Commit Graph

4969 Commits (89de2512e5c665de2988580c12ab31ca380e6cc9)

Author SHA1 Message Date
Sam Lantinga 9987ca69f3 Added SDL_JoystickGetXInputUserIndex() 2018-10-25 12:54:42 -07:00
Sam Lantinga 4d4e18c4bb Added vi style for the Emscripten joystick code 2018-10-25 12:54:39 -07:00
Ozkan Sezer 04761d7d6b CMakeLists.txt: set dylib version numbers properly. (bug #2915.) 2018-10-25 11:11:02 +03:00
Sam Lantinga b699ddc0a9 Fixed reinitializing the SDL joystick subsystem on Android 2018-10-23 12:40:25 -07:00
Ozkan Sezer f0549cc9c9 fix permissions 2018-10-23 09:10:02 +03:00
Sam Lantinga d7fa11204f Change our fullscreen wait logic to only wait if we need to. (thanks Rachel!) 2018-10-22 14:55:47 -07:00
Sam Lantinga e6068b5b15 Handle failure to load hidapi gracefully 2018-10-22 14:55:45 -07:00
Sam Lantinga c4918db580 Add exception handling to Android hidapi. 2018-10-22 14:55:42 -07:00
Ryan C. Gordon 4a50a04213 wasapi/win32: Sort initial device lists by device GUID.
This makes an unchanged set of hardware always report devices in the same
order on each run.
2018-10-21 22:40:17 -04:00
Ryan C. Gordon 1ec56f7302 x11: Fixed incorrect function signature for XkbSetDetectableAutoRepeat.
It needs to use Bool (which is an int) and not BOOL (which is CARD8), which
causes problems on platforms with different byte order and alignment, etc.

Fixes Bugzilla #4326.
2018-10-20 21:35:48 -04:00
Ryan C. Gordon 1fb20f0ab9 cocoa: Put a mutex around GL_SwapBuffers.
Prevents deadlock when swapping two different GL contexts on two different
threads at the same time on macOS 10.14 ("Mojave").

Fixes Bugzilla #4278.
2018-10-18 23:38:27 -04:00
Ryan C. Gordon cad0a2f730 cocoa: Fix OpenGL rendering on macOS 10.14 ("Mojave").
Fixes Bugzilla #4272.
(transplanted from 54729119b348e8a4a916192d1d6cb8d115656255)
2018-10-18 12:05:05 -04:00
Ryan C. Gordon 072e17bf98 cocoa: GL_GetDrawableSize only uses -[NSView convertRectToBacking] for highDPI.
On Mojave, this will report large numbers for retina displays in fullscreen
mode, which isn't how it works on previous versions.
(transplanted from c6c1731780e2bef94f944a4795e2dfbba46d9500)
2018-10-18 11:59:48 -04:00
Ryan C. Gordon b262b0ebc9 Small stack allocations fall back to malloc if they're unexpectedly large. 2018-10-22 20:50:32 -04:00
Ryan C. Gordon eedf2c965d opengles2: Fixed several incorrect things. 2018-10-06 17:08:04 -04:00
Ryan C. Gordon 6ecd0b2c35 opengles2: removed useless memcpy. 2018-10-04 21:10:42 -04:00
Ryan C. Gordon ef3d970ace opengles2: Fixed incorrect cliprect state. 2018-10-04 20:22:28 -04:00
Ryan C. Gordon 208c4b0361 metal: CopyEx transform matrix must be aligned for constant buffer access. 2018-10-04 20:21:58 -04:00
Ryan C. Gordon 638d624f5a metal: Don't try to create a zero-byte vertex buffer.
(Which will cause a crash in Metal, or an assert in the validation layer.)
2018-10-04 20:21:23 -04:00
Ryan C. Gordon 1ecf4dfc5f render: Added SDL_RenderFlush(). 2018-10-04 16:34:44 -04:00
Ryan C. Gordon 09140bd8bc render: Move PSP backend to new interface.
I have no idea if this works (or if it ever worked, having now examined this
code), as I have no way to compile or test this.

If it's broken, send patches.  :)
2018-10-04 16:11:43 -04:00
Ryan C. Gordon 9fedff997b render: moved software renderer to new interface. 2018-10-03 23:37:29 -04:00
Ryan C. Gordon bd08a4e6b1 render: D3D11 now cycles through 8 vertex buffers.
This means it doesn't have to block while the current frame finishes using the
vertex buffer; it just moves on to the next, probably-not-in-use buffer.
2018-10-03 19:05:20 -04:00
Ryan C. Gordon a9094a21a8 render: D3D11 renderer patched to compile. 2018-10-03 18:23:53 -04:00
Ryan C. Gordon 6e6f7382a7 render: first (untested!) shot at converting D3D11 renderer to new interfaces.
Probably doesn't even compile yet.
2018-10-03 00:52:37 -04:00
Ryan C. Gordon 0c2e10dce4 render: Make the GL backends cache and defer more state changes. 2018-10-01 22:53:45 -04:00
Ryan C. Gordon fcb4681336 render: D3D9 doesn't need to check for stream offset support anymore.
We don't use offsets at all now. Too slow.
2018-10-01 13:41:15 -04:00
Ryan C. Gordon 709f5ee417 render: Set the D3D9 stream source once and choose offsets during draw calls.
This is _much_ faster than setting the offsets with SetStreamSource!
2018-10-01 11:32:08 -04:00
Ryan C. Gordon 9870746bd9 render: Patched to compile. 2018-10-01 03:02:54 -04:00
Ryan C. Gordon 5e644cfdfb render: first shot at moving Direct3D 9 backend to new interface. Untested! 2018-10-01 01:23:02 -04:00
Ryan C. Gordon fdc52a65dd render: patched to compile on C89 compilers, other untested code fixes. 2018-09-29 04:00:38 +00:00
Ryan C. Gordon daad53af13 opengles1: set some non-zero drawstate defaults. 2018-09-28 19:48:14 -04:00
Ryan C. Gordon c20a858da5 render: moved opengles2 over to new interface. 2018-09-28 19:47:44 -04:00
Ryan C. Gordon 22475bf3f0 cocoa: Force an OpenGL context update when the window becomes key.
Fixes missing rendering on macOS 10.14 ("Mojave").

Fixes Bugzilla #4272.
(transplanted from aee4797c84ef90464e270b1f6095a6dd7ce280c1)
2018-09-26 20:10:32 -04:00
Ryan C. Gordon 0d588cc4c9 render: Do state cache improvements for GLES1, too. 2018-09-25 21:35:09 -04:00
Ryan C. Gordon d04e55240e render: OpenGL renderer now caches some state, to improve non-batching mode.
(other minor bug fixes in here, too)
2018-09-25 19:20:31 -04:00
Ryan C. Gordon 06461bba73 render: Move non-batching flushes to different place.
This lets us batch up a few commands that are all related to the same API
call.
2018-09-25 17:04:47 -04:00
Ryan C. Gordon 43f15e05dd render: opengles renderer actually works now. :) 2018-09-25 16:17:10 -04:00
Ryan C. Gordon b2db99cb9f render: First shot at converting opengles renderer to new interfaces. 2018-09-25 10:41:25 -04:00
Ryan C. Gordon c01da21756 render: get rid of the predeclared functions in the GL and Metal renderers.
(others to come as I continue to update render backends!)
2018-09-24 12:30:47 -04:00
Ryan C. Gordon 051d1cfcd1 render: Make opengl backend take advantage of new high-level features. 2018-09-24 02:08:34 -04:00
Ryan C. Gordon 8ac5c00a43 render: Add command queue debug logging. 2018-09-24 02:07:35 -04:00
Ryan C. Gordon 2241b33f55 render: Update Metal and GL backends to use new high-level features, etc.
Now nothing is uploaded as dynamic data with Metal's setVertexBytes, etc; it's
all in the one big vertex buffer, now.
2018-09-23 23:22:56 -04:00
Ryan C. Gordon cc56de44a4 render: A bunch of high-level improvements.
- high-level filters out duplicate render commands from the queue so
  backends don't have to.
- Setting draw color is now a render command, so backends can put color
  information into the vertex buffer to upload with everything else instead
  of setting it with slower dynamic data later.
- backends can request that they always batch, even for legacy programs,
  since the lowlevel API can deal with it (Metal, and eventually Vulkan
  and such...)
- high-level makes sure the queue has at least one setdrawcolor and
  setviewport command before any draw calls, so the backends don't ever have
  to manage cases where this hasn't been explicitly set yet.
- backends allocating vertex buffer space can specify alignment, and the
  high-level will keep track of gaps in the buffer between the last used
  positions and the aligned data that can be used for later allocations
  (Metal and such need to specify some constant data on 256 byte boundaries,
  but we don't want to waste all that space we had to skip to meet alignment
  requirements).
2018-09-23 23:20:40 -04:00
Ryan C. Gordon 8955fb9b31 render: First shot at moving metal backend over to new batching system. 2018-09-20 16:40:04 -04:00
Ryan C. Gordon 55cb9966db render: first shot at reworking opengl backend for new batching system. 2018-09-20 16:36:54 -04:00
Ryan C. Gordon 5fb67f9f55 render: Move to a batching system for rendering (work in progress). 2018-09-20 15:46:02 -04:00
Ryan C. Gordon e0cc19f2d8 testsprite2: report average FPS in blocks of five seconds.
This makes the reporting more accurate, vs startup inefficiencies and other
scheduling burps.
2018-09-20 15:41:57 -04:00
Ryan C. Gordon a2f7af9a47 gles2: Make render command queue dynamic.
It now uses a growable linked list that keeps a pool of allocated items for
reuse, and reallocs the vertex array as necessary. Testsprite2 can scale to
20,000 (or more!) draws now without drama.
2018-09-09 15:09:38 -04:00
Ryan C. Gordon 0d3275297d gles2: Major renderer optimization. Work in progress!
This moves all the rendering to a command list that is flushed to the GL as
necessary, making most common activities upload a single vertex buffer per
frame and dramatically reducing state changes. In pathological cases,
like Emscripten running on iOS's Safari, performance can go from a dozen
draw calls killing your performance to 1000 draw calls running smoothly.

This is work in progress, and not ready to ship. Among other things, it has
a hardcoded array that isn't checked for overflow. But the basic idea is
sound!
2018-09-08 18:26:11 -04:00