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Higher level code treats errors as fatal and disconnects the device.
2023-08-30 19:17:19 -04:00
Anonymous Maarten
a94d724f17
wayland: add SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_EGL
2023-08-30 23:03:03 +02:00
Anonymous Maarten
da5d93d3da
wayland: don't define SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_* macro's
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They mess with #ifdef conditional in headers.
2023-08-30 13:43:50 -07:00
Anonymous Maarten
f002f7d12e
ci: build emscripten with Debug buid type
2023-08-29 23:18:37 +02:00
Ryan C. Gordon
3699b12ed0
audio: Fixed some "is_*" variables to be cleaner and/or more specific.
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Requested at https://github.com/libsdl-org/SDL/pull/8165#discussion_r1306700881_
2023-08-29 10:46:14 -04:00
Ryan C. Gordon
2471d8cc2a
audio: Fixed logic error in SDL_OpenAudioDeviceStream.
2023-08-27 19:30:47 -04:00
Anonymous Maarten
1b03a2430a
testsurround: fix order of arguments of callback
2023-08-28 00:12:59 +02:00
Sam Lantinga
82db2b58f9
Renamed audio stream callback and moved the userdata parameter first
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In general SDL API callbacks are called with the userdata paramter first, to mimic C++ method call convention
2023-08-27 14:43:21 -07:00
SDL Wiki Bot
5bdad5210f
Sync SDL3 wiki -> header
2023-08-27 20:55:12 +00:00
Ryan C. Gordon
58c859f64d
audio: Rename SDL_GetAudioStreamBinding to SDL_GetAudioStreamDevice.
2023-08-27 16:54:30 -04:00
Ryan C. Gordon
efd2023a72
audio: Fixed documentation.
2023-08-27 16:54:30 -04:00
Ryan C. Gordon
1e775e0eef
audio: Replace SDL_CreateAndBindAudioStream with SDL_OpenAudioDeviceStream.
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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.
2023-08-27 16:54:30 -04:00
Sam Lantinga
bd088c2f99
Revert "Clarify whether an audio function expects a physical or logical device ID"
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This reverts commit 506a133d84
.
Physical and logical audio devices are intended to be interchangeable at the API level.
2023-08-27 13:42:20 -07:00
Brick
82e481b520
Added --randmem test parameter
2023-08-27 13:08:15 -07:00
Brick
ea68bb8027
Add some additional checks to audio_convertAudio
2023-08-27 13:08:15 -07:00
Brick
f8286df167
Fixed ResampleFrame_SSE doing unnecessary work
2023-08-27 13:08:15 -07:00
Brick
b1d63be538
Fixed audio_resampleLoss test
2023-08-27 13:08:15 -07:00
Sam Huang
c191d6c306
Better Win32 transparent window support
2023-08-27 13:06:42 -07:00
Ozkan Sezer
923d612ca1
hidapi: sync macOS code with mainstream.
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this merges mainstream commit 4009466d59c41f (mainstream PR/611)
2023-08-27 22:33:32 +03:00
Ozkan Sezer
363f4fa9c1
avoid type redefinition errors after commit ee806597b9
.
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(Reference issue: https://github.com/libsdl-org/SDL/issues/8142 )
2023-08-27 22:22:10 +03:00
Sam Lantinga
615824a806
Updated documentation now that SDL_GetAudioDevices() has been split into separate functions for output and capture devices
2023-08-26 17:30:57 -07:00
Sam Lantinga
506a133d84
Clarify whether an audio function expects a physical or logical device ID
2023-08-26 17:03:01 -07:00
Ozkan Sezer
3b1d1e4e31
hidapi: sync the hidraw changes with mainstream
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Apply mainstream commit 8a4de63b (mainstream PR/601) to our hidapi.
The patch is a direct apply of the mentioned commit, with one sdl-
specific part guarded by HIDAPI_IGNORE_DEVICE adapted accordingly.
2023-08-26 08:09:10 -07:00
Ozkan Sezer
f617918e0a
cmake: check linkage to libusb too, instead of libusb.h presence only.
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avoids false positives when using a cross-toolchain file
2023-08-26 17:03:42 +02:00
Brick
041dbd6b5f
Fixed GetResamplerAvailableOutputFrames
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Non-euclidean division is a pain
2023-08-26 09:04:47 -04:00
Ryan C. Gordon
b49d0a607e
x11: Avoid including full Vulkan headers.
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This dramatically improves compile times of the X11 backend.
Reference Issue #8142 .
2023-08-25 19:45:45 -04:00
Ryan C. Gordon
4d2f9f3a32
yuv_rgb: Comment out unused code.
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This drops literal seconds off compiling this one C file!
Reference Issue #8142 .
2023-08-25 19:42:46 -04:00
Ryan C. Gordon
3c3486e2ac
wayland: Don't include full Vulkan headers when not necessary.
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Reference Issue #8142 .
2023-08-25 19:42:08 -04:00