Commit Graph

886 Commits (87b8c8d1088e01bc60a9bdf7eaf94e4b93daaaba)

Author SHA1 Message Date
Alfred Reynolds 87b8c8d108 SDL - when raising the window under OSX also force the app to activate. This fixes a fullscreen window on a separate space not coming front when raisewindow is called. 2014-07-31 12:46:23 -07:00
Alfred Reynolds 7552947654 SDL - fix re-entrancy into SDL_UpdateFullscreenMode under OSX. During HideWindow we get a RESTORED event which then turns fullscreen back on causing a hang in Cocoa_SetWindowFullscreenSpace waiting for the fullscreen transition to finish. 2014-07-30 17:45:52 -07:00
Ryan C. Gordon c0f9a57f71 Fixed comment typo. 2014-07-30 14:12:54 -04:00
Ryan C. Gordon c5b21ea6c1 SDL_GetQueuedAudioSize() shouldn't grab lock when not set up for queueing. 2014-07-30 11:11:48 -04:00
Ryan C. Gordon e5d49c2033 Added a GetPendingBytes method to the audio backend.
This will (eventually) make SDL_GetQueuedAudioSize() more accurate, and thus
reduce latency. Right now this isn't implemented anywhere, so we assume data
fed to the audio callback is consumed by the hardware and immediately played
to completion.
2014-07-30 11:08:31 -04:00
Ryan C. Gordon db1dd7560e XAudio2: Use XAUDIO2_VOICE_NOSAMPLESPLAYED when possible.
For versions of XAudio2 with an IXAudio2SourceVoice::GetState() that offers a
flags parameter, we can use XAUDIO2_VOICE_NOSAMPLESPLAYED, since we don't
need this information in our current calls. According to MSDN, this makes the
the call about 3x faster.
2014-07-30 09:54:01 -04:00
Ryan C. Gordon 2230df5525 Remove dependency on C runtime from Windows SDLmain. 2014-07-27 19:52:52 -04:00
Sam Lantinga a0b68e817d Fixed bug 2537 - _allmul in SDL_lib.c is not working properly 2014-07-27 17:44:10 -07:00
Sam Lantinga 5c6c86912d Fixed uninitialized variable in some cases 2014-07-27 17:43:36 -07:00
Ryan C. Gordon f30e120aa9 Added audio device buffer queueing API. 2014-07-22 21:41:49 -04:00
Sam Lantinga dfc7535ff7 Fixed bug 2657 - Memory leak in GL_CreateTexture function
Nitz

In GL_CreateTexture function:

if (GL_CheckError("glGenTexures()", renderer) < 0) {
        SDL_free(data);
        return -1;
    }

Here only data is getting free but data->pixels getting leak.
So have to free data->pixels before free data.
2014-07-26 16:52:26 -07:00
Ryan C. Gordon 987c335551 Clarifying hard-to-understand piece of code. 2014-07-22 23:12:21 -04:00
Brandon Schaefer 75dacdb99b Dont redeclare DBusMessage* msg; 2014-07-18 14:10:45 -07:00
Sam Lantinga 96b613eab3 Fixed bug 2640 - Unable to SDL_SetRenderTarget to original surface for software renderer without a window
Damian Kaczmarek

Basically this bug is probably not a common use case. My goal is to allow rendering totally without a window, for example to a screenshot and I need to rely on SDL_SetRenderTarget to properly work for a purely software renderer created by SDL_CreateSoftwareRenderer.
2014-07-13 09:04:55 -07:00
Sam Lantinga fd1da994fa Fixed bug 2639 - SDL_BLENDMODE_BLEND not working properly for software renderer, thanks to Melker Narikka 2014-07-12 16:21:56 -07:00
Sam Lantinga d1ca658c45 Fixed bug 2638 - (Signed) Can't create signed apps in Android
Pablo Mayobre

When generating a signed app with SDL 2.0.3 an issue comes up, watching at the Error Log points out that the issue lies in the src/main/android/SDL_android_main.c where the process name is defined as "SDL_app", this name turns into an erroneous name so it should be changed to "app_process"
2014-07-12 13:05:41 -07:00
Sam Lantinga 454c4a019f Fixed Visual Studio 2010 build 2014-07-11 22:15:34 -07:00
Sam Lantinga 6a1011ae6d Fixed build for arm platforms 2014-07-11 22:14:14 -07:00
Sam Lantinga eb1c6044b2 Fixed bug in AVX detection and added AVX2 detection 2014-07-11 22:02:50 -07:00
Ryan C. Gordon f7461cdc9a The Gimp puts out a different bogus color mask for 32-bit .bmp files. :) 2014-07-09 00:09:57 -04:00
Ryan C. Gordon a91f1a1adc Make SDL_LoadBMP() work with 32-bit bitmaps from ImageMagick. 2014-07-09 00:01:34 -04:00
Sam Lantinga 19d878d711 Skip JUNK chunks in wave files 2014-07-08 00:42:14 -07:00
Sam Lantinga d23d9c88e5 Fixed bug 2421 - SDL_RenderCopyEx off by one when rotating by 90 and -90
chasesan

When using SDL_RenderCopyEx, I get a problem on some platforms where the output is offset by +/-1 on other platforms and not on others. I tried it with a center of both 0,0 (and offsetting by width/height) and NULL (for centered).

The rotation involved is 90, and/or -90 rotation. The rotation was a constant, no arithmetic was involved when inputting it into SDL_RenderCopyEx.

This occurred with 32x32, 24x24, and 16x16 texture sizes. I apologize that I don't have more precise information, as I received the information as a bug report myself. But I have tracked the problem down to here.

My program requires pixel perfect alignment on several different platforms, so this is something of a showstopper for me.

--

Sylvain

It appears the RenderCopyEx is done as expected,
this is the red rectangle which is not correctly positionned !

So, here's patch with a 0.5 float increment, like for opengles2, for DrawLines, and also Draw Points.
2014-07-07 23:26:34 -07:00
Sam Lantinga 8077bf3d10 Fixed bug 2618 - incomplete pthread-based lock support should be removed
binarycrusader

Since changeset 358696c354a8, SDL 2.0 has been broken on Solaris when compiling with the Solaris Studio compiler (which uses the pthread implementation of SDL_AtomicLock).

Notably, it gets stuck at the MemoryBarrierRelease in SDL_GetErrBuf:

6585 # 218
6586     if (!tls_errbuf && !tls_being_created) {
6587          SDL_AtomicLock_REAL ( & tls_lock );
6588         if (!tls_errbuf) {
6589             SDL_TLSID slot;
6590             tls_being_created = SDL_TRUE;
6591             slot =  SDL_TLSCreate_REAL ( );
6592             tls_being_created = SDL_FALSE;
6593              { SDL_SpinLock _tmp = 0 ; SDL_AtomicLock_REAL ( & _tmp ) ; SDL_AtomicUnlock_REAL ( & _tmp ) ; };
^^^ loops forever above
6594             tls_errbuf = slot;
6595         }
6596          SDL_AtomicUnlock_REAL ( & tls_lock );
6597     }


Running: testthread
(process id 28926)
^Cdbx: warning: Interrupt ignored but forwarded to child.
signal INT (Interrupt) in __nanosleep at 0xfe52a875
0xfe52a875: __nanosleep+0x0015: jae      __nanosleep+0x23   [ 0xfe52a883, .+0xe ]
Current function is SDL_Delay_REAL
  204           was_error = nanosleep(&tv, &elapsed);
(dbx) where
  [1] __nanosleep(0xfeffe848, 0xfeffe850, 0xfe75a5ac, 0xfe5169d8), at 0xfe52a875
  [2] nanosleep(0xfeffe848, 0xfeffe850), at 0xfe516a3b
=>[3] SDL_Delay_REAL(ms = 0), line 204 in "SDL_systimer.c"
  [4] SDL_AtomicLock_REAL(lock = 0xfeffe88c), line 104 in "SDL_spinlock.c"
  [5] SDL_GetErrBuf(), line 225 in "SDL_thread.c"
  [6] SDL_ClearError_REAL(), line 216 in "SDL_error.c"
  [7] SDL_InitSubSystem_REAL(flags = 0), line 116 in "SDL.c"
  [8] SDL_Init_REAL(flags = 0), line 244 in "SDL.c"
  [9] SDL_Init(a = 0), line 89 in "SDL_dynapi_procs.h"
  [10] main(argc = 1, argv = 0xfeffe948), line 65 in "testthread.c"

As far as I can tell, this is because pthread_spin_trylock() always returns EBUSY for this particular lock; since it works in other places, I'm suspicious.

Different Solaris Studio compiler versions seem to make no difference.

I've verified this is broken on Linux as well if SDL_spinlock.c is modified to use the pthread implementation.

This appears to be because pthread_spin_init() and pthread_spin_destroy() are not used with the locks as required.
2014-07-07 21:27:42 -07:00
Sam Lantinga 0c8e33764c Fixed bug 2628 - invalidate surface->map in SDL_SurfacePalette()
Wei Mingzhi

surface->map should be invalidated in SDL_SetSurfacePalette(), otherwise the palette would not be effective when blitting to another non-8bit surface which we previously blitted to.
2014-07-07 21:21:05 -07:00
Sam Lantinga cd8f63f280 Hopefully fixed Cygwin build 2014-07-07 13:21:54 -07:00
Sam Lantinga a2d5dd0234 Removed useless assert 2014-07-07 13:19:53 -07:00
Sam Lantinga fc4e798d79 Fixed bug 2631 - Mac: minor code cleanup
Alex Szpakowski

Some minor changes to the Mac-specific backend code:

- Fixed up some code style issues (mostly brace style inconsistencies).

- Fixed a compiler warning in SDL_cocoaevents.m.

- Removed some useless code now that the 10.7 SDK is required to build SDL.

- Removed Gestalt(gestaltSystemVersion, ...) call and switched to NSAppKitVersionNumber for version checking code. Using Gestalt with gestaltSystemVersion will give 0x1090 in Mac OS 10.10+, and the whole Gestalt function was deprecated in Mac OS 10.8.
2014-07-07 12:48:25 -07:00
Sam Lantinga febc47976b SDL_SYS_IsXInputGamepad_DeviceIndex() is only available if SDL_JOYSTICK_XINPUT is true. 2014-07-07 11:44:14 -07:00
Sam Lantinga 7187b74cf4 Fixed compiler warnings on iOS 2014-07-07 11:00:25 -07:00
Sam Lantinga 73cb234b5c Fixed compiler warning on Mac OS X 2014-07-07 10:38:10 -07:00
Shawn Walker c5812c5511 2620 solaris port missing atomics if not using gcc 2014-07-05 16:11:23 -07:00
Sam Lantinga d44f392265 Fixed bug 2629 - Mac: crash when calling SDL_DestroyWindow with an active OpenGL context
Alex Szpakowski

Since this commit https://hg.libsdl.org/SDL/rev/59b543340d63 , calling SDL_DestroyWindow will crash the program if the window has an active OpenGL context.

This is because the Cocoa_DestroyWindow code sets the window's driverdata to NULL and then calls [context setWindow:NULL], which tries to access the window's driverdata, resulting in a null pointer dereference.

I have attached a patch which fixes the issue by moving the line which sets the driverdata to NULL to after the lines which call functions that use the driverdata pointer.
2014-07-07 10:33:32 -07:00
Alex Baines 1c6cd67819 Call dbus_shutdown to make valgrind happy. 2014-07-06 22:15:31 +01:00
Sam Lantinga 1ee96bb994 Fixed mingw64 build and warnings 2014-07-07 10:26:28 -07:00
Andreas Schiffler ac112e5f09 Fix option for forced run of disabled tests in test harness 2014-07-06 20:41:39 -07:00
Sam Lantinga 9b1b74e6c0 Fixed haptic refcount bug (thanks David Ludwig!) 2014-07-04 17:20:22 -07:00
David Ludwig cf4ff728a0 Made the latest XInput + Haptic changes compile and run on WinRT
Notes:
- Support for the 'Guide' button does not seem to be possible, as
  XInputGetStateEx is not available on WinRT.
- Haptic support appears to be working on WinRT now!
- SDL/WinRT does not allow calls to LoadLibrary or LoadLibraryEx.  The calls
  to those were removed by this change, but only when compiling for WinRT.
  Non-WinRT Windows will continue to detect and load XInput via LoadLibrary and
  GetProcAddress calls.
2014-07-04 18:20:23 -04:00
Sam Lantinga b79e7f32cc Split the XInput and DirectInput code so Windows RT can use the existing XInput support. 2014-07-03 15:39:55 -07:00
Gabriel Jacobo 5a3c553d0a Maybe fixes bug #2291 (red tinted screen on some Samsung Android devices)
Then again, maybe not!
2014-07-03 17:36:08 -03:00
Alfred Reynolds 2748e28230 The YUV offset is 16 / 255, not 16 / 256 2014-07-03 10:22:12 -07:00
Sam Lantinga 610225b451 Fixed null terminating the X11 error string 2014-06-28 19:51:26 -07:00
Gabriel Jacobo 765894e3cd Better fix to support EGL_KHR_create_context and not fail to build on Android
...or Raspberry Pi (EGL < 1.4 systems)
2014-06-28 13:05:16 -03:00
Gabriel Jacobo 9dc2614e7d Another fix to prevent dereferencing a null window pointer in SDL_mouse.c 2014-06-28 12:50:17 -03:00
Gabriel Jacobo a9bb889864 Disable desktop OpenGL for EGL under Android 2014-06-28 12:48:29 -03:00
Gabriel Jacobo 1ed1f7f2e3 Fixes #2611 #2610, Touch events cause crash on Android, thanks Alvin & Sylvain
This bug was introduced on this rev: https://hg.libsdl.org/SDL/rev/42f6bd8c8575
2014-06-28 12:36:44 -03:00
Knut Andre Tidemann 02e9f81ebe SDL_egl: allow creation of versioned OpenGL contexts with EGL_KHR_create_context
If the EGL extension EGL_KHR_create_context is available, we can use it to
set the core/compatability profile and the minimum OpenGL version.

Use this if it is available to get the context requested by the GL attributes.
2014-06-28 12:17:29 -03:00
Sam Lantinga e592b04683 Fixed compiler warning on Android 2014-06-26 12:42:15 -07:00
Sam Lantinga 3d5f4a6901 Fixed YUV texture update with a subrect in OpenGL ES 2.0 - thanks Sylvain! 2014-06-25 21:06:47 -07:00
David Ludwig 65023e0767 WinRT: Fixed game controller axis mappings
SDL/WinRT currently uses a separate XInput backend from SDL/Win32, as WinRT
has no support for DirectInput.  This change makes SDL/WinRT's XInput
code snag some recently-changed bits from the Win32-specific,
DirectInput + XInput backend, in order to get the SDL_GameController API
working again on WinRT, insofar that axes map to the correct parts.

TODO:
 - test all buttons, making sure WinRT maps buttons the same way that Win32 does
 - consider making the Win32 and WinRT codebases share more stuff, minus
   the sort of duplication happening via this change.  Maybe simulate, or
   stub-out, DirectInput calls when on WinRT?
2014-06-25 22:38:40 -04:00