michaeljosephmaltese
Display ends up taking only 1/4 of the screen area. It needs to call "setWantsBestResolutionOpenGLSurface:highdpi", like when creating a window the normal way.
wengxt
Due to the new major fcitx version is coming close, the existing code need to be ported to use new Fcitx dbus interface.
The new dbus interface is supported by both fcitx 4 and 5, and has a good side effect, which is that it will work with flatpak for free. Also the patch remove the dependency on fcitx header. Instead, it just hardcodes a few enum value in the code so need to handle the different header for fcitx4 or 5.
meyraud705
'SDL_Windows::driverdata' of a Wayland window is allocated by calloc in 'Wayland_CreateWindow' but freed by SDL_free in 'Wayland_DestroyWindow'.
meyraud705
I see how the documentation is confusing. I think that the choice of the axis is an implementation detail. The documentation should state the goal of this value, so I propose this wording:
"Use this value to play an effect on the steering wheel axis. This provides
better compatibility across platforms and devices as SDL will guess the
correct axis."
Value could even be renamed 'SDL_HAPTIC_STEERING_AXIS'.
For Linux, sending an effect on the X axis with a Logitech wheel works. Others brands don't have driver for Linux as far as I know.
This is only supported on PulseAudio. You can set a description when opening
your audio device that will show up in pauvcontrol, which lets you set
per-stream volume levels.
Fixes Bugzilla #4801.
dark_sylinc
Trying to build SDL with VS2019 using CMake will encounter a linking error
More specifically:
1>SDL_string.obj : error LNK2019: unresolved external symbol memset referenced in function SDL_vsnprintf_REAL
* 8BitDo N30 Pro 2
* 8BitDo SN30 Gamepad
* 8BitDo SN30 Pro+
* 8BitDo Zero 2
* SZMY-POWER PC Gamepad
* ThrustMaster eSwap PRO Controller
* ZEROPLUS P4 Wired Gamepad
In additional, all 8BitDo controllers use SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to have the correct mapping based on user preferences.
This patch removes deferred error string formatting: now we do it during
SDL_SetError(), so there's no limit on printf-style arguments used.
Also removes stub for managing error string translations; we don't have the
facilities to maintain that and the way we set arbitrary error strings
doesn't really make this practical anyhow.
Since the final error string is set right away and unique to the thread,
we no longer need a static buffer for legacy SDL_GetError(), and we don't
have to allocate 5x 128-byte argument fields per-thread. Also, since we now
use SDL_vsnprintf instead of parsing the format string ourselves, there's a
lot of code deleted and we have access to more robust formatting powers now.
This does mean the final error strings can't be more than 128 bytes, down
from the theoretical maximum of around 768, but I think this is probably okay.
They might truncate but they will always be null-terminated!
Fixes Bugzilla #5092.
The joystick layer can't necessarily give us perfect centering, but we know
that the game controller level has logical absolute idle positions that have
nothing to do with the physical device.
So send game controller events to make it look like the device is completely
untouched before sending the final removal event.
This driver supports the Razer Atrox Arcade Stick
Some of the quirks of this driver, inherent in Windows Gaming Input:
* There will never appear to be controllers connected at startup. You must support hot-plugging in order to see these controllers.
* You can't read the state of the guide button
* You can't get controller events in the background
meyraud705
On line 220 of SDL_hidapi_xbox360.c https://hg.libsdl.org/SDL/file/4608f0e6e8e3/src/joystick/hidapi/SDL_hidapi_xbox360.c#l220
if (!XINPUTGETSTATE(user_index, &xinput_state[user_index].state) == ERROR_SUCCESS) {
logical not is only applied to the left hand side of this comparison.
I think you mean:
if (XINPUTGETSTATE(user_index, &xinput_state[user_index].state) != ERROR_SUCCESS) {
On Raspberry Pi 3 via the VC4 driver in firmware KMS mode, none of the
found configs match the desired format, causing the function to fall through
without any config being selected.
Fix by first iterating over the found configs, and if no match exists,
don't exclude the non-matching configs. This should fix RPI3 and possibly other
targets without breaking targets that have a matching native format (such as RPI4).
This allows you to bind surfaceless contexts on a background thread to, for
example, load assets in a separate context, for platforms that have different
requirements about sharing surfaces, etc.
Martin's notes on the matter:
"Here's a patch that enables passing NULL windows to SDL_GL_MakeCurrent, if
the involved APIs allow it. Currently, this is only the case for EGL, and
even then only if some specific extensions are present (which they usually
are).
If "surfaceless" contexts are not supported, SDL_GL_MakeCurrent continues to
generate an error (albeit with a more specific error message than it used to),
so this should not break anything that wasn't broken before."
(Please see https://bugzilla.libsdl.org/show_bug.cgi?id=3695 for more
discussion.)
Fixes Bugzilla #3695.
This behavior matches SDL_RecreateWindow and makes it less likely that
another piece of code (e.g. a DestroyWindowFramebuffer implementation)
will attempt to use or free the stale surface pointer.
From hmk:
"When scaling is enabled (e.g. via SDL_RenderSetLogicalSize, size not equal
to window size), mouse motion events are also scaled. Small motions are
rounded up (SDL_max() when the value after scaling is less than 1), while
larger motions are truncated by the floating point -> integer conversion.
https://hg.libsdl.org/SDL/file/b18197f9bf9d/src/render/SDL_render.c#l658
The end result feels something like mouse reverse mouse acceleration + angle
snapping at low speeds, but less consistent (amount of truncation & rounding
depends on how fast the mouse is moved) and potentially much worse if the
scaling factor is large. This pretty much makes it useless for anything
where you need precise mouse aiming (think of games). I suspect this is why
aiming gets so terrible in some games that let you use scaling to reduce the
render resolution (e.g. Ion Fury).
With 4x4 scaling, I can reproduce a situation where it takes three fast flicks
of the mouse across the pad to undo one slow sweep across the pad. In other
words, extreme reverse acceleration. This does not happen when scaling is
disabled.
Furthermore, any game that uses relative mouse motion events for 3D camera
rotation probably wants the raw mouse deltas and not a value that depends on
scaling and resolution and rounding and truncation. Ideal camera rotation
just takes mouse input, multiplies it by sensitivity, and adds it to the
angle-in-radians or whatever measure is used for yaw & pitch. Pixels and
screen resolution or window dimensions should not be a part of the equation
at all, even if it could be implemented without rounding errors.
[...]
This [patch] completely eliminates angle snapping for me, and makes
sensitivity consistent. In other words, it's completely usable for, say,
aiming in a first person shooter."
Partially fixes Bugzilla #4811.
Caleb Cornett's comments:
"A few weeks ago, Alex added a partial Metal API to SDL2:
https://hg.libsdl.org/SDL/rev/22c8e7cd8d38
I noticed it was missing a few features that would help Metal become a
first-class citizen in SDL, so I went ahead and wrote them! Here are the new
APIs:
1. SDL_WINDOW_METAL flag for SDL_CreateWindow(). This allows the programmer
to specify that they intend to create a window for use with SDL_MetalView.
The flag is used to ensure correct usage of the API and to prevent
accidentally defaulting to OpenGL on iOS.
2. SDL_Metal_GetLayer(). This function takes a SDL_MetalView and returns a
pointer to the view's backing CAMetalLayer. This simplifies things
considerably, since in the current version of the SDL_Metal API the
programmer is required to bridge-cast a SDL_MetalView handle to an NSView or
UIView (depending on the platform) and then extract the layer from there.
SDL_Metal_GetLayer automatically handles all of that, making the operation
simple and cross-platform.
3. SDL_Metal_GetDrawableSize(). This function already exists in the current
SDL_Metal API (and is used behind-the-scenes for SDL_Vulkan_GetDrawableSize
on Apple platforms) but was not publicly exposed. My patch exposes this
function for public use. It works just like you'd expect.
Tested on macOS 10.14 and iOS 12.4."
Fixes Bugzilla #4796.
This does not account for scrollbars nor margins. But is much better then returning the full display size when not running fullscreen, but for example in an iframe.
The first terminator is for input parameters. The second terminator was for the
output parameters.
If an error occurs when calling MakeThreadHighPriority(), e.g. a bad thread id,
then the reply from connection_send_with_reply_and_block() will be null.
Anthony Pesch's notes on his patch:
"Currently, the WASAPI backend creates a stream in shared mode and sets the
device's callback size to be half of the shared stream's total buffer size.
This works, but doesn't coordinate will with the actual hardware. The hardware
will raise an interrupt after every period which in turn will signal the
object being waited on inside of WaitDevice. From my empirical testing, the
callback size was often larger than the period size and not a multiple of it,
which resulted in poor latency when trying to time an application based on the
audio callback. The reason for this looked something like:
* The device's callback would be called and and the audio buffer was filled.
* WaitDevice would be called.
* The hardware would raise an interrupt after one period.
* WaitDevice would resume, see that a a full callback had not been played and
then wait again.
* The hardware would raise an interrupt after another period.
* WaitDevice would resume, see that a full callback + some extra amount had
been played and then it would again call our callback and this process would
repeat.
The effect of this is that the pacing between subsequent callbacks is poor -
sometimes it's called very quickly, sometimes it's called very late.
By matching the callback's size to the stream's period size, the pacing of
calls to the user callback is improved substantially. I didn't write an actual
test for this, but my use case for this was my Dreamcast emulator
(https://redream.io) which uses the audio callback to help drive the emulation
speed. Without this change and with the default shared stream buffer (which
has a period of ~10ms) I would get frame times that were between ~3-30
milliseconds; after this change I get frame times of ~11-22 milliseconds.
Note, this patch also has a change that removes passing a duration to the
Initialize call. It seems that the default duration used (when 0 is passed)
does typically match up with the duration returned by GetDevicePeriod, however
the Initialize docs say:
> To set the buffer to the minimum size required by the engine thread, the
> client should call Initialize with the hnsBufferDuration parameter set to 0.
> Following the Initialize call, the client can get the size of the resulting
> buffer by calling IAudioClient::GetBufferSize.
This change isn't strictly required, but I made it to hopefully rule out
another source of unexpected latency."
Fixes Bugzilla #4592.
If called from background threads, use Grand Central Dispatch to use the
main thread instead. On the main thread, just call them directly.
Fixes Bugzilla #4932.
The warnings were produced by GCC 9.2.x for x86_64-linux-gnu or
i386-pc-msdosdjgpp targets.
Most of the fixes involve changing the type of a variable rather than
the format specifier. For many of the affected test conuter variables,
a basic int seems sufficient.
Some format specifier warnings still remain for cases where changing
type or casting seemed inappropriate. Those warnings will probably
require some new format specifier macros (e.g. SDL_PRIu32).
Jason
In iOS, URL Events trigger the DropFile event. I would also expect the same event to be fired on the macOS platform but this is not implemented at all in the AppDelegate.
Konrad
It appears that I cannot use SDL_RenderReadPixels on a bound framebuffer (SDL_Texture set as render target) as it simply results in gibberish data. However, drawing that framebuffer into the default target (window surface) does render it correctly. Other backends (OpenGL, software, Direct3D) do work fine.
It looks to me like D3D11_RenderReadPixels just gets the general backbuffer and not the current render target and its backbuffer.
Here is the patch which actually fetches the current render target and its underlying ID3D11Resource which is ID3D11Texture2D.
There are multiple SDL APIs that internally sink into dbus calls, e.g. battery
status, thread priority. If those calls happen in different threads simultaneously
it can result in dbus crashes.
To abide by dbus's multithreading guidelines we must call dbus_threads_init_default()
to enable dbus's internal locking mechanisms:
https://dbus.freedesktop.org/doc/api/html/group__DBusThreads.html#gac7b8a7001befc3eaa8c6b043151008dc
Additionally, access to a DBusMessage must be synchronized between threads.
SDL was already abiding that guideline as the DBusMessage structs aren't shared.
The following email from the dbus mailing list hints that arbitrating access to
the DBusConnection on the SDL may also be required:
https://lists.freedesktop.org/archives/dbus/2017-September/017306.html
Currently the message is double terminated, which results in SDL_DBus_CallMethodInternal()
incorrectly assuming that the other party is always returning true.
I'm not super familiar with dbus, so I'm not sure if this could also be the cause of this bug:
https://github.com/ValveSoftware/steam-for-linux/issues/6901
So if you go into System Preferences on a MacBook and toggle between a pair of
connected bluetooth headphones and built-in internal speakers, SDL will
switch the device it is playing sound through, to match this setting, on the
fly.
Likewise if the default output device is a USB thing and is unplugged; as the
default device changes at the system level, SDL will pick this up and carry
on with the new default. This is different from our unplug detection for
specific devices, as in those cases we want to send the app a disconnect
notification, instead of migrating transparently as we now do for default
devices.
Note that this should also work for capture devices; if the device changes,
SDL will start recording from the new default.
Fixes Bugzilla #4851.
This avoids the need to malloc something extra, use a semaphore, etc, and
fixes Emscripten with pthreads support, which might not spin up a web worker
until after SDL_CreateThread returns and thus can't wait on a semaphore at
this point in any case.
Fixes Bugzilla #5064.
Build is broken without EGL since version 2.0.12 and
https://hg.libsdl.org/SDL/rev/72cc4740dec2:
/home/giuliobenetti/autobuild/run/instance-1/output-1/build/sdl2-2.0.12/src/video/kmsdrm/SDL_kmsdrmvideo.c: In function 'KMSDRM_CreateSurfaces':
/home/giuliobenetti/autobuild/run/instance-1/output-1/build/sdl2-2.0.12/src/video/kmsdrm/SDL_kmsdrmvideo.c:394:5: error: unknown type name 'EGLContext'
EGLContext egl_context;
^
Fixes:
- http://autobuild.buildroot.org/results/fafd20a01591032662f9ca025fcea3478239cf3c
Signed-off-by: Fabrice Fontaine <fontaine.fabrice@gmail.com>
Build with directfb is broken due to a spurious '}' and a missing 'E'
since version 2.0.12 and https://hg.libsdl.org/SDL/rev/4c2dcf490cba:
/home/buildroot/autobuild/run/instance-2/output-1/build/sdl2-2.0.12/src/video/directfb/SDL_DirectFB_render.c: In function 'SetBlendMode':
/home/buildroot/autobuild/run/instance-2/output-1/build/sdl2-2.0.12/src/video/directfb/SDL_DirectFB_render.c:202:9: error: case label not within a switch statement
202 | case SDL_BLENDMODE_MUL:
| ^~~~
/home/buildroot/autobuild/run/instance-2/output-1/build/sdl2-2.0.12/src/video/directfb/SDL_DirectFB_render.c:205:67: error: 'DSBF_DSTCOLOR' undeclared (first use in this function); did you mean 'DSBF_DESTCOLOR'?
205 | SDL_DFB_CHECK(destsurf->SetSrcBlendFunction(destsurf, DSBF_DSTCOLOR));
| ^~~~~~~~~~~~~
Fixes:
- http://autobuild.buildroot.org/results/83ccefee68c2800c0544e6f40fa8bc8ee6b67b77
Signed-off-by: Fabrice Fontaine <fontaine.fabrice@gmail.com>
Andrei Kortunov
Hello. I try to implement an application for Android, which uses a new sensors API from 2.0.9 to control a camera rotation via built-in gyroscope, using the code from the test/testsensor.c as an example.
Gyroscope input itself works well, but an interval between SDL_SENSORUPDATE events is about 200ms (the SENSOR_DELAY_NORMAL, I believe), when I need the interval about 20-40ms (the SENSOR_DELAY_GAME or SENSOR_DELAY_FASTEST).
If a driver's implementation of CreateWindowFramebuffer sets the window
surface, use that rather than overwriting it. A driver may set the window
surface if data cannot be passed via the CreateWindowFramebuffer output
parameters (e.g. surface palette colors).
Otherwise our cached state goes out of sync when updating a texture. Since
these state changes aren't necessary, they were removed instead of updating
the cached state.
Fixes Bugzilla #4998.
bluenaxela+sdl
I've noticed that the Switch Pro Controller hidapi driver does not report battery levels when connected via Bluetooth, despite having code for setting joystick->epowerlevel.
This is caused by the driver always using k_eSwitchInputReportIDs_SimpleControllerState via Bluetooth. Using that mode means that the state reports you get back from the controller do not include battery state. Not using the full controller state over Bluetooth effectively makes this driver's support for setting joystick->epowerlevel entirely pointless, only ever reporting SDL_JOYSTICK_POWER_WIRED.
Is there a reason this was set to only use SimpleControllerState via Bluetooth?
I've attached a patch I'm using to allow getting battery level for the Switch Pro Controller.
A couple notes about this patch:
1) It changes LoadStickCalibration to accept the input_mode that is selected, because that's really what should determine what is used for stick extents, since stick extents differ between the modes.
2) In my patch I only use FullControllerState when the vid/pid matches the official Switch Pro Controller, as a cautionary measure in case some third-party controllers have problems with FullControllerState mode via Bluetooth (I noticed a HORI Wireless Switch Pad I had seemed to not read controller calibration correctly for stick extents. Maybe it's calibration data was uninitialized on account of having never been used with a Switch? I'm unsure, though if that guess is right maybe SDL2 should be detecting an uninitiated calibration state and using some sensible defaults)
There are a number of poorly behaved HID devices that time out on attempts to
read various strings. Rather than end up on an endless treadmill of blacklisting
broken devices, reduce our risk by only querying devices that are gamepads.
SDL_hidapijoystick.c already checks these same usages, so we shouldn't
exclude any working HID devices (caveat below).
This also makes HidP_GetPreparsedData() and HidP_GetCaps() failure skip
the device entirely, but that seems desired. If a device can't even return basic
top-level collection data properly, we want nothing to do with that broken device.
If we do find devices that work with HIDAPI joystick and fail these calls, we can
add an exception via VID+PID matching.
bluenaxela+sdl
The HORI Wireless Switch Pad does not properly connect via bluetooth. I did some debugging and found that the code that tries to control the Home LED causes this controller to disconnect.
This results in a dlsym() call, which causes Emscripten to panic if the game
wasn't explicitly built dlopen support. eglGetProcAddress works just fine on
this platform, so just let that codepath handle it.
This is a multi-part fix, and is the 2nd attempt at a fix for Bug 5034. Here
are the problems being addressed:
1. On macOS 10.14.x and earlier, trying to call IOHIDDeviceUnscheduleFromRunLoop
without a prior, paired call to IOHIDDeviceScheduleWithRunLoop, appears to
lead to a crash. A per-device flag has been added to make sure that these
calls are paired.
2. DARWIN_JoystickDetect was free'ing its SDL_joystick's hwdata field
(via FreeDevice) without setting it to NULL, and DARWIN_JoystickRumble wasn't
checking for a NULL hwdata. FreeDevice will now set hwdata to NULL and
DARWIN_JoystickRumble will check for a NULL hwdata.
meyraud705
Added Linux implementation, otherwise you get "Unsupported direction type" error.
Added documentation to explain why one would use SDL_HAPTIC_FIRST_AXIS.
Mathieu Laurendeau
Consider a device supporting effects on multiple axes.
There's currently no way to play effects against a single-axis direction.
A device supporting effects against X and Y may not allow to play effects with a two-axis direction coordinate, even if one of the coordinates is null.
My current (ugly) work around for this is to add a direction type SDL_HAPTIC_X_FORCE to play effects against a X-axis only direction (patch attached).
This issue impacted two GIMX users using the following wheels:
- Leo Bodnar SimSteering force feedback wheel
- Accuforce direct drive wheel
Playing constant/spring/damper effects against a X-axis direction worked well for the first wheel, but not for the second one.
A better strategy seems to play the effects against the first axis reported by the DirectInput enumeration.
This strategy also works with Logitech wheels (at least the DFGT).
It's been more than a year that I have the latest patch (playing effects against the first axis only) in the GIMX software. It's being used by thousands of people, mostly for adapting their FFB wheel to the PS4. I had no report that proves this strategy to be wrong.
Jimb Esser
Add new RawInput controller API, and improved correlation with XInput/WGI
Reorder joystick init so drivers can ask the others if they handle a device reliably
Do not poll disconnected XInput devices (major perf issue)
Fix various cases where incorrect correlation could happen
Simple mechanism for propagating unhandled Guide button presses even before guaranteed correlation
Correlate by axis motion as well as button presses
Fix failing to zero other trigger
Fix SDL_HINT_JOYSTICK_HIDAPI not working if set before calling SDL_Init()
Add missing device to device names
Disable RawInput if we have a mismatch of XInput-capable but not RawInput-capable devices
Updated to SDL 2.0.13 code with the following notes:
New HID driver: xbox360w - no idea what that is, hopefully urelated
SDL_hidapijoystick.c had been refactored to couple data handling logic with device opening logic and device lists caused some problems, yields slightly uglier integration than previously when the 360 HID device driver was just handling the data.
SDL_hidapijoystick.c now often pulls the device off of the joystick_hwdata structure for some rumble logic, but it appears that code path is never reached, so probably not a problem.
Looks like joystick_hwdata was refactored to not include a mutex in other drivers, maintainers may want to do the same refactor here if that's useful for some reason.
Something changed in how devices get names, so getting generic names.
Had to fix a (new?) bug where removing an XInput controller caused existing controllers (that moved to a new XInput index) to get identified as 0x045e/0x02fd ("it's probably Bluetooth" in code), rendering the existing HIDAPI_IsDevicePresent and new RAWINPUT_IsDevicePresent unreliable.
Jimb Esser
Add new RawInput controller API, and improved correlation with XInput/WGI
Reorder joystick init so drivers can ask the others if they handle a device reliably
Do not poll disconnected XInput devices (major perf issue)
Fix various cases where incorrect correlation could happen
Simple mechanism for propagating unhandled Guide button presses even before guaranteed correlation
Correlate by axis motion as well as button presses
Fix failing to zero other trigger
Fix SDL_HINT_JOYSTICK_HIDAPI not working if set before calling SDL_Init()
Add missing device to device names
Disable RawInput if we have a mismatch of XInput-capable but not RawInput-capable devices
Updated to SDL 2.0.13 code with the following notes:
New HID driver: xbox360w - no idea what that is, hopefully urelated
SDL_hidapijoystick.c had been refactored to couple data handling logic with device opening logic and device lists caused some problems, yields slightly uglier integration than previously when the 360 HID device driver was just handling the data.
SDL_hidapijoystick.c now often pulls the device off of the joystick_hwdata structure for some rumble logic, but it appears that code path is never reached, so probably not a problem.
Looks like joystick_hwdata was refactored to not include a mutex in other drivers, maintainers may want to do the same refactor here if that's useful for some reason.
Something changed in how devices get names, so getting generic names.
Had to fix a (new?) bug where removing an XInput controller caused existing controllers (that moved to a new XInput index) to get identified as 0x045e/0x02fd ("it's probably Bluetooth" in code), rendering the existing HIDAPI_IsDevicePresent and new RAWINPUT_IsDevicePresent unreliable.
Malte Kie?ling
I get a build error in SDL_sysjoystick.c:74 for the merged patch, but its nothing to sweat about, just -Werror=declaration-after-statement doing its usual stuff.
David Ludwig
I have created a new driver for SDL's Joystick and Game-Controller subsystem: a Virtual driver. This driver allows one to create a software-based joystick, which to SDL applications will look and react like a real joystick, but whose state can be set programmatically. A primary use case for this is to help enable developers to add touch-screen joysticks to their apps.
The driver comes with a set of new, public APIs, with functions to attach and detach joysticks, set virtual-joystick state, and to determine if a joystick is a virtual-one.
Use of virtual joysticks goes as such:
1. Attach one or more virtual joysticks by calling SDL_JoystickAttachVirtual. If successful, this returns the virtual-device's joystick-index.
2. Open the virtual joysticks (using indicies returned by SDL_JoystickAttachVirtual).
3. Call any of the SDL_JoystickSetVirtual* functions when joystick-state changes. Please note that virtual-joystick state will only get applied on the next call to SDL_JoystickUpdate, or when pumping or polling for SDL events (via SDL_PumpEvents or SDL_PollEvent).
Here is a listing of the new, public APIs, at present and subject to change:
------------------------------------------------------------
/**
* Attaches a new virtual joystick.
* Returns the joystick's device index, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type, int naxes, int nballs, int nbuttons, int nhats);
/**
* Detaches a virtual joystick
* Returns 0 on success, or -1 if an error occurred.
*/
extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);
/**
* Indicates whether or not a virtual-joystick is at a given device index.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
/**
* Set values on an opened, virtual-joystick's controls.
* Returns 0 on success, -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick * joystick, int axis, Sint16 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualBall(SDL_Joystick * joystick, int ball, Sint16 xrel, Sint16 yrel);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick * joystick, int button, Uint8 value);
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick * joystick, int hat, Uint8 value);
------------------------------------------------------------
Miscellaneous notes on the initial patch, which are also subject to change:
1. no test code is present in SDL, yet. This should, perhaps, change. Initial development was done with an ImGui-based app, which potentially is too thick for use in SDL-official. If tests are to be added, what kind of tests? Automated? Graphical?
2. virtual game controllers can be created by calling SDL_JoystickAttachVirtual with a joystick-type of SDL_JOYSTICK_TYPE_GAME_CONTROLLER, with naxes (num axes) set to SDL_CONTROLLER_AXIS_MAX, and with nbuttons (num buttons) set to SDL_CONTROLLER_BUTTON_MAX. When updating their state, values of type SDL_GameControllerAxis or SDL_GameControllerButton can be casted to an int and used for the control-index (in calls to SDL_JoystickSetVirtual* functions).
3. virtual joysticks' guids are mostly all-zeros with the exception of the last two bytes, the first of which is a 'v', to indicate that the guid is a virtual one, and the second of which is a SDL_JoystickType that has been converted into a Uint8.
4. virtual joysticks are ONLY turned into virtual game-controllers if and when their joystick-type is set to SDL_JOYSTICK_TYPE_GAMECONTROLLER. This is controlled by having SDL's default list of game-controllers have a single entry for a virtual game controller (of guid, "00000000000000000000000000007601", which is subject to the guid-encoding described above).
5. regarding having to call SDL_JoystickUpdate, either directly or indirectly via SDL_PumpEvents or SDL_PollEvents, before new virtual-joystick state becomes active (as specified via SDL_JoystickSetVirtual* function-calls), this was done to match behavior found in SDL's other joystick drivers, almost all of which will only update SDL-state during SDL_JoystickUpdate.
6. the initial patch is based off of SDL 2.0.12
7. the virtual joystick subsystem is disabled by default. It should be possible to enable it by building with SDL_JOYSTICK_VIRTUAL=1
Questions, comments, suggestions, or bug reports very welcome!
Ethan Lee
Basically replicating the solution of the Switch Controller's button label issue. Physical layout should take priority unless it's explicitly requested by the user or application!
ciremo6483
In `SDL_iconv_string` the `while (inbytesleft > 0)` loop can end up in a state where it never terminates because the library `iconv` function called from `SDL_iconv` doesn't consume any bytes.
This happened when a `WCHAR_T` input string was being converted to `UTF-8` but contained invalid characters. It would first It would first skip a few bytes due to `case SDL_ICONV_EILSEQ` but when there were 3 bytes remaining of `inbytesleft` `iconv` just didn't consume anything more (but didn't throw an error either).
It just so happens that the Microsoft Classic IntelliMouse `product_string` contains such invalid characters (`"Microsoft? Classic IntelliMouse?"`), meaning the function would get stuck with said mouse plugged in.
A fix for this would be to check if `inbytesleft` was unchanged after an iteration and in that case either decrement the counter like when `SDL_ICONV_EILSEQ` is returned or simply break the loop.
cmediaplayer
Hi, i already mentioned in the SDL discourse a bug that recreating of a texture occours pixel shader problem on direct3d renderer. There is no problem for direct3d11. You can see the issue by using my app named C Media Player which is available for Windows for free using my web site www.cmediaplayer.com. Just follow the steps:
*Open a media file
*When playing the file change the scale quality under the video menu.
*You will see the problem.
Prior to this fix, we would hit the existing_instance >= 0 case and move the joystick
again to a different index than the one requested by the caller. It also breaks the assumption
that a SDL_JoystickID is only present in SDL_joystick_players at one location.
Anthony Pesch
I was just communicating with one of the Retropie developers regarding this.
This change removed the forced window focus change on creation (3534cb3793) as part of the change no longer assumes there's only a single window being created. This was perhaps an over-aggressive removal.
Due to that change, joystick events are only received if SDL_SetKeyboardFocus is called explicitly, or if the app has specified SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS.
I think that part of my change should be reverted to continue setting mouse / keyboard focus to the window being created. If SDL_WINDOW_INPUT_FOCUS is to be used as an input flag the code could be conditional, but that would still leave existing software broken.
The 8BitDo SF30 Pro Gamepad will generate a single motor pulse for each rumble message, so we need to do this frequently to have continous rumble on this device.
pelya
KaiOS is an OS for feature phones, with numeric keypad and non-touch screen, and typically 512 Mb RAM and 4 Gb flash.
It is based on Firefox OS, all apps are made with HTML5 and Javascript. SDL can be cross-compiled using emscripten and packaged as native app.
This patch adds support for star '*' and pound '#' keys on such phones to generate SDL events.
It appears that with some (presumably) flaky drivers or hardware that the WriteFile in hid_write never completes leading to GetOverlappedResult to block forever waiting for it.
Jake Breen
When I run SDL_INIT with SDL_INIT_JOYSTICK it stalls for about 10 seconds (last report was 10,615ms), but only if I'm currently playing audio. (Like in Spotify for example.)
querying something related to device access (last dll loaded)
'BabbysFirst64.exe' (Win32): Loaded 'C:\Windows\SysWOW64\deviceaccess.dll'.
I use a USB DAC because my mobo's audio out is pretty not great. And I've noticed unplugging it seems to solve the issue. I haven't noticed any other issues that are caused by my DAC.
My DAC is the Sound BlasterX G1 https://us.creative.com/p/gaming-headsets/sound-blasterx-g1
Vid = 041E
PID = 3249
My system specs:
- Windows 10 Pro
- Ryzen 2700x
- 16GB Ram
- Nvidia 2070 RTX
Additional USB devices plugged in:
- Valve Index
- Xbox One Elite Controller
Charles Huber
This patch fixes the segfault on my Pi, though the valid display index range reported by the CHECK_DISPLAY_INDEX() macro in src/video/SDL_video.c is a little weird:
$ SDL_VIDEO_EGL_DRIVER=libEGL.so SDL_VIDEO_GL_DRIVER=libGLESv2.so ./a.out
SDL_Init(): displayIndex must be in the range 0 - -1
rofferom
I have an annoying issue on MacOS about XBoxOne Bluetooth rumble (Vendor: 0x045e, Product: 0x02fd).
When 360controller is installed, rumble is working correctly. However, Bluetooth rumble isn't working at all, with or without 360controller installed (although it is working with Chrome + https://html5gamepad.com).
I looked at the code, and it seems that XBox controllers are managed in MacOS in this file: SDL_hidapi_xbox360.c. The XBoxOne file is disabled for MacOS in SDL_hidjoystick_c.h.
The function HIDAPI_DriverXbox360_Rumble() is called correctly, and hid_write() returns no error.
I have tried a stupid test. I took the rumble packet from 360controller: ec4e88eb2d/XBOBTFF/FFDriver.cpp (L620). With the patch I have attached, I manage to have rumble working on Bluetooth (with some stupid vibration level, but it proves it can if the packet is changed).
But it breaks the USB rumble with 360controller. A comment in the function makes an explicit reference to 360controller, I think that's why I have broken this specific usecase.
I don't know what is the correct way to fix this, but it seems that the current implementation has a missing case for Bluetooth support.
Note that I also tested master this morning, and I have another issue:
if (!device->ffservice) {
return SDL_Unsupported();
}
test fails in DARWIN_JoystickRumble(). This test has been done quickly, I'm not totaly confident about its accuracy.
Elmar
creating a fullscreen window with SDL_CreateWindow(..SDL_WINDOW_FULLSCREEN_DESKTOP..) in MacOS works fine, except if it was triggered by the user with the green knob in the top left window title bar.
Then "something" is different, and SDL_CreateWindow hangs for 15-20 seconds (tested in MacOS 10.13 and 10.14).
Responsible for the hang is this code in SDL_cocoawindow.m - Cocoa_SetWindowFullscreenSpace:
const int maxattempts = 3;
int attempt = 0;
while (++attempt <= maxattempts) {
/* Wait for the transition to complete, so application changes
take effect properly (e.g. setting the window size, etc.)
*/
const int limit = 10000;
int count = 0;
while ([data->listener isInFullscreenSpaceTransition]) {
if ( ++count == limit ) {
/* Uh oh, transition isn't completing. Should we assert? */
break;
}
SDL_Delay(1);
SDL_PumpEvents();
}
if ([data->listener isInFullscreenSpace] == (state ? YES : NO))
break;
/* Try again, the last attempt was interrupted by user gestures */
if (![data->listener setFullscreenSpace:(state ? YES : NO)])
break; /* ??? */
}
One trivial workaround is to change 'const int limit = 10000' to 500. Then the freeze is so short that it doesn't look like a freeze to the user.
Looking further into the problem, I observed that the function Cocoa_SetWindowFullscreenSpace recursively calls itself via some ObjectiveC messages. I managed to extract a callstack for this (copied below): Note how Cocoa_SetWindowFullscreenSpace in stack line 22 calls SDL_PumpEvents, which eventually arrives at SDL_SendWindowEvent, which calls SDL_UpdateFullscreenMode (stack line 0), which then calls Cocoa_SetWindowFullscreenSpace again (not shown). This recursive second call is the one that hangs.
Another "solution" that worked for me was to add a flag to SDL_Window that is set in Cocoa_SetWindowFullscreenSpace and causes this function to return immediately if called from itself.
Obviously, this is also an ugly hack, but I don't have enough time to dive into this crazy Cocoa/ObjectiveC business deep enough to find a proper solution. But hopefully it's easy for one of the experts around.
Note that there is a "failure to go fullscreen"-message involved, maybe using the green knob causes this failure at first.
I can unfortunately not provide a minimum example.
Best regards,
Elmar
0 com.yasara.View 0x00000001007495af SDL_UpdateFullscreenMode + 207
1 com.yasara.View 0x00000001006e2591 SDL_SendWindowEvent + 401
2 com.yasara.View 0x0000000100775a72 -[Cocoa_WindowListener windowDidResize:] + 370
3 com.yasara.View 0x0000000100776550 -[Cocoa_WindowListener windowDidExitFullScreen:] + 512
4 com.apple.AppKit 0x00007fff3180a2a4 -[_NSWindowEnterFullScreenTransitionController failedToEnterFullScreen] + 692
5 com.apple.AppKit 0x00007fff31c59737 -[_NSEnterFullScreenTransitionController _doFailedToEnterFullScreen] + 349
6 com.apple.AppKit 0x00007fff3172aa53 __NSFullScreenDockConnectionSendEnterForSpace_block_invoke + 135
7 libxpc.dylib 0x00007fff6114b9b1 _xpc_connection_reply_callout + 36
8 libxpc.dylib 0x00007fff6114b938 _xpc_connection_call_reply_async + 82
9 libdispatch.dylib 0x00007fff60ec7e39 _dispatch_client_callout3 + 8
10 libdispatch.dylib 0x00007fff60ede3b0 _dispatch_mach_msg_async_reply_invoke + 322
11 libdispatch.dylib 0x00007fff60ed2e25 _dispatch_main_queue_callback_4CF + 807
12 com.apple.CoreFoundation 0x00007fff33d39e8b __CFRUNLOOP_IS_SERVICING_THE_MAIN_DISPATCH_QUEUE__ + 9
13 com.apple.CoreFoundation 0x00007fff33d3959a __CFRunLoopRun + 2335
14 com.apple.CoreFoundation 0x00007fff33d38a28 CFRunLoopRunSpecific + 463
15 com.apple.HIToolbox 0x00007fff32fd1b35 RunCurrentEventLoopInMode + 293
16 com.apple.HIToolbox 0x00007fff32fd1774 ReceiveNextEventCommon + 371
17 com.apple.HIToolbox 0x00007fff32fd15e8 _BlockUntilNextEventMatchingListInModeWithFilter + 64
18 com.apple.AppKit 0x00007fff3128deb7 _DPSNextEvent + 997
19 com.apple.AppKit 0x00007fff3128cc56 -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 1362
20 com.yasara.View 0x000000010076fab2 Cocoa_PumpEvents + 290
21 com.yasara.View 0x00000001006dd1c7 SDL_PumpEvents_REAL + 23
22 com.yasara.View 0x00000001007795cf Cocoa_SetWindowFullscreenSpace + 223
23 com.yasara.View 0x000000010074970b SDL_UpdateFullscreenMode + 555
24 com.yasara.View 0x00000001006e2476 SDL_SendWindowEvent + 118
25 com.yasara.View 0x0000000100774ff7 -[Cocoa_WindowListener resumeVisibleObservation] + 135
26 com.yasara.View 0x000000010077664c Cocoa_ShowWindow + 188
27 com.yasara.View 0x0000000100749492 SDL_FinishWindowCreation + 546
28 com.yasara.View 0x0000000100748da5 SDL_CreateWindow_REAL + 1573
29 com.yasara.View 0x000000010010d9b1 vga_setvideomode + 1347
30 com.yasara.View 0x00000001003f0d46 mod_initscreen + 2614
31 com.yasara.View 0x00000001003f344b mod_reinitscreen + 460
32 com.yasara.View 0x00000001003f370d mod_resizescreen + 383
33 com.yasara.View 0x0000000100418e39 mod_main + 815
34 com.yasara.View 0x000000010029ca5d main2 + 5766
35 com.yasara.View 0x000000010011d1b7 main.main_cpuok + 19
Ethan Lee
Attached is a diff that I used to get SetThreadPriority working locally. I still have no idea what the minimum SDK version is since Microsoft never documented it, but it's worth pointing out that they're much more aggressive about using the latest VS and UWP SDK anyway (for example, an updated Xbox is no longer compatible with VS2017, and updates are required to have a network connection of any kind).
Malte Kie?ling
At the moment i get following warnings from kmsdrm:
* in SDL_kmsdrmvideo.c KMSDRM_DestroySurfaces is return type int, but thats never returned or checked against
* in SDL_kmsdrmvideo.c KMSDRM_DestroySurfaces the variable viddata is not used
* in SDL_kmsdrmopengles.c KMSDRM_GLES_LoadLibrary a cast to NativeDisplayType is missing
I attached a patch for them :)
- Regression of test_1.c of bug 3827, after fix from bug 4798.
- Blending is also needed when the palette contains alpha value, but not necessarily colorkey.
- Clean up SDL_ConvertColorkeyToAlpha which doesn't seem to need 'ignore_alpha' parameter any-more.
(see bug 3827)
A good metric of this is when the titlebar's "minimize" button is reenabled,
which doesn't happen by the time windowDidExitFullscreen triggers.
This fixes minimizing a fullscreen window on macOS.
Fixes Bugzilla #4177.
This is the OpenGL line drawing fix for Bugzilla #3182, but there's some
disagreement about what the renderers should do here, so I'm backing this out
until after 2.0.12 ships, and then we'll reevaluate all the renderer backends
to decide what's correct, and make them all work the same.
Vitaly Novichkov
Recent attempt to build a recent HG state of SDL2 via AppVeyor gives the failure:
https://ci.appveyor.com/project/Wohlstand/sdl-mixer-x/builds/30821858/job/359gqvypi2f18nok
```
C:\projects\sdl-mixer-x\build-MinGW-w32-MinSizeRel-Win32-VB6-Binding\external\AudioCodecs\src\AudioCodecs-build\external\SDL2\src\SDL2HG\src\dynapi\SDL_dynapi_procs.h:56:29: error: conflicting types for 'SDL_CreateThread'
SDL_DYNAPI_PROC(SDL_Thread*,SDL_CreateThread,(SDL_ThreadFunction a, const char *b, void *c),(a,b,c),return)
Malte Kie?ling
Since https://hg.libsdl.org/SDL/rev/f908bd722523 / bug 4966 i cannot build SDL anymore. The error i get is, essentially, caused by -Werror=declaration-after-statement in SDL_kmsdrmvideo.c and SDL_kmsdrmopengles.c
Wait up to 100 milliseconds, since the window manager might alter or
outright veto the window change...or not respond at all.
In a well-functioning system, though, this should help make sure
that SDL_SetWindowPosition's results match reality.
Fixes Bugzilla #4646.
OpenGL apparently needs to not do any drawing between wl_egl_window_resize
and eglSwapBuffers, but Vulkan apps don't use SDL to present, so they
never call into an equivalent of SDL_GL_SwapWindow where our Wayland code
was handling pending resize work.
Fixes Bugzilla #4722.
This is obnoxious and wrong, but the patch that activates the Dock before
activating the app fixes the _menu_ not responding on Catalina, but the
first window created by the app won't have keyboard focus without a small
delay inserted.
This obviously needs a better solution, but it gets it limping along correctly
for now.
sjordan
We did some investigations into a different direction which I would like to share. As mentioned previously the scaling setting in the preferences play an important role for our problem and they also hint towards an issue with point/pixel scaling factors.
We found an interesting correlation between our fail case and the behavior of [nsWindow.screen backingScaleFactor]. It turns out that whenever we encounter the fail case the scale factor is zero when we print it quickly after calling SDL_CreateWindow. After some time the value changes to a non-zero value. In the success case the scaling factor is nonzero 'immediately'. Note that we don't use that factor. We also find that the window backingScaleFactor does not show the strange behavior even in the fail case.
We have also attempted to find out whether any event triggers the transition from zero to non-zero. We found the transition happening when we call SDL_PollEvent. We can even force this to happen by explicitly adding a SDL_PollEvent at an early stage, but it will only happen if a certain amount of time elapsed, so we need to add some sleep before the call to trigger the transition at an earlier stage. All that seems to imply that the transition happens async and that SDL_PollEvent merely causes the system to update its internal state at that time.
We have also verified that the scaling setting in the preferences does NOT directly correlate to the scaling factor behavior. We find that a particular scaling setting can lead to a fail case for one resolution and a success case for another resolution. This shows that the scaling setting alone does not determine whether the problem will appear or not.
We have also verified on another Mac with 10.14 that the scaling factor is always non-zero and we always have the success case.
I have no idea how to interpret this initial-zero behavior and haven't found any usable information on the screen backing scale factor. It seems as 10.15 does some stuff more async than before and maybe the problem could be caused by unfortunate timings. I would be very interested to hear your opinion about that.
...
Finally we found the cause of all our problems: it's the origin hack in Cocoa_SetWindowFullscreen:
/* Hack to fix origin on Mac OS X 10.4 */
NSRect screenRect = [[nswindow screen] frame];
if (screenRect.size.height >= 1.0f) {
rect.origin.y += (screenRect.size.height - rect.size.height);
}
If we comment this one out our game and testdraw2 do behave correctly.
It turns out that if a window is not fully contained in the screen, it's screen property becomes zero and therefore we saw a zero when printing the backing scale factor (although it's not clear why it became nonzero later).
We suggest to add a runtime check which skips this code for 10.15 (or possibly earlier if you happen to know that the hack is not needed for certain older versions).
More info: consider the line
NSRect screenRect = [[nswindow screen] frame];
in Cocoa_SetWindowFullscreen. We found that this rect has the dimensions of the desktop
on our OS X 10.15 setup. This is true both for the success case and the fail case. It seems as the success case is actually a fail case in disguise.
On the other Mac with OS X 10.14 the same rect has the dimension of the newly created screen. This is what I would expect, because at that time the window has already been created successfully and there should be a newly created screen associated to the window.
What are the cases in which the whole origin conversion code for the fullscreen case is supposed to have a non-trivial result?
Today we found that if we print the dimensions of [nswindow screen] later, then we find them to be correct. So the conclusion seems to be that OS X 10.15 does indeed do the window/screen setup more async than before and that the origin correction code uses the [nswindow screen] at a time where the window/screen setup isn't finalized yet.
It was done to allow hotkey resizing of borderless windows, but Windows will sometimes draw it, regardless of our WM_* message handling. See bug 4466 for more details.
Alex Denisov
When using Win10 on-screen keyboard (tooltip.exe), the left and right cursor keys in it do not produce SDLK_LEFT and SDLK_RIGHT events.
Windows messages generated by the on-screen keyboard, for some reason, have their scancodes set to zeroes. Here is the log from Spy++:
WM_KEYDOWN nVirtKey:VK_LEFT cRepeat:1 ScanCode:00 fExtended:0 fAltDown:0 fRepeat:0 fUp:0
WM_KEYUP nVirtKey:VK_LEFT cRepeat:1 ScanCode:00 fExtended:0 fAltDown:0 fRepeat:1 fUp:1
Regular physical keyboard produces VK_LEFT (ScanCode:4B) and VK_RIGHT (ScanCode:4D) which are interpreted correctly.
With on-screen keyboard, the switch statement in VKeytoScancode() does not check for VK_LEFT and VK_RIGHT, returning SDL_SCANCODE_UNKNOWN, which in turn does not get mapped to anything (because the scan codes are zeroes).
Add an include on SDL_error.h to avoid the following build failure
without threads:
/home/buildroot/autobuild/instance-0/output-1/host/opt/ext-toolchain/bin/../lib/gcc/arm-buildroot-linux-uclibcgnueabihf/8.3.0/../../../../arm-buildroot-linux-uclibcgnueabihf/bin/ld: build/.libs/SDL_threadprio.o: in function `SDL_LinuxSetThreadPriority_REAL':
SDL_threadprio.c:(.text+0x0): undefined reference to `SDL_Unsupported'
Fixes:
- http://autobuild.buildroot.org/results/7f7712c5bd47de4a3fcec1e0d0526fd5a3ecd532
Signed-off-by: Fabrice Fontaine <fontaine.fabrice@gmail.com>
Likewise for the GLES1 and GLES2 renderers.
This solves the missing pixel at the end of a line and removes all the
heuristics for various platforms/drivers. It's possible we could still use
GL_LINE_STRIP with this and save some vertex buffer space, assuming this
doesn't upset some driver somewhere, but this seems to be a clean fix that
makes the GL renderers match the software renderer output.
Diamond-exit rule explanation:
http://graphics-software-engineer.blogspot.com/2012/04/rasterization-rules.html
Fixes Bugzilla #3182.
Anthony Pesch
* Remove triple buffering support. As far as I can tell, this goes against the libdrm API; the EGL implementations themselves control the buffering. Removing it isn't absolutely necessary as it seemingly works on the Pi at least, but I noticed this while doing my work and explained my reasoning in the commit.
* Replace the crtc_ready logic which allocates an extra bo to perform the initial CRTC configuration (which is required before calling drmModePageFlip) with a call to drmModeSetCrtc after the front and back buffers are allocated, avoiding this allocation.
* Standardized the SDL_*Data variable names and null checks to improve readability. Given that there were duplicate fields in each SDL_*Data structure, having generic names such as "data" at times was very confusing.
* Removed unused fields from the SDL_*Data structures and moves all display related fields out of SDL_VideoData and into SDL_DisplayData. Not required since the code only supports a single display right now, but this was helpful in reading and understanding the code initially.
* Implement KMSDRM_GetDisplayModes / KMSDRM_SetDisplayMode to provide dynamic modeset support.
These changes have been tested on a Raspberry Pi 4 and a Dell XPS laptop with an HD 520.
As an update, I went back over the triple buffer changes and left them in. I didn't entirely get the code originally, I had just seen it calling KMSDRM_gbm_surface_lock_front_buffer twice for a single swap and had removed it because I was paranoid of bugs stemming from it while working on the modeset changes.
I've made a few small changes to the logic that had thrown me off originally and rebased the changes:
* The condition wrapping the call to release buffer was incorrect.
* The first call to KMSDRM_gbm_surface_lock_front_buffer has been removed. I don't understand why it existed.
* Added additional comments describing what was going on in the code (as it does fix the buffer release pattern of the original code before it).
meyraud705
In SDL_hidapi_switch.c
line 443: Function BTrySetupUSB call WriteProprietary with pBuf=NULL and ucLen=0
line 376: WriteProprietary check its input (!pBuf && ucLen > 0) || ucLen > sizeof(packet.rgucProprietaryData): ucLen is 0 so it passes
line 382: WriteProprietary call memcpy with pBuf=NULL
meyraud705
Dualshock4 on bluetooth need 78 bytes for the rumble data while SDL_HIDAPI_RumbleRequest can only hold 64 bytes.
'volatile' is not meant for thread synchronization.
The list of rumble request could grow infinitely if user call SDL_JoystickRumble too much. The documentation says "Each call to this function cancels any previous rumble effect", so overwriting pending request seem like a good idea.
This fixes a crash whereby SDL could crash on macOS/Darwin, if and when a
USB game controller gets unplugged. SDL was not retaining a reference
to the controller's OS/IOKit-provided 'device object', and was capable
of trying to use it, after a device was hot-unplugged.
There is now a thread that handles all HIDAPI rumble requests and a lock that guarantees that we're not reading and writing the device at the same time.
The index and indices were swapped; Which is fine as long as there are
no gaps in the ABS_HAT* event availability but otherwise things do get confused.
Signed-off-by: Sjoerd Simons <sjoerd.simons@collabora.co.uk>
Martin Fiedler
To be precise, this is about *desktop OpenGL* on X11. For OpenGL ES, EGL is already used (as it's the only way to get an OpenGL ES context), as Sylvain noted above.
To shine some light on why this is needed:
In 99% of all cases, using GLX on X11 is fine, even though it's effectively deprecated in favor of EGL [1]. However, there's at least one use case that *requires* the OpenGL context being created with EGL instead of GLX, and that's DRM_PRIME interoperability: The function glEGLImageTargetTexture2DOES simply doesn't work with GLX. (Currently, Mesa actually crashes when trying that.)
Some example code:
https://gist.github.com/kajott/d1b29c613be30893c855621edd1f212e
Runs on Intel and open-source AMD drivers just fine (others unconfirmed), but with #define USE_EGL 0 (i.e. forcing it to GLX), it crashes. The same happens when using SDL for window and context creation.
The good news is that most of the pieces for EGL support on X11 are already in place: SDL_egl.c is pretty complete (and used for desktop OpenGL on Wayland, for example), and SDL_x11opengl.c has the aforementioned OpenGL-ES-on-EGL support. However, when it comes to desktop OpenGL, it's hardcoded to fall back to GLX.
I'm not advocating to make EGL the default for desktop OpenGL on X11; don't fix what ain't broken. But something like an SDL_HINT_VIDEO_X11_FORCE_EGL would be very appreciated to make use cases like the above work with SDL.
[1] source: Eric Anholt, major Linux graphics stack developer, 7 years ago already - see last paragraph of https://www.phoronix.com/scan.php?page=news_item&px=MTE3MTI
Luis Caceres
The current handling of Wayland mouse pointer events only handles wl_pointer.axis events, which, according to the Wayland documentation, deal with mouse wheel scroll events on a continuous scale. While this is reasonable for some input sources (e.g. touchpad two-finger scrolling), it is not for mouse wheel clicks which generate wl_pointer.axis events with large deltas.
This patch adds handling for wl_pointer.axis_discrete and wl_pointer.frame events and prefers to report SDL_MouseWheelEvent in discrete units if they are available. This means that for mouse wheel scrolling we count in clicks, but for touchpad two-finger scrolling we still use whatever units Wayland uses. This behaviour is closer to that of the X11 backend.
Since these events are only available since version 5 of the wl_seat interface, this patch also checks for this and falls back to the previous behaviour if its not available. I also had to add definitions for some of the pointer and keyboard events specified in versions 2-5 but these are just stubs and do nothing.
Make sure the thread is actually paused, and context backep-up, before
SurfaceView is destroyed (eg surfaceDestroyed() actually returns).
Add a timeout when surfaceDestroyed() is called, and check 'backup_done' variable.
It prevents crashes like:
#00 pc 000000000000c0d0 /system/lib64/libutils.so (android::RefBase::incStrong(void const*) const+8)
#01 pc 000000000000c7f4 /vendor/lib64/egl/eglSubDriverAndroid.so (EglAndroidWindowSurface::UpdateBufferList(ANativeWindowBuffer*)+284)
#02 pc 000000000000c390 /vendor/lib64/egl/eglSubDriverAndroid.so (EglAndroidWindowSurface::DequeueBuffer()+240)
#03 pc 000000000000bb10 /vendor/lib64/egl/eglSubDriverAndroid.so (EglAndroidWindowSurface::GetBuffer(EglSubResource*, EglMemoryDesc*)+64)
#04 pc 000000000032732c /vendor/lib64/egl/libGLESv2_adreno.so (EglWindowSurface::UpdateResource(EsxContext*)+116)
#05 pc 0000000000326dd0 /vendor/lib64/egl/libGLESv2_adreno.so (EglWindowSurface::GetResource(EsxContext*, EsxResource**, EsxResource**, int)+56)
#06 pc 00000000002ae484 /vendor/lib64/egl/libGLESv2_adreno.so (EsxContext::AcquireBackBuffer(int)+364)
#07 pc 0000000000249680 /vendor/lib64/egl/libGLESv2_adreno.so (EsxContext::Clear(unsigned int, unsigned int, unsigned int, EsxClearValues*)+1800)
#08 pc 00000000002cb52c /vendor/lib64/egl/libGLESv2_adreno.so (EsxGlApiParamValidate::GlClear(EsxDispatch*, unsigned int)+132)
Improve handling of landscape/portrait orientation. Promote to SCREEN_ORIENTATION_SENSOR_* when needed.
Android window can be somehow resizable.
If SDL_WINDOW_RESIZABLE is set, window size change is allowed, for instance when orientation changes (provided the hint allows it).
Konrad
I took the liberty of rewriting this function a bit as it seemed to be unnecessary extended with ifs regarding flags (we can check everything in one pass which seem to be the thing which confuses Visual C++ 2019 as well).
Also, I have made CPU features an int instead of uint because if we check it against flags which are all ints it might as well just be int (no signed/unsigned bitwise comparison).
Konrad
This kind of blending is rather quite useful and in my opinion should be available for all renderers. I do need it myself, but since I didn't want to use a custom blending mode which is supported only by certain renderers (e.g. not in software which is quite important for me) I did write implementation of SDL_BLENDMODE_MUL for all renderers altogether.
SDL_BLENDMODE_MUL implements following equation:
dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA))
dstA = (srcA * dstA) + (dstA * (1-srcA))
Background:
https://i.imgur.com/UsYhydP.png
Blended texture:
https://i.imgur.com/0juXQcV.png
Result for SDL_BLENDMODE_MOD:
https://i.imgur.com/wgNSgUl.png
Result for SDL_BLENDMODE_MUL:
https://i.imgur.com/Veokzim.png
I think I did cover all possibilities within included patch, but I didn't write any tests for SDL_BLENDMODE_MUL, so it would be lovely if someone could do it.
This sequence works across Microsoft, PowerA, PDP, and HORI controllers.
The newer Microsoft XBox firmware requires synchronizing the rumble sequence number, when SDL sees it after the initial connect
The Razer Wildcat controller requires waiting for init responses before continuing the initialization sequence.
The PDP Battlefield 1 controller takes over a second to be ready for initialization, and if initialization is attempted before then, it will fail.
Use XGetKeyboardControl to initialize the current XKeyboardState, and
skip XAutoRepeatOn invocation if global_auto_repeat is AutoRepeatModeOn.
This fixes SDL2 when the X11 client is untrusted.
Do not try to guess MIT_SHM extension availability from the string
returned by XDisplayName, use the appropriate API instead.
This fixes SDL2 inside hasher.
Murad
On my system, SDL_GetPowerInfo() returns -1 seconds of battery life left. I have quickly investigated that in my case SDL uses sys interface to get battery data. It tries to read "time_to_empty_now" file which is not always present. However, it is still possible to calculate remaining lifetime using "energy_now" and "power_now" files. This is what my simple patch (included as attachment) tries to accomplish.
Best wishes.
LinGao
We build SDL with Visual studio 2017 compiler on Windows Server 2016, but it failed to build due to error LNK2019: unresolved external symbol memset referenced in function SDL_SetJoystickIDForPlayerIndex with MSVC x64 on Windows on latest default branch. And we found that it can be first reproduced on 0fff06175109 changeset. Could you please help have a look about this issue? Thanks in advance!
Steps to Reproduce:
1.hg clone https://hg.libsdl.org/SDL D:\SDL\src
2.Open a VS 2017 x64 command prompt as admin and browse to D:\SDL
3.msbuild /p:Configuration=Release /p:Platform=x64 /p:WindowsTargetPlatformVersion=10.0.17134.0 VisualC\SDL.sln /t:Rebuild
Actual result:
Creating library D:\SDL\src\VisualC\x64\Release\SDL2.lib and object D:\SDL\src\VisualC\x64\Release\SDL2.exp
SDL_joystick.obj : error LNK2019: unresolved external symbol memset referenced in function SDL_SetJoystickIDForPlayerIndex [D:\SDL\src\VisualC\SDL\SDL.vcxproj]
D:\SDL\src\VisualC\x64\Release\SDL2.dll : fatal error LNK1120: 1 unresolved externals [D:\SDL\src\VisualC\SDL\SDL.vcxproj]
Done Building Project "D:\SDL\src\VisualC\SDL\SDL.vcxproj" (Rebuild target(s)) -- FAILED.
The function we currently use, IOHIDDeviceRegisterRemovalCallback(), often
fails on Catalina with a "__CFRunLoopModeFindSourceForMachPort returned NULL"
error message. Once a removal callback is missed, we will eventually crash when
the joystick is closed attempting to use the invalid IOHIDDeviceRef.
https://forums.developer.apple.com/thread/124444
Konrad
This was something rather trivial to add, but asked at least several times before (I did google about it as well).
It should be possible to dynamically change scaling mode of the texture. It is actually trivial task, but until now it was only possible with a hint before creating a texture.
I needed it for my game as well, so I took the liberty of writing it myself.
This patch adds following functions:
SDL_SetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode scaleMode);
SDL_GetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode *scaleMode);
That way you can change texture scaling on the fly.
Using Wii U GameCube USB adapter with multiple controllers attached and
restarting SDL input in a game results in extra joysticks with NULL name.
HIDAPI_CleanupDeviceDriver() shut down joysticks by iterating through
device->num_joysticks but each HIDAPI_JoystickDisconnected() decreases
device->num_joysticks and shifts joysticks array down. Resulting in only
half of controllers being shutdown. It worked with only 1 controller
attached though.
Disconnect HIDAPI device joystick 0 until there are none left.
Message in the log, when going to background:
"call to OpenGL ES API with no current context (logged once per thread)"
Because of SDL_WINDOWEVENT_MINIMIZED is sent from the Java Activity thread.
It calls SDL_RendererEventWatch(), _WindowEvent() and glFinish() without context.
Solution is to move sending of SDL_WINDOWEVENT_MINIMIZED to the SDL thread.
Added the functions SDL_JoystickFromPlayerIndex(), SDL_JoystickSetPlayerIndex(), SDL_GameControllerFromPlayerIndex(), and SDL_GameControllerSetPlayerIndex()
For some obscure reason, the order in which the libdrm/libgbm libraries
are loaded matters.
Without this fix, the first call to check_modesetting() will work and
load then unload all symbols properly, but the second call to this
function will lock up as soon as dlopen() is called on libdrm.
Swapping the order in which the libdrm and libgbm libraries are loaded
is enough to fix (or work around?) this issue.
Fixes#4891:
https://bugzilla.libsdl.org/show_bug.cgi?id=4891
Signed-off-by: Paul Cercueil <paul@crapouillou.net>
Aaron Barany
I realized I made a minor mistake in my patch: I changed the constructor prototype for SDL_DisplayData, but didn't update the declaration in the .h file. The compiler and linker don't complain, but it would probably be best to fix in case a later change runs into a problem from the mismatch. I have attached a patch to fix this.
meyraud705
On a Dualshock 4 controller using hidapi driver, calling SDL_JoystickRumble with a duration too long (SDL_HAPTIC_INFINITY for example) causes the rumble to stop immediately.
This happens because of integer overflow on line 301 of SDL_hidapi_ps4.c
(https://hg.libsdl.org/SDL/file/a3077169ad23/src/joystick/hidapi/SDL_hidapi_ps4.c#l301), which sets expiration time in the past.
When we initialize the controller it has an internal rumble sequence number, and if our rumble sequence number doesn't match that, rumble won't happen. To fix that we cycle through the range of sequence numbers, and at some point we'll match up with the controller's sequence number and it'll roll forward until it matches our next rumble sequence number.
Aaron Barany
There appears to be no way to directly access the display DPI on iOS, so as an approximation the DPI for the iPhone 1 is used as a base value and is multiplied by the screen's scale. This should at least give a ballpark number for the various screen scales. (based on https://stackoverflow.com/questions/25756087/detecting-iphone-6-6-screen-sizes-in-point-values it appears that both 2x and 3x are used)
I have updated the patch to use a table of current devices and use a computation as a fallback. I have also updated the fallback computation to be more accurate.
Aaron Barany
Add SDL_HINT_VIDEO_EXTERNAL_CONTEXT hint to notify SDL that the graphics context is external. This disables the automatic context save/restore behavior on Android and avoids using OpenGL by default when SDL_WINDOW_VUKLAN isn't set.
When the application wishes to manage the OpenGL contexts on Android, this avoids cases where SDL unbinds the context and creates new contexts, which can interfere with the application's operation.
When using Vulkan and Metal renderer implementations, this avoids SDL forcing OpenGL to be enabled on certain platforms. While using the SDL_WINDOW_VULKAN flag can be used to achieve the same thing, it also causes Vulkan to be loaded. If the application uses Vulkan directly, this is not necessary, and fails window creation when using Metal due to Vulkan not being present. (assuming MoltenVK isn't installed)
Aaron Barany
Since OpenGL is deprecated on iOS, it is advantageous to be able to remove all OpenGL related code when building SDL for iOS. This patch adds the necessary #if checks to compile in this case.
SDL_SendWindowEvent will only send a RESTORED event if the window has
the minimized or maximized flag set. However, for a SHOWN event, it
will clear the minimized flag. Since the SHOWN event was being sent
first for a MapNotify event, the RESTORED event would never be sent.
Swapping the SendWindowEvent calls around fixes this.
https://bugzilla.libsdl.org/show_bug.cgi?id=4821
Calling open() on input devices can generate device I/O which blocks
the main thread and causes dropped frames. Using stat() we can avoid
opening anything unless /dev/input has changed since we last polled.
We could have used something fancy like inotify, but it didn't seem
worth the added complexity for this uncommon non-udev case.
Eric Shepherd
Currently, SDL on Cocoa macOS creates a rudimentary menu bar programmatically if none is already present when the app is registered during setup.
SDL could be much more easily and flexibly used on macOS if upon finding that no menus are currently in place, it first looked for the application's main menu nib or xib file and, if found, loaded that instead of programmatically building the menus.
This would then let developers simply drop in a nib file with a menu bar defined in it and it would be installed and used automatically.
Attached is a patch that does just this. It changes the SDL_cocoaevents.m file to:
* In Cocoa_RegisterApp(), before calling CreateApplicationMenus(), it calls a new function, LoadMainMenuNibIfAvailable(), which attempts to load and install the main menu nib file, using the nib name fetched from the Info.plist file. If that succeeds, LoadMainMenuNibIfAvailable() returns true; otherwise false.
* If LMMNIA() returns false, CreateApplicationMenus() is called to programmatically build the menus as before.
* Otherwise, we're done, and using the menus from the nib/xib file!
I made these changes to support a project I'm working on, and felt they were useful enough to be worth offering them for uplift. They should have zero impact on existing projects' behavior, but make Cocoa SDL development miles easier.
(note from PulkoMandy on Bugzilla #4442 about why this is a desirable patch:
"The event mask: note that the window and GL view run in their own thread
which I don't expect to be too much CPU bound, and will quickly pop these
messages and forward them to the main thread in our SDL code. Therefore the
B_NO_POINTER_HISTORY should be no problem, and is the default on Haiku
anyway (it was not in BeOS, but we changed that and added a
B_FULL_POINTER_HISTORY flag to request the old behavior explicitly). So, this
seems fine.")
Partially fixes Bugzilla #4442.
Michael Roe
The mappings for keyboard scancodes on Linux do not include keypad left and right parentheses (used on some Microsoft keyboard), keypad plus/minus, LANG1 and LANG2 (used on Korean keyboards), XK86MenuKB, and F20 (remapped to Audio Mic Mute in the usual X11 config).
Solra Bizna
I have written a program that, in the event that the user requests more MSAA samples than their hardware supports, attempts to gracefully fall back to the best MSAA available. This code works with my conventional OpenGL renderer, but if I change nothing about the code except to make it request an OpenGL ES profile instead, Xlib kills the program with an error that looks like:
X Error of failed request: BadWindow (invalid Window parameter)
Major opcode of failed request: 4 (X_DestroyWindow)
Resource id in failed request: 0x5c00008
Serial number of failed request: 188
Current serial number in output stream: 193
To trigger the bug, attempt to create a window with the SDL_WINDOW_OPENGL flag, with SDL_GL_CONTEXT_PROFILE_MASK set to SDL_GL_CONTEXT_PROFILE_ES, and with SDL_GL_MULTISAMPLESAMPLES set to any unsupported value. SDL_CreateWindow properly returns NULL, but at this point the program is already doomed. Xlib will shortly terminate the program with an error. Calling SDL_CreateWindow again will immediately trigger this termination.
I have attached a skeletal program that reproduces this bug for me. Replacing SDL_GL_CONTEXT_PROFILE_ES with SDL_GL_CONTEXT_PROFILE_COMPATIBILITY avoids the bug (but, obviously, doesn't create an OpenGL ES context).
As I suspected, the problem was with XDestroyWindow being called twice on the same window. The X11_CreateWindow function in src/video/x11/SDL_x11window.c calls SetupWindowData. If initialization fails after that point, XDestroyWindow gets called on the window by a subsequent call to X11_DestroyWindow. But, later in the same function, iff a GLES context is requested and initializing it fails, X11_XDestroyWindow (which wraps XDestroyWindow) is manually called. Shortly after, the intended call to X11_DestroyWindow occurs, which attempts to destroy the same window again. Boom.
(The above confusing summary involves three separate, similarly-named functions: XDestroyWindow, X11_DestroyWindow, X11_XDestroyWindow)
I have attached a simple patch that removes the redundant X11_XDestroyWindow calls. I've tested that XDestroyWindow still gets called for the windows in question, and that it only gets called once.
- _num_clips was not set in constructor, so a NULL _clips could be
mistakenly dereferenced.
- As _clips is accessible outside the class, it is not a good idea to
free/reallocate it. Try to limit this by reallocating only when it needs to
grow.
Partially fixes Bugzilla #4442.
warning: either cast from 'int' to 'size_t' (aka 'unsigned long') is ineffective, or there is loss of precision before the conversion [bugprone-misplaced-widening-cast]
This can happen if a window is still grabbed when we try to move it, or if
the X11 ecosystem is just in a bad mood, I guess.
This makes sure that SDL will report the correct position for a window;
otherwise, SDL_GetWindowPosition will just report whatever the last
SDL_SetWindowPosition call requested, even if the window didn't actually move.
Fixes Bugzilla #4646.
Much of the heavy lifting of this optimization is lifted from the Pixman
project, which is distributed under an MIT-style license. As far as possible,
these elements have been relicensed to the zlib license.
Fixes an issue in macOS 10.15 where the displayed content would move up after entering, exiting and re-entering exclusive fullscreen when certain display modes were used (bug #4822).
Bug #3949 is also related to this change.
Use eglGetProcAddress for everything on EGL >= 1.5. Try SDL_LoadFunction first
for EGL <= 1.4 in case it's a core symbol, and as a fallback if
eglGetProcAddress fails. Finally, for EGL <= 1.4, fallback to
eglGetProcAddress to catch extensions not exported from the shared library.
(Maybe) Fixes Bugzilla #4794.
Sylvain
Seems to be a regression in this commit: https://hg.libsdl.org/SDL/rev/7fdbffd47c0e
SDL_CalculatePitch() was using format->BytesPerPixel, now it uses SDL_BYTESPERPIXEL().
The underlying issue is that "surface->format->BytesPerPixel" is *not* always the same as SDL_BYTESPERPIXEL(format);
BytesPerPixel defined as format->BytesPerPixel = (bpp + 7) / 8;
vs
#define SDL_BYTESPERPIXEL(format) ... (format & 0xff)
Because of SDL_pixels.h format definitions, one is giving a BytesPP 1, the other 0.
"This patch does the following:
* Instead of SDL_FillRects calling SDL_FillRect in a loop the opposite
happens -- SDL_FillRect (a specific case) calls SDL_FillRects (a general case)
with a count of 1
* The switch/case block is moved out of the loop -- it modifies the color
once and stores the fill routine in a pointer which is then used throughout
the loop"
Fixes Bugzilla #4674.
The 10 ms delay effectively caps input polling at 100 Hz and rendering
at 100 FPS if applications use these functions in their event loop. The
delay may also lead to dropped frames even at 60 FPS due if they are
unlucky enough to hit the delay and rendering takes longer than 6 ms.
fix building with Mesa 19.2
With Mesa 19.2 building fails with:
/include/GLES/gl.h:63:25: error: conflicting types for 'GLsizeiptr'
The same type is defined in include/SDL_opengl.h for OpenGL and the two
headers should not be included at the same time.
This was just never noticed because the same header guard '__gl_h_' was
used. This was changed in Mesa. The result is this error.
Fix this the same way GLES2 already handles this: Don't include the GLES
header when the OpenGL header was already included.
(https://hg.libsdl.org/SDL/rev/6a3670d6108d)
The X11 target sets mouse->last_x and last_y in EnterNotify and then calls
SDL_SendMouseMotion(), which throws away the new position because it matches
the mouse->last_x and last_y we just set, meaning that if the pointer is
in the window when it created, SDL_GetMouseState() will report a position of
0,0 until a MotionNotify event (the pointer moves) arrives and corrects the
mouse state.
Mostly fixes Bugzilla #1612.
The SDL_USE_LIBDBUS define is set inside SDL_debug.h, therefore the
circular dependency made it impossible for this feature to be enabled.
Instead, guard SDL_dbus.h based on the autoconf variable HAVE_DBUS_DBUS_H
Additionally, fix one of the rtkit comments. CAP_SYS_NICE isn't required
to achieve high priority. But there is some scheduler config that rtkit
needs the app to setup.
The Offscreen video driver is intended to be used for headless rendering
as well as allows for multiple GPUs to be used for headless rendering
Currently only supports EGL (OpenGL / ES) or Framebuffers
Adds a hint to specifiy which EGL device to use: SDL_HINT_EGL_DEVICE
Adds testoffscreen.c which can be used to test the backend out
Disabled by default for now
Background:
Chengdu Haiguang IC Design Co., Ltd (Hygon) is a Joint Venture
between AMD and Haiguang Information Technology Co.,Ltd., aims at
providing high performance x86 processor for China server market.
Its first generation processor codename is Dhyana, which
originates from AMD technology and shares most of the
architecture with AMD's family 17h, but with different CPU Vendor
ID("HygonGenuine")/Family series number(Family 18h).
Related Hygon kernel patch can be found on:
http://lkml.kernel.org/r/5ce86123a7b9dad925ac583d88d2f921040e859b.1538583282.git.puwen@hygon.cn
Best regards.
The LE transformation for vec_perm has an implicit assumption that the
permutation is being used to reorder vector elements (in this case 4-byte
integer word elements), not to reorder bytes within those elements. Although
this is legal behavior, it is not anticipated by the transformation performed
by the compilers.
This causes pygame-1.9.1 test failure on PPC64LE because blitted pixmaps are
corrupted there due to how SDL uses vec_perm().
From RedHat / Fedora: https://bugzilla.redhat.com/show_bug.cgi?id=1392465
Original patch was provided by: Menanteau Guy <menantea@linux.vnet.ibm.com>
If KMSDRM_drmModeSetCrtc is called when the swap interval is
set to 0, the driver behaves as though vertical sync is engaged by
limiting framerate to the refresh rate, but performance is much worse
than with vertical sync enabled.
Resolve this issue by ensuring that the Crtc is only set up once,
and KMSDRM_drmModePageFlip is called, albeit without any followup
queueing or waiting for flips.
Daniel Drake
A long time ago, it was possible to play neverball on Linux using the accelerometer found in HP laptops.
The kernel exposes the accelerometer as a joystick (/dev/input/jsX) as well as an evdev device (/dev/input/eventX). I guess it worked fine when SDL was using the js interface, but then stopped working here: http://hg.libsdl.org/SDL/rev/fdaeea9e7567
Looking at current code which uses udev to discover joysticks, it looks for the udev tag ID_INPUT_JOYSTICK.
However udev's internal input_id logic specifically tags accelerometers as ID_INPUT_ACCELEROMETER and nothing else.
This looks like a good fit for SDL_HINT_ACCELEROMETER_AS_JOYSTICK.
Ozkan Sezer
As for the issue: This bmp reports bpp=0, therefore SDL_CalculatePitch()
returns pitch==0, which is then fed to SDL_malloc() (which is malloc())
and malloc(0) returns _something_ which is not NULL but not someting
that we expect.. Then testsprite.c:LoadSprite() accesses the pixels
as *(Uint8*)pixels which valrind reports as:
==15533== Invalid read of size 1
==15533== at 0x8048C08: LoadSprite (testsprite.c:45)
==15533== by 0x80492FC: main (testsprite.c:224)
==15533== Address 0x449e588 is 0 bytes after a block of size 0 alloc'd
==15533== at 0x40072B2: malloc (vg_replace_malloc.c:270)
==15533== by 0x4045719: SDL_CreateRGBSurface (SDL_surface.c:126)
==15533== by 0x40403C1: SDL_LoadBMP_RW (SDL_bmp.c:237)
==15533== by 0x8048BB2: LoadSprite (testsprite.c:36)
==15533== by 0x80492FC: main (testsprite.c:224)
Besides, valrind also reports this:
==15533== Conditional jump or move depends on uninitialised value(s)
==15533== at 0x40403F3: SDL_LoadBMP_RW (SDL_bmp.c:247)
==15533== by 0x8048BB2: LoadSprite (testsprite.c:36)
==15533== by 0x80492FC: main (testsprite.c:224)
Easy/quick solution would be early-rejecting a bmp with 0 bpp from SDL_bmp.c:SDL_LoadBMP_RW()
Caleb Cornett
SDL_ShowMessageBox on UIKit doesn't do anything special with buttons that are marked with the flag SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT. According to Apple's documentation on UIAlertController, a button can respond to a return key if it's marked as the preferredAction of the controller. SDL doesn't set a preferredAction currently, so I've attached a patch to fix that.
M Stoeckl
To reproduce:
1. Run any SDL-based program with a Wayland compositor, orphaning it so that it doesn't have an immediate parent process. (For example, from a terminal, running `supertux2 & disown`.) The program should use the wayland backend, i.e. by setting environment variable SDL_VIDEODRIVER=wayland.
2. Kill the compositor process.
Results:
- The SDL program will keep running.
Expected results:
- The SDL program should close. (What close should mean here, I'm not sure - is injecting an SDL_Quit the appropriate action when a video driver disconnects?)
Build data:
2019-06-22, hg tip (12901:bf8d9d29cbf1), Linux, can reproduce with sway, weston, and other Wayland oompositors.
This is currently supported on Linux and macOS. iOS and Android are not
supported at all, Windows support could be added with some changes to the libusb
backend. The Visual Studio and Xcode projects do not use this feature.
Based on Valve Software's hid.cpp, written in collaboration with Andrew Eikum.
Galadrim
As I have seen, SDL implements its own command line parser for Windows in SDL_windows_main.c. Unfortunately, it doesn't seem to allow command line arguments with trailing backslashes if quoting is required.
Usually, when you write an application that gets command line arguments passed as argc and argv, the parsing is done by parse_cmdline. The Windows API also provides the function CommandLineToArgvW, so an application can parse itself if only the command line string is provided. Both functions behave almost identically according to their documentation. If the argument "\\" (including the quotes) is passed, they both turn it into a single backslash.
The SDL command line parser on the other hand doesn't recognize the second quote character as the closing character in this example and therefore includes it in the parsed argument. The parser does not count the number of backslashes preceding a quote. It always treats a quote as escaped if a backslash is in front of it. Therefore, it should be impossible to quote and escape an argument correctly, if it has a trailing backslash and contains characters that require quoting.
Of course, each application is allowed to implement its own parsing rules, so SDL is free to do so. But the problem I see is that there are arguments, that are impossible to be passed to the parser correctly, as I described above. Is there a reason, why SDL does not simply use CommandLineToArgvW instead of implementing its own parser?
Here are some links that show that correct argument parsing, as it is usually done in Windows, is quite complicated:
https://docs.microsoft.com/en-us/windows/desktop/api/shellapi/nf-shellapi-commandlinetoargvwhttp://www.windowsinspired.com/how-a-windows-programs-splits-its-command-line-into-individual-arguments/
Caleb Cornett
Unlike iOS and macOS, tvOS does not have any persistent local storage. In fact, the ApplicationSupport directory pointed to by the existing Cocoa GetPrefPath() throws an error whenever any attempt is made to access it. To get any local storage on an Apple TV, our only option is to use a temporary cache directory.
This patch changes the tvOS PrefPath to this cache directory and also logs a critical warning that this if developers want their save data to persist across game sessions, they must use some form of iCloud storage.
superfury
I notice that, somehow, when locking the mouse into place(using SDL_SetRelativeMouseMode), somehow at least the movement information gets through to both mouse movement and touch movement events?
My app handles both, so when moving a touched finger accross the app(using RDP from an Android device) I see the mouse moving inside the app when it shouldn't(meaning that the touch movement is ignored properly by the app(press-location dependant) but the mouse movement is still performed due to the mouse movement events)?
alexrice999
I have a knock off wired xbox 360 controller called afterglow for xbox 360 controller. Despite there being a few afterglow controllers in the controller mapping the guid of my controller seems to map to Generic Xbox pad. This binding is as follows:
```
"030000006f0e00001304000000010000,Generic X-Box pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:a0,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:a3,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,",
```
When running openmw I have a strange issue that the joysticks work for up and down movements but not for side to side. I managed to track this down to the side to side events being classified as joystick events instead of gamepad events.
I believe this is due to both "leftstick" and "leftx" being bound to "a0" which seems odd to me. If I change openmw's mappings to remove these the controller works as expected. I was hoping someone who knows a lot more than me (as I have only been exploring this today trying to fix my controller) would know what is happening
With multitouch, register to receive XI_Motion (which desctivates MotionNotify),
so that we can distinguish real mouse motions from synthetic one.
(bug 4690)
Windows generates fake raw mouse events for touchscreens for compatibility
with legacy apps that predate touch support in Windows. We already handle
touch events explicitly, so drop the synthetic events to avoid duplicates.
This time, we make anything we think is a MacBook trackpad report its touches
as SDL_MOUSE_TOUCHID, even though they're not _actually_ synthesized events,
and let all mouse input--even if the OS synthesized it from a multitouch
trackpad on our behalf--look like physical input. This is backwards from
reality, but produces the results most apps will expect.
Note that if you have a real touch device that doesn't appear to be the
trackpad, it'll produce real touch events with unique device ids, so it's
not a total loss here, but also note that the way we decide if it was the
trackpad is an imperfect heuristic; it happens to work out right now, but
it's not impossible that a real touchscreen could come to the Mac at some
point and (incorrectly?) call it a "mouse" input, etc.
But for now, good enough.
Fixes Bugzilla #4690.
Anthony Pesch
The previous code first configured the period size using snd_pcm_hw_par-
ams_set_period_size_near. Then, it further narrowed the configuration
space by calling snd_pcm_hw_params_set_buffer_size_near using a buffer
size of 2 times the _requested_ period size in order to try and get a
configuration with only 2 periods. If the configured period size was
larger than the requested size, the second call could inadvertently
narrow the configuration space to contain only a single period.
Rather than fixing the call to snd_pcm_hw_params_set_buffer_size_near
to use a size of 2 times the configured period size, the code has been
changed to use snd_pcm_hw_params_set_periods_min in order to more
clearly explain the intent.
Cameron Gutman
The bugfix in https://hg.libsdl.org/SDL/rev/ca9417a52f18 caused SDL_SetRelativeMouseMode() to begin failing on Vivante (Steam Link). Even though Vivante doesn't have a SetRelativeMouseMode() or WarpMouse() function, it's in relative mode already (because it uses evdev) so the function was actually working as intended.
I think providing a no-op SetRelativeMouseMode() function for Vivante is a reasonable fix. Since it's already getting relative events through evdev, it really is a no-op to "enter relative mode".
In fact, this is probably the right thing to do for all backends that use evdev (vivante, raspberry, and kmsdrm). Raspberry and kmsdrm both have WarpMouse() implementations so SDL_SetRelativeMouseMode() isn't failing there, but it still seems to make sense not to have to do the fake warping if they're evdev-based anyway.
"Starting with changeset 12433, the mouse cursor is not displayed on the
Raspberry Pi platform, due to a bug in the handling of the new
"global_cursor" in RPI_ShowCursor(). Currently, if cursor == global_cursor,
the function immediately returns 0. The function should not return here.
Instead, if cursor == global_cursor, it shouldn't try to hide the current
cursor and update global_cursor = cursor. However, it *should* still continue
through the rest of the function."
Fixes Bugzilla #4699.
The real problem is that SDL_atomic.c was built in thumb mode instead of ARM mode, which is required to use the mcr instruction on ARM platforms. Added a compiler error to catch this case so we don't generate code that does infinite recursion.
I also added a potentially better way to handle things on Linux ARM platforms, based on comments in the Chromium headers, which we can try out after 2.0.10 ships.
daniel.c.sinclair
Hi, this patch breaks dpad/hat input on my PS4 controller. The attached patch restores functionality. Calling SDL_PrivateJoystickHat() at the end of BSD_JoystickUpdate was setting the hat state to zero on every kind of input, instead of just the HUG_DPAD events.
Using IOKit for this pops up a warning at startup on macOS 10.15 ("Catalina"),
asking the user to authorize the app to listen to all keyboard input in the
system, which is unacceptable.
I _think_ we were using IOKit under incorrect presumptions here; the Stack
Overflow link mentioned in it was complaining about not being able to use
flagsChanged to differentiate between left and right mod keys, but that's not
an issue for capslock.
It's also possible this code was trying to deal with capslock changing when
the window didn't have focus, but we handle this elsewhere now, if we didn't
at the time.
GetWindowText() wants you to tell it the size of the buffer--including the
terminating NULL char--but we weren't counting that last char, losing the
last char of the string in the process. This was only seen with the special
case of SDL_CreateWindowFrom() to use an existing native window, not
the usual SDL_CreateWindow() codepath.
Fixes Bugzilla #4696.
It causes the HIDAPI devices to always be opened on enumeration, which causes crashes in the Windows drivers when multiple applications are reading and writing at the same time. We can revisit this after 2.0.10 release.
The Nintendo USB GameCube Adapter has two USB connectors. Black for data
and grey for additional power for rumble. The Wii U and other software
require both cables to use rumble. The rumble is weaker without the
second USB cable. Other than that I don't know if there is any negative
side affects from using rumble with only one cable.
Jan Martin Mikkelsen
Patch to scan /dev/dri based on names rather than file type
Loading KMS/DRM on FreeBSD fails because the "available" code in the driver checks for character device nodes under /dev/dri and the /dev/dri/card* files are symlinks rather than device nodes nodes on FreeBSD. The symlink points to /dev/drm/0.
The attached patch counts /dev/dri/card* entries rather than directory entries which are character devices.
Sylvain
I think what happening with the software renderer is:
* you're somehow in background (so texture creation is not possible)
* it resizes and wants to push a SDL_WINDOWEVENT_SIZE_CHANGED
It call:
https://hg.libsdl.org/SDL/file/a010811d40dd/src/render/SDL_render.c#l683
* GetOutputSize
* SW_GetOutputSize
* SW_ActivateRenderer
* SDL_GetWindowSurface
* SDL_CreateWindowFramebuffer which is mapped to SDL_CreateWindowTexture
and it ends up re-creating the surface/a texture, while being in background
Manuel Sabogal
There is an issue on the latest commit of the mercurial repo when SDL_THREADS_DISABLED is set:
src/core/linux/SDL_threadprio.c:79:28: error: unknown type name 'Sint64'; did you mean 'int'
It was originally added to work around an input event problem in the code of a specific app which mixed SDL and native UIViews, but that app solved its problems in a better manner since then.
Also implemented SDL_JoystickGetDevicePlayerIndex() on iOS and tvOS, and added support for reading the new menu button state available in iOS and tvOS 13.
(technically, this function never returns an error at this point, but since
it _does_ have an "uhoh, is this corrupt data?" comment that it ignores, we
should probably make sure we handle error cases in the future. :) )
Matteo Beniamino
Pressing a trigger button on a Steam Controller causes a segmentation fault both with stable version and latest mercurial head on Linux. I'm using the recent hid_steam kernel module with lizard_mode disabled (that is no keyboard/mouse emulation). I suspect this is what's happening: the driver exposes two hats. The two hats have indices 0 and 2. Inside linux/SDL_sysjoystick.c two hats are allocated in allocate_hatdata for joystick->hwdata->hats. In HandleHat function the hat parameter (that can be 2) is directly used as the index of the array that only has two elements, causing an out of bounds access. SDL is not expecting to have "holes" between hats indices.
The index 2 is calculated in HandleInputEvents() as (ABS_HAT2X - ABS_HAT0X) / 2 where ABS_HAT2X is the value associated to the hat inside the hid_steam module.
Jan Martin Mikkelsen
The attached patch adds support for single-touch evdev devices.
These devices report ABS_X, ABS_Y and BTN_TOUCH events. This patch sets them up as MT devices with a single slot and handles the appropriate messages.
This was to deal with broken vsync support in macOS 10.14, which we assumed
would remain broken indefinitely, but a later 10.14 released fixed it.
This is a loss of late-swap support, but there are several subtle problems
in our CVDiplayLink code that are also evaporating, to be fair.
Fixes Bugzilla #4575.
(Backed out changeset 8760fed23001)
Dzmitry Malyshau
Current code, search paths, and error messages are written to only consider MoltenVK on macOS as a Vulkan Portability implementation. It's not the only implementation available to the users. gfx-portability [1] has been shown to run a number of titles well, including Dota2, Dolphin Emulator, and vkQuake3, often out-performing MoltenVK in frame rate and stability (see Dolphin benchmark [2]).
There is no reason for SDL to be that specific, it's not using any MVK-specific functions other than the WSI initialization ("VK_MVK_macos_surface"). gfx-portability exposes this extension as well, and a more generic WSI extension is in process. It would be good if SDL was written in a more generic way that expect a Vulkan Portability library as opposed to MoltenVK specifically.
[1] https://github.com/gfx-rs/portability
[2] https://gfx-rs.github.io/2019/03/22/dolphin-macos-performance.html
This device is a copy of the Xbox Controller S and currently the one most sold
when shopping for a 'new' Xbox gamepad on eBay and AliExpress.
Except for the quirky USB ID id behaves just like a normal Xbox controller (when
ignoring the subpar build quality)
LinGao
We build SDL with Visual studio 2017 compiler on Windows Server 2016, but it failed to build due to error LNK2019: unresolved external symbol _memset referenced in function _IMA_ADPCM_Decode on latest default branch. And we found that it can be first reproduced on ca7283111ad0 changeset. Could you please help have a look about this issue? Thanks in advance!
Caleb Cornett
On iOS 12, creating a window with the SDL_WINDOW_FULLSCREEN flag does not dim the home indicator or defer system gestures. The same goes for setting the SDL_HINT_IOS_HIDE_HOME_INDICATOR to "2" -- it has no effect at all.
I've tracked down the source of this misbehavior to a timing issue. The initial `setNeedsUpdate...` calls were happening too early and getting applied to the launch screen by mistake. In the attached patch, I've added a call to those functions right after the launch screen is hidden so that they apply to the main view controller instead. This appears to fix the issue, at least on my iPhone 6s Plus.
Simon Hug
Attached is a minor cleanup patch. It changes the option name of one hint to something better, puts one or two more checks in, and adds explicit casting where warnings could appear otherwise.
I hope the naming of the hints and their options is acceptable. It would be kind of awkward to change them after they get released with an official SDL version.
Simon Hug
I had a look at this and made some additions to SDL_wave.c.
The attached patch adds many checks and error messages. For some reason I also added A-law and ?-law decoders. Forgot exactly why... but hey, they're small.
The WAVE format is seriously underspecified (at least by the documents that are publicly available on the internet) and it's a shame Microsoft never put something better out there. The language used in them is so loose at times, it's not surprising the encoders and decoders behave very differently. The Windows Media Player doesn't even support MS ADPCM correctly.
The patch also adds some hints to make the decoder more strict at the cost of compatibility with weird WAVE files.
I still think it needs a bit of cleaning up (Not happy with the MultiplySize function. Don't like the name and other SDL code may want to use something like this too.) and some duplicated code may be folded together. It does work in this state and I have thrown all kinds of WAVE files at it. The AFL files also pass with it and some even play (obviously just noise). Crafty little fuzzer.
Any critique would be welcome. I have a fork of SDL with a audio-loadwav branch over here if someone wants to use the commenting feature of Bitbucket:
https://bitbucket.org/ChliHug/SDL
I also cobbled some Lua scripts together to create WAVE test files:
https://bitbucket.org/ChliHug/gendat
Sylvain
On Android, if you set no attribute using SDL_GL_SetAttribute(), and try to create a SDL Render OpenGLES 1:
- it loads first by default GLESv2 libraries
- creates the rendere OpenGLES 1
- recreates the Window to have a context 1.1 ( https://hg.libsdl.org/SDL/file/4db4cfd59470/src/render/opengles/SDL_render_gles.c#l298 )
But it doesn't unload libraries, then reload GLESv1 lib. So the SDL_Renderer OpenGLES 1 is working with GLES 2 libs, which seems inconsistent.
If you, at first, set
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
It will correctly load GLES v1 libraries.
Here's a small patch to reload egl libs when SDL_RecreateWindow() is called.
It fixes the issue, also the case from bug 4042
( SDL_RecreateWindow() is used by SDL_Renderer gl, gles1, gles2. )
janisozaur
There are many cases which are not able to be handled by SDL's audio conversion routines, including too low (negative) rate, too high rate (impossible to allocate).
This patch aims to report such issues early and handle others in a graceful manner. The "INT32_MAX / RESAMPLER_SAMPLES_PER_ZERO_CROSSING" value is the conservative approach in terms of what can _technically_ be supported, but its value is 4'194'303, or just shy of 4.2MHz. I highly doubt any sane person would use such rates, especially in SDL2, so I would like to drive this limit further down, but would need some assistance to do that, as doing so would have to introduce an arbitrary value. Are you OK with such approach? What would a good value be? Wikipedia (https://en.wikipedia.org/wiki/High-resolution_audio) lists 96kHz as the highest sampling rate in use, even if I quadruple it for a good measure, to 384kHz it's still an order of magnitude lower than 4MHz.
If IMA ADPCM format chunk was too short, InitIMA_ADPCM() parsing it
could read past the end of chunk data. This patch fixes it.
CVE-2019-7578
https://bugzilla.libsdl.org/show_bug.cgi?id=4494
Signed-off-by: Petr P?sa? <ppisar@redhat.com>
ace
I got this bug in SDL_ttf:
https://bugzilla.libsdl.org/show_bug.cgi?id=4524
Sylvain proposed solution:
SDL_RWseek(RWops, 0, RW_SEEK_SET);
And it works, but i can use it my project, because it written in C# with SDL2-CS wrapper and there not export for macroses:
#define SDL_RWsize(ctx) (ctx)->size(ctx)
#define SDL_RWseek(ctx, offset, whence) (ctx)->seek(ctx, offset, whence)
#define SDL_RWtell(ctx) (ctx)->seek(ctx, 0, RW_SEEK_CUR)
#define SDL_RWread(ctx, ptr, size, n) (ctx)->read(ctx, ptr, size, n)
#define SDL_RWwrite(ctx, ptr, size, n) (ctx)->write(ctx, ptr, size, n)
#define SDL_RWclose(ctx) (ctx)->close(ctx)
Therefore, I suggest replacing this macros with functions so that they can be exported and used in bindings
This device is a copy of the Xbox Controller S and currently the one most sold
when shopping for a 'new' Xbox gamepad on eBay and AliExpress.
Except for the quirky USB ID id behaves just like a normal Xbox controller (when
ignoring the subpar build quality)
Noam Preil
In src/joystick/linux/SDL_sysjoystick.c:
The ConfigJoystick function's axes detection starts with a for loop using an index i for Linux's axes names. When i gets to ABS_HAT0X, it's set to ABS_HAT3Y and a continue statement appears, to skip the hats. This makes sense, as SDL handles hats separately from axes.
However, in PollAllValues, *two* indices are used: a and b. Both start out the same, and remain so until the hats are reached. At that point, a becomes identical to the i from ConfigJoystick's loop, but b is equal to a - (ABS_HAT3Y - ABS_HAT0X), or a - 8.
While all the joystick->hwdata->abs_* structures in ConfigJoystick used i - which would here be a - as both the index and the ioctl argument, PollAllValues uses b for the structure index and a as the ioctl argument.
It would appear, however, that no joystick HAS such axes, and that the b index is entirely unnecessary.
I tested three separate joysticks, and while that was far from a complete listing, I was unable to find a joystick with an axis above 0x08.
Dexter Friedman
When using a Dualshock 4 controller (model numbers CUH-ZCT1U and CUH-ZCT2U), pressing anywhere on the center touchpad does not send an SDL_JOYBUTTONDOWN event. I have verified this with testjoystick:
Repro steps:
1. Plug in a DS4 over USB
2. Compile testjoystick and run: testjoystick.exe 0
3. Press and hold the touchpad. Observe that no lime green box appears
Expected behavior:
A lime green box appears while the touchpad is pressed.
Notes:
I've attached a patch here that works on my PC and produces the expected behavior in testjoystick, for both DS4 model numbers I listed earlier.
If I understand correctly, by exposing this as a joystick button, the gamecontroller API mapping can be modified with a change to gamecontrollerdb.txt in the future.
Matt Brocklehurst
We've noticed that if you are playing audio on Windows via the WASAPI interface and you unplug and reconnect the device a few times the program hangs.
We've debugged the problem down to
static void
WASAPI_WaitDevice(_THIS)
{
... snip ...
if (WaitForSingleObjectEx(this->hidden->event, INFINITE, FALSE) == WAIT_OBJECT_0) {
... snip ...
}
This WaitForSingleObjectEx does not havbe a time out defined, so it hangs there forever.
Our suggested fix we found was to include a time out of say 200mSec
We have done quite a bit of testing with this fix in place on various hardware configurations and it seems to have resolved the issue.
The Nintendo USB GameCube adapter has four controller ports. Return
the port number as 0 to 3 from SDL_JoystickGetPlayerIndex() and
SDL_JoystickGetDevicePlayerIndex().
Nia Alarie
The NetBSD audio driver has a few problems. Lots of obsolete code, and extremely bad performance and stuttering.
I have a patch in NetBSD's package system to improve it. This is my attempt to upstream it.
The changes include:
* Removing references to defines which are never used.
* Using the correct structures for playback and recording, previously they were the wrong way around.
* Using the correct types ('struct audio_prinfo' in contrast to 'audio_prinfo')
* Removing the use of non-blocking I/O, as suggested in #3177.
* Removing workarounds for driver bugs on systems that don't exist or use this driver any more.
* Removing all usage of SDL_Delay(1)
* Removing pointless use of AUDIO_INITINFO and tests that expect AUDIO_SETINFO to fail when it can't.
These changes bring its performance in line with the DSP audio driver.
bplu4t2f
When num lock is on, the scancode reported for numpad 5 is SDL_SCANCODE_KP_5, which is correct. However, when num lock is off, windows reports the VK_CLEAR virtual key code, which is incorrectly translated into SDL_SCANCODE_CLEAR inside of the VKeytoScancode(WPARAM vkey) function.
Jan Martin Mikkelsen
The file src/core/linux/SDL_evdev.c uses the Linux specific types __u32 and __s32. This breaks things on FreeBSD when building with evdev.
Cameron Gutman
I was trying to use SDL_GetQueuedAudioSize() to ensure my audio latency didn't get too high while streaming data in from the network. If I get more than N frames of audio queued, I know that the network is giving me more data than I can play and I need to drop some to keep latency low.
This doesn't work well on WASAPI out of the box, due to the addition of GetPendingBytes() to the amount of queued data. As a terrible hack, I loop 100 times calling SDL_Delay(10) and SDL_GetQueuedAudioSize() before I ever call SDL_QueueAudio() to get a "baseline" amount that I then subtract from SDL_GetQueuedAudioSize() later. However, because this value isn't actually a constant, this hack can cause SDL_GetQueuedAudioSize() - baselineSize to be < 0. This means I have no accurate way of determining how much data is actually queued in SDL's audio buffer queue.
The SDL_GetQueuedAudioSize() documentation says: "This is the number of bytes that have been queued for playback with SDL_QueueAudio(), but have not yet been sent to the hardware." Yet, SDL_GetQueuedAudioSize() returns > 0 value when SDL_QueueAudio() has never been called.
Based on that documentation, I believe the current behavior contradicts the documented behavior of this function and should be changed in line with Boris's patch.
I understand that exposing the IAudioClient::GetCurrentPadding() value is useful, but a solution there needs to take into account what of that data is silence inserted by SDL and what is actual data queued by the user with SDL_QueueAudio(). Until that happens, I think the best approach is to remove the GetPendingBytes() call until SDL is able to keep track of queued data to make sense of it. This would make SDL_GetQueuedAudioSize() possible to use accurately with WASAPI.
Closing the window is asynchronous, but we free the window data immediately,
so we can get an updateLayer callback before the window is really destroyed which
will cause us to access the freed memory.
Clearing the content view will cause it to be immediately released, so no further
updateLayer callbacks will occur.
Sylvain
Currently SDL_CreateTextureFromSurface picks first valid format, and do a conversion.
format = renderer->info.texture_formats[0];
for (i = 0; i < renderer->info.num_texture_formats; ++i) {
if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
format = renderer->info.texture_formats[i];
break;
It could try to find a better format, for instance :
if SDL_Surface has no Amask, but a colorkey :
if surface fmt is RGB888, try to pick ARGB8888 renderer fmt
if surface fmt is BGR888, try to pick ABGR8888 renderer fmt
else
try to pick the same renderer format as surface fmt
if no format has been picked, use the fallback.
I think it goes with bug 4290 fastpath BlitNtoN
when you expand a surface with pixel format of size 24 to 32, there is a fast path possible.
So with this issue:
- if you have a surface with colorkey (RGB or BGR, not palette), it takes a renderer format where the conversion is faster.
(it avoids, if possible, RGB -> ABGR which means switching RGB to BGR)
- if you have a surface ABGR format, it try to take the ABGR from the renderer.
(it avoids, if possible, ABGR -> ARGB, which means switch RGB to BGR)
Thomas Frohwein
Hi,
If a gamepad lists the Dpad as 4 buttons (Dpad Up,Down, Left, Right) like with the Xbox 360 gamepad / XInput report descriptor used by OpenBSD (https://github.com/openbsd/src/blob/master/sys/dev/usb/uhid_rdesc.h#L184), this is not recognized by the SDL BSD backend and no hat or any other listing for the D-pad exists, e.g. in sdl2-jstest (https://gitlab.com/sdl-jstest/sdl-jstest).
The attached diff fixes this and makes the D-pad on my Xbox 360 and Logitech F310 controllers usable. It adds a hat to nhats when usage HUG_DPAD_UP is found, reads the state of the D-pad buttons into array dpad[], and turns the value of dpad[] into an SDL hat direction (dpad_to_sdl()).
Tested and works with Xbox 360 controller and Logitech F310 in XInput mode. Software-side tested with sdl2-jstest and Owlboy where this worked without problems or regressions.
I don't know if this would be applicable to other *BSDs and don't have an install to test it with, therefore wrapped it in __OpenBSD__ ifdefs.
Thanks,
thfr
Removed incorrect call to SDL_SendWindowEvent(window, SDL_WINDOWEVENT_MOVED, x, y);
If the position of the window isn't adjusted in the SetWindowPosition() call, then sending the window event would have no effect because x and y equals the window x and y. If the position of the window is adjusted in the SetWindowPosition() call, then we don't want to clobber it with values that the user passed in.
Sylvain
OpenGLES2 SDL renderer has support for textures ARGB, ABGR, RGB and BGR, whereas OpenGL SDL renderer only had ARGB.
If you think it's worth adding it, here's a patch. I quickly tried and it worked, but there may be missing things or corner case.
Andrei Drexler
For X11 GenericEvents, the associated data is only available between a call to XGetEventData and the matching XFreeEventData, i.e. in X11_HandleGenericEvent. Trying to call XGetEventData a second time on the same event will fail, so an application that wants to inspect XInput2 events (e.g. for stylus pressure) has no way of retrieving its data from queued SYSWM events.
The attached patch (based on SDL-2.0.7-11629) sends SYSWM messages from X11_HandleGenericEvent while the data is still available, allowing client code to register an event filter/watcher and process the event inside the callback.
Vivante drivers use the VK_KHR_display extension for rendering directly
to the frame buffer. This patch adds support to the video driver for
Vulkan rendering using that method.
- Add an utility function SDL_Vulkan_Display_CreateSurface that creates
a surface using this extension. The display to use (if there are
multiple) can be overridden using the environment variable
"SDL_VULKAN_DISPLAY".
- Use this function in a new compilation unit SDL_vivantevideo.c,
which implements the SDL_VIDEO_VULKAN methods of the driver structure.
Dan Ginsburg
I've seen this on several devices including Moto Z running Android 7 and a Snapdragon 845 running Android 9.
What happens is as follows:
SDLActivity.onWindowFocusChanged(true) happens pretty early on, but it's before we've done SDL_CreateWindow and so Android_Window is 0x0 thus this message does not get sent:
JNIEXPORT void JNICALL SDL_JAVA_INTERFACE(nativeFocusChanged)(
JNIEnv *env, jclass cls, jboolean hasFocus)
{
SDL_LockMutex(Android_ActivityMutex);
if (Android_Window) {
__android_log_print(ANDROID_LOG_VERBOSE, "SDL", "nativeFocusChanged()");
SDL_SendWindowEvent(Android_Window, (hasFocus ? SDL_WINDOWEVENT_FOCUS_GAINED : SDL_WINDOWEVENT_FOCUS_LOST), 0, 0);
}
SDL_UnlockMutex(Android_ActivityMutex);
}
When the window does get created, in Android_CreateWindow it does this:
window->flags &= ~SDL_WINDOW_RESIZABLE; /* window is NEVER resizeable */
window->flags &= ~SDL_WINDOW_HIDDEN;
window->flags |= SDL_WINDOW_SHOWN; /* only one window on Android */
window->flags |= SDL_WINDOW_INPUT_FOCUS; /* always has input focus */
/* One window, it always has focus */
SDL_SetMouseFocus(window);
SDL_SetKeyboardFocus(window);
The SDL_SetKeyboardFocus does send an SDL_WINDOWEVENT_FOCUS_GAINED message, but it gets eaten in SDL_SendWindowEvent because we've forced SDL_WINDOW_INPUT_FOCUS beforehand:
case SDL_WINDOWEVENT_FOCUS_GAINED:
if (window->flags & SDL_WINDOW_INPUT_FOCUS) {
return 0;
}
window->flags |= SDL_WINDOW_INPUT_FOCUS;
SDL_OnWindowFocusGained(window);
break;
I can fix the problem if I comment out this line from Android_CreateWindow:
window->flags |= SDL_WINDOW_INPUT_FOCUS; /* always has input focus */
I would propose that as a fix unless there is a reason not to.
Sylvain 2019-04-18 21:22:59 UTC
Changes:
- SDL_WINDOWEVENT_FOCUS_GAINED and SDL_WINDOWEVENT_FOCUS_LOST are sent when the java method onWindowFocusChanged() is called.
- If we have support for MultiWindow (eg API >= 24), SDL event loop is blocked/un-blocked (or simply egl-backed-up or not), when java onStart()/onStop() are called.
- If not, this behaves like now, SDL event loop is blocked/un-blocked when onPause()/onResume() are called.
So if we have two app on screen and switch from one to the other, only FOCUS events are sent (and onPause()/onResume() are called but empty. onStart()/onStop() are not called).
The SDL app, un-focused, would still continue to run and display frames (currently the App would be displayed, but paused).
Like a video player app or a chronometer that would still be refreshed, even if the window hasn't the focus.
It should work also on ChromeBooks (not tested), with two apps opened at the same time.
I am not sure this fix Dan's issue. Because focus lost event triggers Minimize function (which BTW is not provided on android).
https://hg.libsdl.org/SDL/file/bb41b3635c34/src/video/SDL_video.c#l2653https://hg.libsdl.org/SDL/file/bb41b3635c34/src/video/SDL_video.c#l2634
So, in addition, it would need to add by default SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS to 0.
So that the lost focus event doesn't try to minimize the window. And this should fix also the issue.
SDL_GetWindowDisplayMode was returning an incorrect result on iPhone Plus devices (tested on iOS 12.1/12.2). The problem was that the value returned by UIScreenMode was assumed to be the physical pixels on the display, rather than the scaled retina pixels. The fix is to use the scale returned by UIScreen.scale rather than the nativeScale.
java layer runs as if separate mouse and touch was 1,
Use SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS
for generating synthetic touch/mouse events
This was meant to migrate CoreAudio onto the same SDL_RunAudio() path that
most other audio drivers are on, but it introduced a bug because it doesn't
deal with dropped audio buffers...and fixing that properly just introduces
latency.
I might revisit this later, perhaps by reworking SDL_RunAudio to allow for
this sort of API better, or redesigning the whole subsystem or something, I
don't know. I'm not super-thrilled that this has to exist outside of the usual
codepaths, though.
Fixes Bugzilla #4481.
Max Waine
SDL_mouse.c, if compiled for Windows, requires GetDoubleClickTime to compile (available from winuser.h). Without Vulkan present this fails to compile as the include chain for winuser.h is the following.
SDL_mouse.c -> SDL_sysvideo.h -> SDL_vulkan_internal.h -> SDL_windows.h -> windows.h -> winuser.h.
Problem is that SDL_vulkan_internal.h doesn't include SDL_windows.h if Vulkan isn't present, so under MinGW/GCC it will give a -Wimplicit-function-declaration warning for GetDoubleClickTime, and under MSVC fails to compile completely.
The solution to this would be to simplify the include chain: including SDL_windows.h under the same condition as GetDoubleClickTime (#ifdef __WIN32__) in SDL_mouse.c (or another file that isn't quite so indirectly included).
Anthony Pesch
Fix snd_device_name_hint return value check
According to the ALSA documentation, snd_device_name_hint returns 0 on
success, otherwise a negative error code. The code previously only
considered -1 to be an error, which let other error codes through
resulting in a segfault when hints (which was NULL) was dereferenced
Petr Pisar
The root cause is that the POC BMP file declares 3 colors used and 4 bpp palette, but pixel at line 28 and column 1 (counted from 0) has color number 3. Then when the image loaded into a surface is passed to SDL_DisplayFormat(), in order to convert it to a video format, a used bliting function looks up a color number 3 in a 3-element long color bliting map. (The map obviously has the same number entries as the surface format has colors.)
Proper fix should refuse broken BMP images that have a pixel with a color index higher than declared number of "used" colors. Possibly more advanced fix could try to relocate the out-of-range color index into a vacant index (if such exists).
Note that a single USB device is responsible for all 4 joysticks, so a large
rewrite of the DeviceDriver functions was necessary to allow a single device to
produce multiple joysticks.
This lets you build a custom embedded device that roughly offers the "this
process is going to the background NOW" semantics of SDL on a mobile device.
Only two chars are used but the full prototype is:
int tioclinux(struct tty_struct *tty, unsigned long arg)
==5010== Syscall param ioctl(TIOCLINUX) points to uninitialised byte(s)
==5010== at 0x53E73C7: ioctl (syscall-template.S:78)
==5010== by 0x4A887DA: SDL_EVDEV_Init (SDL_evdev.c:163)
==5010== by 0x4A7D157: KMSDRM_VideoInit (SDL_kmsdrmvideo.c:509)
==5010== by 0x497D959: SDL_VideoInit_REAL (SDL_video.c:529)
==5010== by 0x487ACBC: SDL_InitSubSystem_REAL (SDL.c:171)
==5010== by 0x487B052: SDL_Init_REAL (SDL.c:256)
==5010== by 0x488F7D6: SDL_Init (SDL_dynapi_procs.h:85)
This lets apps see and choose between both an HDMI and DSI-connected display,
such as a television and the Pi Foundation's official touchscreen. It only
exposes the second display if the hardware reports that it is connected.
Petr Pisar
The reproducer has these data in BITMAPINFOHEADER:
biSize = 40
biBitCount = 8
biClrUsed = 131075
SDL_LoadBMP_RW() function passes biBitCount as a color depth to SDL_CreateRGBSurface(), thus 256-color pallete is allocated. But then biClrUsed colors are read from a file and stored into the palette. SDL_LoadBMP_RW should report an error if biClrUsed is greater than 2^biBitCount.
Surfaces are allocated using SDL_SIMDAlloc()
They are marked with SDL_SIMD_ALIGNED flag to appropriatly free them with SDL_SIMDFree()
(Flag is cleared when pixels is free'd in RLE, in case user would hijack the pixels ptr)
When providing its own memory pointer (SDL_CreateRGBSurfaceFrom()) and clearing
SDL_PREALLOC to delegate to SDL the memory free, it's the responsability of the user
to add SDL_SIMD_ALIGNED or not, whether the pointer has been allocated with SDL_malloc() or
SDL_SIMDAlloc().
Some blit combination are not supported (eg ARGB8888 -> SDL_PIXELFORMAT_INDEX1MSB)
So prevent SDL_ConvertSurface from creating a broken surface, which cannot be blitted
It was calling glClear without a context. The issue it was trying to
solve was actually that after destroying a window and creating a new one
, the contents of the old window were preserved. This no longer happens
since we resize the window to nothing on destroy.
If the browser left fullscreen mode by the user pressing ESC, the next
call to SDL_SetWindowFullscreen(1) will fail as it thinks the window is
already fullscreen. (#65)
by checking Android_Window validity
- SDLThread: user application is exiting:
SDL_VideoQuit() and clearing SDL_GetVideoDevice()
- ActivityThread is changing orientation/size
surfaceChanged() > Android_SetScreenResolution() > SDL_GetVideoDevice()
- Separate function into Android_SetScreenResolution() and Android_SendResize(),
formating, and mark Android_DeviceWidth/Heigh as static
This also solves reports of this log message:
"INFO: The key you just pressed is not recognized by SDL. To help get this
fixed, please report this to the SDL forums/mailing list
<https://discourse.libsdl.org/> EVDEV KeyCode 330"
(EVDEV KeyCode 330 is BTN_TOUCH.)
Fixes Bugzilla #4147.
- If you call onPause() before CreateWindow(), SDLThread will run in infinite loop in background.
- If you call onPause() between a DestroyWindow() and a new CreateWindow(), semaphores are invalids.
SDLActivity.java: the first resume() starts the SDLThread, don't call
nativeResume() as it would post ResumeSem. And the first pause would
automatically be resumed.
- Currently, it tries to Attach the JVM first and update the thread local storage, which are two operations.
Now, it simply gives back the JNI Env stored for the thread.
- Android_JNI_SetupThreadi() should only be used for external.
For internal SDL thread, it's already called in RunThread() (SDL_systhread.c),
and other thread are Java threads which don't need to be attached. i
(even if it doesn't hurt to do it, since it's a no-op).
- JNI_OnLoad is filled with pthread_create, GetEnv, AttachCurrentThread...
It's called for all shared libraries which may don't want this setup,
and loading libraries can be also modified to be done from a static context,
or with relinker. So it's not really clear how, who and what it sets up.
=> Reduce this function to the minimal
SDLThread is a Java Thread, it's not needed to call 'Detach' from the JVM.
Clear mThreadKey, so that the pthread_create destructor is not called for this
thread.
SDLActivity thread priority is unchanged, by default -10 (THREAD_PRIORITY_VIDEO).
SDLAudio thread priority was -4 (SDL_SetThreadPriority was ignored) and is now -16 (THREAD_PRIORITY_AUDIO).
SDLThread thread priority was 0 (THREAD_PRIORITY_DEFAULT) and is -4 (THREAD_PRIORITY_DISPLAY).
- destroy Android_ActivityMutex
- display any SDL error message that may have occured in this thread,
since SDL_GetError() is thread specific, and user has no access to it.
In the usual case, first call to onNativeOrientationChanged() is done before
SDL has been initialised and would just set an error message
"Video subsystem has not been initialized" without sending the event.
First error could happen if Android_SetWindowFullscreen somehow gets
called between SurfaceDestroyed() and SurfaceCreated()
Second error should not happen has native_window validity is guaranteed.
(It would happens previously with error -19)
It accesses data->native_window, which can be changed by onNativeSurfacedChanged().
Currently, Android_SetWindowFullscreen() may access data->native_window after it
has been released, and before a new reference is acquired.
(can be reproduced by adding some SDL_Delay() in onNativeSurfacedChanged and
Android_SetWindowFullscreen() ).
Make sure there is not pending Pause accumulated, so the the application doesn't
remain paused and stucked in onDestroy().
Can be tested by adding:
SDLActivity.nativePause();
SDLActivity.nativePause();
mSingleton.finish();
Doesn't seem to happen manually, but symetrical to the pause handling.
Can be tested by adding:
mNextNativeState = SDLActivity.NativeState.PAUSED;
handleNativeState();
mNextNativeState = SDLActivity.NativeState.RESUMED;
handleNativeState();
mNextNativeState = SDLActivity.NativeState.PAUSED;
handleNativeState();
mNextNativeState = SDLActivity.NativeState.RESUMED;
handleNativeState();
Before, it ends in 'paused' state.
Now, it ends in 'resumed' state.
It may happen to have the sequence pause()/resume()/pause(), before polling
any events.
Before, it ends in 'resumed' state because as the check is greedy.
Now, always increase the Pause semaphore, and stop at each pause.
It ends in 'paused' state.
Related to bug 3250: set up a reconfiguration of SurfaceView holder.
Turn the screen off manually before the app starts
(repro rate is not 100%..)
"Pause" transition will add events:
SDL_WINDOWEVENT_ENTER
SDL_WINDOWEVENT_FOCUS_LOST
SDL_WINDOWEVENT_MINIMIZED
SDL_APP_WILL ENTER BACKGROUND
SDL_APP_DID ENTER BACKGROUND
"Resume" transition will add events:
SDL_APP_WILL ENTER FOREGROUND
SDL_APP_DID ENTER FOREGROUND
SDL_WINDOWEVENT_FOCUS_GAINED
SDL_WINDOWEVENT_RESTORED
If Android application doesn't empty the event loop in between, it enters in
"paused" state when SDL_WINDOWEVENT_RESTORED is fetched.
See bug 3250 for pratical case.
Occurs when application goes to background:
- Java activity is destroying SurfaceView holder and "egl_surface" (in onNativeSurfaceDestroyed())
- While native thread is in Android_GLES_SwapWindow(), prepared to call SDL_EGL_SwapBuffers()
The error is "call to eglSwapBuffers failed, reporting an error of EGL_BAD_SURFACE"
It an be reproduced easily by adding a SDL_Delay(100) at the begining of SDL_EGL_SwapBuffers(),
and putting the application into background.
Use a semaphore to prevent concurrency issues between Java Activity and Native thread code, when using 'Android_Window'.
(Eg. Java sending Touch events, while native code is destroying the main SDL_Window. )
This is the best option for macOS and iOS, the only platforms with Metal.
Pre-Metal versions of these platforms will fall back to OpenGL (ES), as
appropriate.
Huge thanks to Alexander Szpakowski, who worked incredibly hard to get the
Metal renderer to such a high-quality state!
Not only does this fix macOS 10.14 ("Mojave")'s broken NSOpenGLCPSwapInterval
support, it also lets us implement "adaptive vsync" on macOS!
CVDisplayLink is supported back to macOS 10.4 ("Tiger"), so we just use it
universally without version checks and dump NSOpenGLCPSwapInterval, Mojave or
not.
Switching between renderers "software -> opengl -> opengles2 -> software" fails.
"opengl -> opengles2" calls SDL_RecreateWindow() and frees "window->surface"
without marking it as "surface_invalid".
foo.null
I'm on macOS 10.14 and I think I'm using or around SDL 2.0.9. This is about the menu bar that SDL sets up which looks like:
<App Name> <Window> <View>
1. View menu never proceeds after the Window menu in any Mac application (it is always before).
2. For SDL, the only purpose of the View menu is for a single fullscreen menu item, which is not justifiable enough to reserve space for a menu. The View menu should thus be removed, and the full screen menu item should be added at the end inside of Window's menu. See built in apps like Dictionary, Chess, App Store (on 10.14) that do this.
3. SDL should add a "Close" menu item to the Window's submenu, and it should be the first item. Its key equivalent should map to command w. Without this, you cannot close the game window via this shortcut, and you cannot close the app's About window via this shortcut.
4. Apps typically use "Enter Full Screen" or "Exit Full Screen" depending on context, not "Toggle Full Screen" which is less user friendly -- I personally care about this point the least.
This happens if you try to lock the pointer and (caps & WL_SEAT_CAPABILITY_POINTER) is false
Leading to input->pointer being NULL which ends up bringing the wayland client down (at lease on weston)
Visual Studio doesn't define __ARM_ARCH nor _ARM_NEON, but _M_ARM and _M_ARM64,
so SDL_HasNEON() was bypassed.
PF_ARM_NEON_INSTRUCTIONS_AVAILABLE doesn't see to be defined (but still works
when defined as 19).
Only __ARM_NEON is defined with Android NDK and arm64-v8a
Tested on ndk-r18, ndk-r13 and also Xcode.
(Visual Studio needs a different fix).
Fixes Bugzilla #4409.
* Search for valid encoder in connector when it doesn't have an
encoder ID set.
* Search for valid CRTC in resources and encoder's possible CRTCs
when encoder doesn't have one set.
* Select default mode if CRTC doesn't have a valid one.
* Pick current_mode's W/H/Refresh Rate basing on current and
valid CRTC mode, not the saved one.
Cameron Gutman
After updating to SDL 2.0.9, I got a user report that my app was crashing when closing a SDL_WINDOW_FULLSCREEN window to return to my Qt-based UI. It looks like the dead SDL window is getting a spurious updateLayer call which is causing SDL to dereference a null SDL_WindowData pointer.
For some reason, this only happens when using SDL_WINDOW_FULLSCREEN and not windowed or SDL_WINDOW_FULLSCREEN_DESKTOP. I was also unsuccessful in my attempt to get a simple reproducer for this crash. The Session.cpp code is available 688c4a90d9/app/streaming/session.cpp but I slightly modified it (adding a SDL_PumpEvents() call at 1179 to immediately trigger the issue, otherwise it happened when Qt next pumped the event loop).
The crashing line is:
NSMutableArray *contexts = data->nscontexts;
Daniel Gibson
Even though my game (dhewm3) doesn't use SDL_INIT_JOYSTICK, SDL_PumpEvent() calls SDL_JoystickUpdate() which ends up calling hid_enumerate() every three seconds, and sometimes on my Win7 box hid_enumerate() takes about 5 seconds, which causes the whole game to freeze for that time.
maxxus
The Dualshock 3's motion sensors don't seem to be reported by the call to EVIOCGBIT but they still send EV_ABS events. Because they're not reported by EVIOCGBIT they're not assigned a proper axis ids and the default of 0 is used, which is the valid id for the left analog sticks left/right axis.
midwan
When trying to compile on a Raspberry Pi 3, running Raspbian Stretch (fully updated), a warning appears:
/home/pi/projects/SDL/src/test/SDL_test_memory.c: In function ?SDL_TrackAllocation?:
/home/pi/projects/SDL/src/test/SDL_test_memory.c:112:109: warning: format ?%llx? expects argument of type ?long long unsigned int?, but argument 5 has type ?unw_word_t {aka unsigned int}? [-Wformat=]
snprintf(entry->stack_names[stack_index], sizeof(entry->stack_names[stack_index]), "%s+0x%llx", sym, offset);
Touch device types include SDL_TOUCH_DEVICE_DIRECT (a touch screen with window-relative coordinates for touches), SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE (a trackpad-style device with absolute device coordinates), and SDL_TOUCH_DEVICE_INDIRECT_RELATIVE (a trackpad-style device with screen cursor-relative coordinates).
Phone screens are an example of a direct device type. Mac trackpads are the indirect-absolute touch device type. The Apple TV remote is an indirect-relative touch device type.
For starters, we need to correctly respond to 0,0 configure after unsetting
fullscreen. Also, turns out that there should be no drawing calls at all
in between eglSwapBuffers and wl_egl_window_resize, as otherwise EGL can
already allocate a wrongly sized buffer for a next frame, so handle those
together.
Sylvain
SDL_android.c
src/core/android/SDL_android.c:1302:5: warning: variable 'br' is used uninitialized whenever switch default is taken [-Wsometimes-uninitialized]
default:
^~~~~~~
src/core/android/SDL_android.c:1306:12: note: uninitialized use occurs here
return br;
^~
src/core/android/SDL_android.c:1270:12: note: initialize the variable 'br' to silence this warning
jint br;
^
Maybe we could add some basics warning flags, not to see all warnings, but so that new warnings are caught sooner.
I would go for -Wall -Wextra, and some -Wno-warning for the allowed warnings.
./src/render/SDL_render.c(2168): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2168): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2175): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2175): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
Adds controller bindings to support the "Xbox One Wireless Controller
(Model 1708)" on Linux. The Model 1708 was released in 2016 alongside the
Xbox One S. It is the current model being sold by Microsoft as of writing.
(October 22, 2018)
src/vendor/SDL2/src/joystick/bsd/SDL_sysjoystick.c:353:5: error:
ISO C90 forbids mixed declarations and code [-Werror=declaration-after-statement]
reported by 'bch' at https://discourse.libsdl.org/t/25231
https://bugzilla.libsdl.org/show_bug.cgi?id=4350
We can't safely call GL_DestroyRenderer() until GL_LoadFunctions()
succeeds because we will be missing functions that we try to use
when activating the renderer for destruction if we have an GL context.
Rainer Sabelka
After I did an upgrade of my arch Linux installation (resulting in an update of Mesa to version 18.2.3), all my SDL2 applications which use the KMS/DRM driver stopped working.
Reason: Creating a Window with SDL_CreateWindow failed because the call to EGL
eglCreateWindowSurface() returns an error "EGL_BAD_MATCH".
After investigating with the debugger I figured, that the configuration, which has been selected from the output of eglChooseConfig(), has an "EGL_NATIVE_VISUAL_ID" which does not match the "format" of the underlying gbm surface.
The attached patch fixes the problem. It does so, by mimicking Weston's behavior.
All configurations returned from eglChooseConfig() which have an visual_id different from the gbm format are discarded, and only from the remaining ones the "best" match is selected.
Rainer Sabelka
When using SLD2 on a Linux console with the KMS/DRM video backend and Linux evdev keyboard support, the caps lock, scroll lock, and num lock leds do not work.
The attached patch adds ioctls for setting the LED state in SDL_evdev_kbd.c
Sylvain
Re-opening this issue.
It fixes the test-case, but it introduces a regression with another bug (bug #4313).
So here's a new patch that activate cropping of the source surface to solve the issue.
It also reverts the wrong changeset.
It prevents unneeded colorkey error message.
Otherwise, we are using the allocator before the app can set up its own hooks.
Now we use VirtualAlloc, and WideCharToMultiByte (because SDL_iconv uses
SDL_malloc, too!) to get ready to call into SDL_main.
This also makes console_wmain() call into the same routines as everything
else, so we don't have to deal with those allocations, too. Hopefully we
end up with the same results from GetCommandLine() as we do in wargv.
Fixes Bugzilla #4340.
Include guards in most changed files were missing, I added them keeping
the same style as other SDL files. In some cases I moved the include
guards around to be the first thing the header has to take advantage of
any possible improvements compiler may have for inclusion guards.
If we run into problems where these events aren't dispatched (initialized on a different thread than the main thread?) we may need to create a separate thread to handle device notifications like we do with the windows joystick subsystem.
If you enable this, you'll need to link with CoreBluetooth.framework and add something like this to your Info.plist:
<key>NSBluetoothPeripheralUsageDescription</key>
<string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string>
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.
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)
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. :)
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.
- 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).
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.
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!
src/core/linux/SDL_evdev.c:104:1: warning: "_THIS" redefined
In file included from src/core/linux/../../events/SDL_events_c.h:26,
from src/core/linux/SDL_evdev.c:45:
src/core/linux/../../events/../video/SDL_sysvideo.h:146:1: warning: this is the location of the previous definition
Alexandre
DirectFB supports 32-bit ABGR pixel format via DSPF_ABGR, but SDL doesn't map SDL_PIXELFORMAT_ABGR8888 to DSPF_ABGR.
A patch is attached and should add support for ABGR pixel format devices.
The only place angle is activated and causes effect is RenderCopyEx. All other
methods which use vertex shader, leave angle disabled and cause useless sin/cos
calculation in shader.
To get around shader's interface is changed to a vector that contains results
of sin and cos. To behave properly when disabled, cos value is set with offset
-1.0 making 0.0 default when deactivated.
As nice side effect it simplifies GLES2_UpdateVertexBuffer: All attributes are
vectors now.
Additional background:
* On RaspberryPi it gives a performace win for operations. Tested with
[1] numbers go down for 5-10% (not easy to estimate due to huge variation).
* SDL_RenderCopyEx was tested with [2]
* It works around left rotated display caused by low accuracy sin implemetation
in RaspberryPi/VC4 [3]
[1] https://github.com/schnitzeltony/sdl2box
[2] https://github.com/schnitzeltony/sdl2rendercopyex
[3] https://github.com/anholt/mesa/issues/110
Signed-off-by: Andreas M?ller <schnitzeltony@gmail.com>
This prevents us from clearing the clip rect globally when another application has set it.
There's also an experimental change to regularly update the clip rect for a window defensively, in case someone else has reset it. It works well, but I don't know if it's cheap enough to call as frequently as it would be called now, and might have other undesirable side effects.
Also fixed whitespace and SDL coding style
Polling without wl_display_flush() never responds to ping requests.
In that case ping-pong works only on other events, such as user input
or on frame swapped.
From https://git.merproject.org/mer-core/libsdl/merge_requests/3
Original author: Alexander Akulich <a.akulich@omprussia.ru>
Otherwise if SDL_POWER_DISABLED is disabled (eg with --disable-power):
... with clang -pedantic:
src/power/SDL_power.c:48:50: warning: use of GNU empty initializer extension [-Wgnu-empty-initializer]
static SDL_GetPowerInfo_Impl implementations[] = {
^
src/power/SDL_power.c:48:50: warning: zero size arrays are an extension [-Wzero-length-array]
2 warnings generated.
... with gcc -pedantic:
src/power/SDL_power.c:48:50: warning: ISO C forbids empty initializer braces [-Wpedantic]
src/power/SDL_power.c:48:50: warning: ISO C forbids empty initializer braces [-Wpedantic]
static SDL_GetPowerInfo_Impl implementations[] = {
^
src/power/SDL_power.c:48:30: error: zero or negative size array ?implementations?
static SDL_GetPowerInfo_Impl implementations[] = {
^~~~~~~~~~~~~~~
... with Watcom:
./src/power/SDL_power.c(85): Error! E1112: Initializer list cannot be empty
Creating a full-screen SDL renderer on Windows will keep the screensaver
suspended by DirectX, as is default for full-screen DX applications. However,
for applications that render in windowed-mode, the screensaver will
still kick in, even if SDL_DisableScreenSaver() is called or
SDL_HINT_VIDEO_ALLOW_SCREENSAVER is set to 0 (default). Implementing
a SuspendScreenSaver() function for Win32 fixes this behavior.
This means that if you have two devices named "Soundblaster Pro" in your
machine, one will be reported as "Soundblaster Pro" and the other as
"Soundblaster Pro (2)".
This makes it so you can't into a position where one of your devices can't
be opened because another is sitting on the same name.
duckgrease
SDL_RenderCopyEx blits wrong image (in some cases it's bunch of alternating horizontal lines, some cases it's image from the wrong coordinate, and in some cases it's just a bunch of garbled pixels), when the following conditions are met:
- Use software renderer.
- Enable either horizontal or vertical flip.
- source and destination rectangles must have same width and height, and must be smaller than the size of the texture.
- source rectangle's X and Y coordinates must be 0.
Icenowy Zheng
One front buffer is locked in GLES_SetupCrtc() and overrides the next_bo just locked in KMSDRM_GLES_SwapWindow, then the next_bo gets lost and is not released even when quitting the video.
It may leads to problems with GLES drivers that doesn't clean up GBM correctly if there's any bo left (e.g. the Mali Utgard r6p2 blob). In the case of Mali Utgard r6p2 blob, the DRM device file is still hold by the blob, and if you try to SDL_Quit to let another program to run (this is done by EmulationStation), the new program will fail to open DRM device.
Sylvain
I did various benches. with clang 6.0.0 on linux, and ndk-r16b on android (NDK_TOOLCHAIN_VERSION=clang).
- still see a x10 speed factor.
- with duff_loops, it does not use vectorisation (but doesn't seem to be a problem).
on linux my patch is already at full speed on -O2, whereas the duff_loops need -O3 (200 ms at -03, and 300ms at -02).
I realized that on Android, I had a slight variation which fits best.
both on linux with -O2 and -O3, and on android with 02/03 and armeabi-v7a/arm64.
Here's the patch.
suffix to the temp Pixel local in the DUFFS_LOOP.
SDL_blit.h (ASSEMBLE_RGB): add _ prefix to temp Pixel locals to avoid
any possible shadowings.
The warnings were like the following:
In file included from src/video/SDL_blit_N.c:26:0:
src/video/SDL_blit_N.c: In function 'BlitNtoNKeyCopyAlpha':
src/video/SDL_blit_N.c:2421:24: warning: declaration of 'Pixel' shadows a previous local [-Wshadow]
Uint32 Pixel = ((*src32 & rgbmask) == ckey) ? *dst32 : *src32;
^
src/video/SDL_blit.h:475:21: note: in definition of macro 'DUFFS_LOOP8'
case 0: do { pixel_copy_increment; /* fallthrough */ \
^
src/video/SDL_blit_N.c:2419:13: note: in expansion of macro 'DUFFS_LOOP'
DUFFS_LOOP(
^
src/video/SDL_blit_N.c:2399:12: warning: shadowed declaration is here [-Wshadow]
Uint32 Pixel;
^
Author: Anthony Pesch <inolen@gmail.com>
Date: Fri May 4 20:21:21 2018 -0400
Added SDL_AUDIO_ALLOW_SAMPLES_CHANGE flag enabling users of SDL_OpenAudioDevice to get
the sample size of the actual hardware buffer vs having a stream created to handle the
delta
The code is now reliant on SDL_PrivateJoystickAdded() and SDL_PrivateJoystickRemoved() being called correctly when devices are added or removed on Windows
"In release 2.0.6, when Linux evdev keyboard support has been moved to a
separate source file, a feature was added to disable normal keyboard event
processing to prevent "spilling" keystrokes to background virtual console.
This feature has one unpleasant side effect: if application fails to call
`SDL_Exit` before termination or crashes with fatal signal, console is left
in unusable state with keyboard not working and no possibility to switch
virtual console. If user has a chance, he can login remotely and restore
keyboard with `kbd_mode`, otherwise the only option is to reboot the machine.
This patch fixes that problem by intercepting fatal signals (with `sigaction`)
and process termination (with `atexit`), to restore keyboard state, if it
wasn't properly restored with `SDL_Exit`.
The function registered with `atexit` also restores original signal handlers,
to prevent leaving invalid handlers after SDL library is unloaded, if it was
loaded dynamically with `dlopen`.
No signal handlers or `atexit` function are installed if SDL boolean hint
`SDL_HINT_NO_SIGNAL_HANDLERS` is `SDL_TRUE`.
Additionally, if environment variable `SDL_INPUT_LINUX_KEEP_KBD` exists,
keyboard initialization function completely skips disabling keyboard. This
can be useful for debugging."
Fixes Bugzilla #4193.
This would cause problems in various ways, but specifically triggers an
assert when you close a WASAPI capture device in an app running over RDP.
Related to (but not the actual bug) in Bugzilla #3924.
SDL_UDEV_Scan must be called during SDL_SYS_HapticInit to ensure devices
outside of the 0-31 range are added to the list of haptic devices.
Fixes Bugzilla #3923.
First: disable d'n'd events by default; most apps don't need these at all, and
if an app doesn't explicitly handle these, each drop on the window will cause
a memory leak if the events are enabled. This follows the guidelines we have
for SDL_TEXTINPUT events already.
Second: when events are enabled or disabled, signal the video layer, as it
might be able to inform the OS, causing UI changes or optimizations (for
example, dropping a file icon on a Cocoa app that isn't accepting drops will
cause macOS to show a rejection animation instead of the drop operation just
vanishing into the ether, X11 might show a different cursor when dragging
onto an accepting window, etc).
Third: fill in the drop event details in the test library and enable the
events in testwm.c for making sure this all works as expected.
Parse out a copy of the varargs ourselves to get to the reply portion, since
the original passed to D-Bus might modify or not modify the caller's copy,
depending on system ABI.
At the HG state abdd17144682, 64-bit assemblies are using SSE2-based resampler, produces junk sound when converting the S32 -> Float32 -> S16 chain. The `NEED_SCALAR_CONVERTER_FALLBACKS` thing works perfectly.
If I will find a reason that caused this mistake, I'll send a patch by myself.
This is just in parity with the existing zxdg-shell-unstable-v6 code. Making
the Wayland target robust (and uh, with title bars) is going to take a lot
of work on top of this.
it used to place zeroes between the sign and the number. (space-padding
from within SDL_PrintString() seems OK: spaces are added before sign.)
also fixed the maxlen handling if the number has a sign.
Sylvain
Patch a few warnings when using:
-Wmissing-prototypes -Wdocumentation -Wdocumentation-unknown-command
They are automatically enabled with -Wall
- remove force-enabling of pad_zeroes for %u for compatibility
(was added in https://hg.libsdl.org/SDL/rev/701f4a25df89)
- ignore pad_zeroes for %s and %S
- ignore pad_zeroes for %d, %i and %u if a precision is given
Alexei
On WM_WINDOWPOSCHANGED event, WIN_UpdateClipCursor() is called. SDL_WINDOW_INPUT_FOCUS is set even when the mouse pointer is not inside the SDL window and therefore ClipCursor(&rect) is called. When dragging the window and rect.bottom=800 (i.e. the bottom edge of the screen) the SDL window is clipped to the bottom of the screen and it is not possible to move it back to the center of the screen.
Anthony @ POW Games
SDL_CreateTextureFromSurface makes an internal call to SDL_GetColorKey which can return an error and spams the error log with "Surface doesn't have a colorkey" even though the original function didn't return an error.
src/joystick/hidapi/SDL_hidapijoystick.c: In function 'HIDAPI_InitializeDiscovery':
src/joystick/hidapi/SDL_hidapijoystick.c:281: error: 'true' undeclared (first use in this function)
src/joystick/hidapi/SDL_hidapijoystick.c:281: error: (Each undeclared identifier is reported only once
src/joystick/hidapi/SDL_hidapijoystick.c:281: error: for each function it appears in.)
src/joystick/hidapi/SDL_hidapijoystick.c: In function 'HIDAPI_UpdateDiscovery':
src/joystick/hidapi/SDL_hidapijoystick.c:339: error: 'true' undeclared (first use in this function)
src/joystick/hidapi/SDL_hidapijoystick.c:341: error: ISO C90 forbids mixed declarations and code
The previous code attempted to use set_buffer_size / set_period_size
discretely, favoring the parameters which generated a buffer size that was
exactly 2x the requested buffer size. This solution ultimately prioritizes
only the buffer size, which comes at a large performance cost on some machines
where this results in an excessive number of periods. In my case, for a 4096
sample buffer, this configured the device to use 37 periods with a period size
of 221 samples and a buffer size of 8192 samples. With 37 periods, the SDL
Audio thread was consuming 25% of the CPU.
This code has been refactored to use set_period_size and set_buffer_size
together. set_period_size is called first to attempt to set the period to
exactly match the requested buffer size, and set_buffer_size is called second
to further refine the parameters to attempt to use only 2 periods. The
fundamental change here is that the period size / count won't go to extreme
values if the buffer size can't be exactly matched, the buffer size should
instead just increase to the next closest multiple of the target period size
that is supported. After changing this, for a 4096 sample buffer, the device
is configured to use 3 periods with a period size of 4096 samples and a buffer
size of 12288 samples. With only 3 periods, the SDL Audio thread doesn't even
show up when profiling.
Fixes Bugzilla #4156.
"Applications (such as SDL's testgesture) do "event.tfinger.x * window_width"
to find window coord. Currently the X11 XInput2 backend expects application
to do "event.tfinger.x * (window_width-1)" instead.
X11 XInput2 touch events are normalized so x is 1.0 at "width - 1" but other
SDL backends appear to have x be 1.0 at "width". Same issue for touch event
y with regards to height."
Fixes Bugzilla #4183.
If we change the current context behind the app's back, those tracking
the current context to minimize context changes are going to get
confused.
This brings the EGL backend in line with the GLX one.
Fixes Bugzilla #4199.
This was reproducible by running an SDL app on the console from an ssh login. In this case the terminal wasn't owned by the user running the app, so we were using the default keymap, which didn't have state transitions defined for ctrl and alt, so once we entered that state keypresses would no longer transition out of that state, nor would they generate text.
As a workaround, we'll just reset to the default shift state if that happens, which means we'll get text for keys pressed while ctrl is held down, but I don't think that's a big problem.
Note that in this case we also can't mute the keyboard, so the keypresses go to the console, which probably isn't what you want...
SDL_ExitProcess(), SDL_AbortAssertion() and SDLTest_BailOut().
(Commit 303c1e0fb0cf for bug #4100 removed SDL_NORETURN from
SDL_ExitProcess() and SDL_AbortAssertion() in order to avoid
warnings from windows builds, but that's temporary I guess..)
These are entirely untested
Several USB ids refer to multiple packaged products. In those cases I tried to use the most common name, or a general name (e.g. PS3 Controller), or a completely generic name (e.g. USB gamepad) if it wasn't clear what type of controller it was.
Patches welcome!
Expand SDLActivity::SDLSurface::surfaceChanged() callback to grab the panel width and height at the same time and pass that along to the native code. Only works on API 17+. Duplicates surface dimensions whenever it fails.
Add Android_DeviceWidth/Android_DeviceHeight globals to native code.
Disambiguate Android_ScreenWidth/Android_ScreenHeight -> Android_SurfaceWidth/Android_SurfaceHeight
Use device width/height for all display mode settings.
This means we have to consider SDL_WINDOW_MINIMIZED a window creation flag, but on non-windows platforms we just remove it and let the normal FinishWindowCreation re-apply and do the minimize as I have no idea what is right on them or if anything should change.
CR: Phil
Martin ?irokov
Launching an SDL application with SDL_AUDIODRIVER=jack, and then calling SDL_OpenAudioDevice() with whatever parameters fails with an error like this one:
SDL_OpenAudioDevice: Couldn't connect JACK ports: SDL:sdl_jack_output_0 => system:midi_playback_1
This happens because JACK_OpenDevice in src/audio/jack/SDL_jackaudio.c blindly tries to connect to all input ports without checking whether they are for audio or midi.
The fix is to check port types and ignore all non audio ports. Also I removed devports field from struct SDL_PrivateAudioData, because it's never really used and removing unused ports from it would be PITA.
Jona
The following explains why this bug was happening:
This crash was caused because the audio session was being set as active [session setActive:YES error:&err] when the audio device was actually being CLOSED. Certain cases the audio session being set to active would fail and the method would return right away. Because of the way the error was handled we never removed the SDLInterruptionListener thus leaking it. Later when an interruption was received the THIS_ object would contain a pointer to an already released device causing the crash.
The fix:
When only one device remained open and it was being closed we needed to set the audio session as NOT active and completely ignore the returned error to successfully release the SDLInterruptionListener. I think the user assumed that the open_playback_devices and open_capture_devices would equal 0 when all of them where closed but the truth is that at the end of the closing process that the open devices count is decremented.
(It gets upset at the -2147483648, thinking this should be an unsigned value
because 2147483648 is too large for an int32, so the negative sign upsets the
compiler.)
The concern is that a massive int sample, like 0x7FFFFFFF, won't fit in a
float32, which doesn't have enough bits to hold a whole number this large,
just to divide it to get a value between 0 and 1.
Previously we would convert to double, to get more bits, do the division, and
cast back to a float, but this is expensive.
Casting to double is more accurate, but it's 2x to 3x slower. Shifting out
the least significant byte of an int32, so it'll definitely fit in a float,
and dividing by 0x7FFFFF is still accurate to about 5 decimal places, and the
difference doesn't appear to be perceptable.
Fixes problems launching Firewatch on Linux (which statically links SDL but
also dynamically loads a system-wide copy from a plugin shared library) with
a newer SDL build.
The change makes sure that SDL_vsnprintf() nul terminates if it is
using _vsnprintf() for the job.
I made this patch for Watcom, whose _vsnprintf() doesn't guarantee
nul termination. The preprocessor check can be extended to windows
in general too, if required.
Closes bug #3769.
Daniel Gibson
Sorry, but it seems like Microsoft didn't fix the issue properly.
I just updated my Win10 machine, it now is Version 1803, Build 17134.1
I tested with SDL2 2.0.7 (my workaround was released with 2.0.8) and still got
lots of events that directly undid the prior "real" events - just like before.
(See simple testcase in attachement)
By default it sets SDL_HINT_MOUSE_RELATIVE_MODE_WARP - which triggered (and on my machine still triggers) the buggy behavior. You can start it with -raw, then it'll not set that hint and the events will be as expected.
The easiest way to see the difference is looking at the window title, which shows accumulated X and Y values: If you just move your mouse to the right, in -raw mode the number just increases. In non-raw mode (using mouse warping) it stays around 0.
I also had a WinAPI-only testcase: https://gist.github.com/DanielGibson/b5b033c67b9137f0280af9fc53352c68
It just calls SetCursorPos(320,240); on each WM_MOUSEMOVE event, and it also
logs all those events to a mouseevents.log textfile.
This log indeed looks a bit different since the latest Win10 update: It seems like all those events with x=320 y=240 do arrive - but only after I stopped moving the mouse - even though the cursor seems to be moved back every frame (or so).
So moving the mouse to the right gives X coordinates like
330, 325, 333, 340, 330, ...
and then when stopping movement I get lots of events with X coordinate 320
Olli-Samuli Lehmus
If one creates a window with the SDL_WINDOW_FULLSCREEN_DESKTOP flag, and creates a render target with SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"), and afterwards sets SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest"), after minimizing the window, the scale quality hint is lost on the render target. Textures however do keep their interpolation modes.
Christian Herzig
pthread_mutex_trylock() and by the way, pthread_mutex_lock() do not set errno.
Pthread-methods directly return error code as int. See related man-pages for
details.
Michael Sartain
This is a quick pass at adding Linux RealtimeKit thread priority support to SDL.
It allows me to bump the thread priority to high without root privileges or setting any caps, etc.
rtkit readme here:
http://git.0pointer.net/rtkit.git/tree/README
Simon Hug
I just wanted to fix a simple compiler warning in SDL_ShowMessageBox on Windows (which Sam fixed recently) and ended up finding some issues.
Attached patch fixes these issues:
- Because Windows only reports the lower 16 bits of the control identifier that was pushed, the button IDs used by SDL (C type int, most likely 32 bits) can get cut off.
- The documentation states (somewhat ambiguously) that the button ID will be -1 if the dialog was closed, but the current code sets 0. For SDL 2.1, I think this should be a return code of SDL_ShowMessageBox itself. That will free up the button ID and it seems a more appropriate place for signaling this event.
- Ampersands in controls will create mnemonics on Windows (underlined letters that, if combined with the Alt key, will push the button). I was thinking of adding a hint or flag to let the users enable it, but that might have unexpected results.
- When the size of the text gets calculated, it doesn't use the same parameters as the static control. This can cut off text or wrap it weirdly.
- On Windows, the Tab key is used to switch between control groups and sometimes between buttons in dialogs. This didn't seem to work correctly.
Attached patch also adds:
- Icons. Just the system ones that can be loaded with the ordinals IDI_ERROR, IDI_WARNING and IDI_INFORMATION.
- A button limit of 2^16 - 101.
- Some more specific error messages, but they never reach the user because how SDL_ShowMessageBox handles them if an implementation returns with an error.
This is commented out in SDLActivity.java, with the note #CURSORIMPLEENTATION because it requires API 24, which is higher than the minimum required SDK
Ozkan Sezer
The following patch defines _WIN32_WINNT_WIN7 if it is not already
defined in core/windows/SDL_windows.c, similar to what is already
there for _WIN32_WINNT_VISTA.
Eric Wasylishen
This bug was reintroduced by https://hg.libsdl.org/SDL/rev/fcf24b38a28a
The steps to reproduce are the same: run the "testrelative" SDL demo with "--info all",
connect a USB mouse with a scroll wheel, and roll the scroll wheel one "notch". You'll get log output like:
testdraw2[1644:67222] INFO: SDL EVENT: Mouse: wheel scrolled 0 in x and 0 in y (reversed: 1) in window 1
As far as I can tell macOS doesn't have an API for getting the number of "wheel notches"; I get a deltaY of 0.100006 for one "notch", and it's heavily accelerated (if you roll the wheel quickly you'll get large deltas). So NSEvent's deltaY is only meant to be used for scrolling a scroll view, with the given distance in points, not something like selecting an item in a game.
Here's a temporary patch that at restores the foor/ceil in Cocoa_HandleMouseWheel.
Not ideal, but at least it restores the ability to scroll one notch of a mousewheel.
Ozkan Sezer 2018-03-02 20:02:37 UTC
http://hg.libsdl.org/SDL/rev/d702b0c54e52 resulted in an error and
two warnings when compiled with mingw.
1. Error from SDL_windowstaskdialog.h:
In file included from src/video/windows/SDL_windowsmessagebox.c:29:0:
src/video/windows/SDL_windowstaskdialog.h:23:54: error: expected ')' before 'HWND'
This is fixed by removing unnecessary annotations:
2. Warning from SDL_assert.c:
src/SDL_assert.c: In function 'SDL_ExitProcess':
src/SDL_assert.c:138:1: warning: 'noreturn' function does return
Indeed ExitProcess() is prototyped with DECLSPEC_NORETURN, but
TerminateProcess() is not. This can be rectified by adding an
exit() call in there. Do NOTE, however, that requires building
with a libc:
3. Warning from SDL_windowsmessagebox.c:
src/video/windows/SDL_windowsmessagebox.c: In function 'WIN_ShowMessageBox':
src/video/windows/SDL_windowsmessagebox.c:513:9: warning: 'nCancelButton' may be used uninitialized in this function
My lazy solution was manually initializing nCancelButton to 0.
This lets the message box have an icon. Unless the app has opted-in to using
the v6 common controls, though, this will fall back to the usual SDL message
boxes.
"What I have done is use TerminateProcess rather than ExitProcess.
ExitProcess will cause Microsoft's leak detection to continue, TerminateProcess
won't. It is also technically wrong to use ExitProcess in the case of aborting
the application.
Jack Powell
Twitter @jack9267"
This tries to load vulkan.framework or libvulkan.1.dylib before MoltenVK.framework
or libMoltenVK.dylib. In the previous version, layers would not work for applications
run-time loading the default library.
Manuel Sabogal
If SDL is compiled with the Audio subsystem disabled there are some undefined references to the functions ANDROIDAUDIO_ResumeDevices and ANDROIDAUDIO_PauseDevices in the file src/video/android/SDL_androidevents.c.
With the previous change, I get:
1> Creating library C:\projects\SDL\VisualC\Win32\Debug\SDL2.lib and object C:\projects\SDL\VisualC\Win32\Debug\SDL2.exp
1>LINK : error LNK2001: unresolved external symbol __DllMainCRTStartup@12
Andreas Falkenhahn
In src/SDL.c there is this code:
_DllMainCRTStartup(HANDLE hModule,
...
The comment says that this is needed on Watcom C for some reason but why is it included then when building with Visual C as well? Shouldn't it be only included when compiling on Watcom C then?
I'm asking because this code caused me a lot of headaches because I'm building a DLL that contains SDL and I link using /MT and the _DllMainCRTStartup() symbol obviously led to lots of trouble but it wasn't clear to me where the problem was because all I got from the linker was:
LNK2019: unresolved external symbol _main referenced in function ___tmainCRTStartup
So I had to got through each and every object to see what the culprit was. See here for the full story:
https://stackoverflow.com/questions/25067151/lnk2019-unresolved-external-symbol-main-referenced-in-function-tmaincrtstar/48177067#48177067
So if it isn't necessary on Visual C, please just leave that symbol out on Visual C so that it no longer leads to any trouble. Thanks.
Most pthread functions return 0 on success and non-zero on error, but those
errors might be positive or negative, so checking for return values in the
Unix style, where errors are less than zero, is a bug.
Fixes Bugzilla #4039.
Callum McGing
This patch allows the user to disable the behaviour that blocks the compositor through a new hint: SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR. This allows tools or other windowed applications to behave properly under KWin.
cjacker
After updating from 2.0.5 to 2.0.7, Ibus not work anymore(fcitx still works).
Compare with 2.0.5, there are two issues in SDL_ibus.c.
1, SetupConnection always return SDL_FALSE in 2.0.7.
2, 'SetCapabilities' method should be called on 'ibus_conn'.
Patch attached.
Alexander Larsson
dbus_shutdown() is a debug feature which closes all global resources in the dbus library. Calling this should be done by the app, not a library, because if there are multiple users of dbus in the process then SDL could shut it down even though another part is using it.
For example, i had an issue with this in mGBA, which uses both Qt and SDL, both using libdbus. I had a session bus, but no system bus (this was in a flatpak sandbox), and when SDL_DBus_Init() failed to init the system bus it called dbus_shudown() and continued on. This caused issues for Qt when running due to its session bus connections having disappeared beneath it.
"*(void**)pfn = LoadAddress()" would cast the NULL pointer in pfn to a
void**, and then dereference it, which wasn't what we wanted. Replaced with
a clearer cast operation.
Viacheslav Slavinsky
SDL_rpivideo driver has 60 frames per second hardcoded in it, this is a problem for games that need to keep pace using VSYNC. I believe that I have found a solution to this. It is based on code in tvservice.c in rpi userland:
a1b89e91f3/host_applications/linux/apps/tvservice/tvservice.c (L433)
ayer.3d
I have a DualShock 4 v2 controller with a GUID that's not in the database. There is an existing GUID that is almost identical, with the only difference that I can tell being the reported version string (mine being 8001, database is 8100).
Existing GUID: 050000004c050000cc09000000810000
New GUID: 050000004c050000cc09000001800000
When connected via USB, the GUID matches an existing entry: 030000004c050000cc09000011810000
This is meant to be the desktop-enhanced version of wl_shell. Right now we
just match what the existing wl_shell code does, but there are other areas of
functionality available to us now, that we can fill in later.
This uses the "unstable" API, since this is what ships in Ubuntu 17.10 (as
part of Wayland 1.10), but Wayland 1.12 promotes this to stable with extremely
minor changes. We will add support for the stable version when it makes sense
to do so.
This variable can be set to the following values:
"0" - The indicator bar is not hidden (default for windowed applications)
"1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
"2" - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications)
SDL now builds with gcc 7.2 with the following command line options:
-Wall -pedantic-errors -Wno-deprecated-declarations -Wno-overlength-strings --std=c99
Anthony
This worked in 2.0.5 as normal, but stopped working in 2.0.7. The monitor's resolution doesn't change, a window is created in full screen mode at the virtual desktop resolution instead.
The EGL_GL_COLORSPACE_KHR is an attribute for eglCreate*Surface.
As written in EGL_KHR_gl_colorspace documentation:
Accepted as an attribute name by eglCreateWindowSurface,
eglCreatePbufferSurface and eglCreatePixmapSurface
EGL_GL_COLORSPACE_KHR 0x309D
(...)
A future SDL release will change the borderless window to act more like a normal window that happens to have no chrome, to support windows that draw their own chrome. In the meantime, those applications should set the "SDL_BORDERLESS_WINDOWED_STYLE" hint.
Ismael Ferreras Morezuelas (Swyter)
As a new year gift I have implemented the Windows version of SDL_GetWindowBordersSize(). I needed it for auto-selecting a cozy window size for the game I'm currently working on and noticed that it only worked under X11, so I thought it could be a good excuse to contribute back more stuff. The Mercurial patch is attached as a .diff file. Let me know what you think.
Happy 2018 to all the SDL2 devs and users!
--
PS: Keep in mind that Windows 10 includes the 8px invisible grip borders as part of the frame. There's a way of detecting if Aero/DWM is being used and ask only for the visible rect, but I believe that GetWindowRect() is doing that for a reason and working as intended, so I haven't changed it. (See [2])
References:
[1]: http://www.firststeps.ru/mfc/winapi/r.php?72
[2]: https://stackoverflow.com/a/34143777/674685
[3]: https://stackoverflow.com/a/431548/674685
[4]: https://wiki.libsdl.org/SDL_GetWindowBordersSize
- Use a single buffer for various non-changing constants accessed by the GPU, instead of multiple buffers.
- Do the half-pixel offset for points and lines using a transform matrix so we don't need a malloc when rendering.
- Don't add a half-pixel offset for other primitives and textures. This matches D3D and GL render behaviour.
- Remove the half-texel texture coordinate offset since it's not needed now that there's no more half-pixel position offset when rendering a texture.
- Don't try to set texture usage on iOS 8 since it doesn't exist there.
"GetVersionExA is deprecated in windows 8.1 and above's SDK, causing a warning
when building against the win10 SDK. Attached patch cleans up the usage for a
warning-free build.
GetVersionExA was being used to test to see if SDL was running on win9x or
winnt. A quick chat with Ryan on twitter suggested that SDL doesn't
officially support win9x anymore, so the call to this can be outright removed.
As an aside, replacing the call to GetVersionExA with VerifyVersionInfoA (the
recommended path) would have been pointless, as VerifyVersionInfoA only
supports VER_PLATFORM_WIN32_NT and doesn't officially support any other value
for dwPlatformId currently. (And it's probable that win9x SDKs didn't have
VerifyVersionInfo* in them anyway.)"
Fixes Bugzilla #4019.
Laurent Merckx
I have a problem with the SDL_ShowCursor method on Raspberry.
Depending on the context, my application hides or show the mouse cursor with SDL_ShowCursor.
But when calling SDL_ShowCursor(true), the cursor is displayed at 0,0 (and not at last position).
After debugging sources by myself, it seems that the problem is in SDL_rpimouse.c - RPI_ShowCursor:
vc_dispmanx_rect_set( &dst_rect, 0, 0, curdata->w, curdata->h);
should be
vc_dispmanx_rect_set( &dst_rect, mouse->x, mouse->y, curdata->w, curdata->h);
For me, it solves the problem.
tomwardio
HAVE_POLL is correctly defined in SDL_config.h when running configure. However, in the only place where it's used, it's undefined at the start of the file.
Dominik Reichardt
As discussed in 2012 the iOS onscreen keyboard hides when you hit RETURN (see https://discourse.libsdl.org/t/on-screen-keyboard-change/19216).
IMO this is a bad idea to not be able to influence this behavior and just recently this was fixed for Android by adding the hint SDL_HINT_ANDROID_RETURN_HIDES_IME in changeset 11768 6ce3bb5e38a5.
Eric wing
There is a tiny bug in the new overscan code for the SDL_renderer.
In SDL_renderer.c, line 1265, the if check for SDL_strcasecmp with "direct3d" needs to be inverted.
Instead of:
if(SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {
It should be:
if(0 == SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {
This bug causes the "overscan" mode to pretty much be completely ignored in all cases and all things remain letterboxed (as before the feature).
Elis?e Maurer
The attached minimal program sets the SDL_HINT_MOUSE_RELATIVE_MODE_WARP to 1, enables relative mouse mode then logs all SDL_MOUSEMOTION xrel values as they happen.
When moving the mouse exclusively to the right:
* On a Windows 10 installation before Fall Creators update (for instance, Version 10.0.15063 Build 15063), only positive values are reported, as expected
* On a Windows 10 installation after Fall Creators update (for instance, Version 10.0.16299 Update 16299), a mix of positive and negative values are reported.
3 different people have reproduced this bug and have confirmed it started to happen after the Fall Creators update was installed. It happens with SDL 2.0.7 as well as latest default branch as of today.
It seems like some obscure (maybe unintended) Windows behavior change? Haven't been able to pin it down more yet.
(To force-upgrade a Windows installation to the Fall Creators update, you can use the update assistant at https://www.microsoft.com/en-us/software-download/windows10)
Eric Wasylishen
Broken GetCursorPos / SetCursorPos based games on Win 10 fall creators are not limited to SDL.. I just tested winquake.exe (original 1997 exe) and it now has "jumps" in the mouse input if you try to look around in a circle. It uses GetCursorPos/SetCursorPos by default. Switching WinQuake to use directinput (-dinput flag) seems to get rid of the jumps.
Daniel Gibson
A friend tested on Win10 1607 (which is before the Fall Creators Update) and the the bug doesn't occur there, so the regression that SetCursorPos() doesn't reliably generate mouse events was indeed introduced with that update.
I even reproduced it in a minimal WinAPI-only application (https://gist.github.com/DanielGibson/b5b033c67b9137f0280af9fc53352c68), the weird thing is that if you don't do anything each "frame" (i.e. the mainloop only polls the events and does nothing else), there are a lot of mouse events with the coordinates you passed to SetCursorPos(), but when sleeping for 10ms in each iteration of the mainloop, those events basically don't happen anymore. Which is bad, because in games the each iteration of the mainloop usually takes 16ms..
I have a patch now that I find acceptable.
It checks for the windows version with RtlGetVersion() (https://msdn.microsoft.com/en-us/library/windows/hardware/ff561910.aspx) and only if it's >= Win10 build 16299, enables the workaround.
All code is in video/windows/SDL_windowsevents.c
and the workaround is, that for each WM_MOUSEMOVE event, "if(isWin10FCUorNewer && mouseID != SDL_TOUCH_MOUSEID && mouse->relative_mode_warp)", an addition mouse move event is generated with the coordinates of the center of the screen
(SDL_SendMouseMotion(data->window, mouseID, 0, center_x, center_y);) - which is exactly what would happen if windows generated those reliably itself.
This will cause SDL_PrivateSendMouseMotion() to set mouse->last_x = center_x; and mouse->last_y = center_y; so the next mouse relative mouse event will be calculated correctly.
If Microsoft ever fixes this bug, the IsWin10FCUorNewer() function would have to
be adjusted to also check for a maximum version, so the workaround is then disabled again.
Yuri K. Schlesner
When using texture filtering, there are filtering artifacts visible on the edges of scaled textures, where the texture filtering pulls in texels from the other side of the texture. Using clamping texture modes wouldn't completely fix this since source rectangles don't need to cover the whole texture. (See screenshot attached in next post.)
The opengl driver uses clamping on textures and so avoid this at least in the cases where the source rect is the whole texture. The direct3d driver does not and so has problems in every case. I'm not sure if it can actually completely be fixed, but at least enabling clamping for direct3d would be one step in the right direction.
This works better for games where there may be a bunch of simulation logic that needs to be run before the next rendering pass, and prevents blocking if the next drawable is busy.
This isn't complete, but is enough to run testsprite2. It's currently
Mac-only; with a little work to figure out how to properly glue in a Metal
layer to a UIView, this will likely work on iOS, too.
This is only wired up to the configure script right now, and disabled by
default. CMake and Xcode still need their bits filled in as appropriate.
XAudio2 doesn't have capture support, so WASAPI was to replace it; the holdout
was WinRT, which still needed it as its primary audio target until the WASAPI
code code be made to work.
The support matrix now looks like:
WinXP: directsound by default, winmm as a fallback for buggy drivers.
Vista+: WASAPI (directsound and winmm as fallbacks for debugging).
WinRT: WASAPI
Andrey
Seems latest google angle library successfully built & tested under macOS'es.
https://github.com/google/angle
We need to use GLES2 to implement true cross-platform code.
tomwardio
Proposed patch loads eglCreatePbufferSurface in same manner as other 1.1 functors. This allows custom video drivers to create pbuffer surfaces.
Manuel Alfayate Corchete
This fixes a problem with KMSDRM on some graphics hardware where only bigger cursor sizes are supported, such as current Intel gfx. (The kernel-side driver is what limits this: had to look for failing IOCTLs...)
That caused SDL_SetCursor() to fail silently, and we were left with a missing cursor without further explanation.
With this patch, different "standard" sizes are tried and a bigger one is used (with an intermediate and clean buffer only used to write the new cursor to the BO where it will live after) if we get, let's say, 16x16 which is pretty common but our hardware does not support that.
Vitaly Novichkov
Once I ran build of my codecs collection on AppVeyor where my CMake script downloads latest SDL2 from HG repo, failed to link because of math functions conflict:
https://ci.appveyor.com/project/Wohlstand/audiocodecs/build/1.0.44
The revision is b9ff5f8b2303
There are both vanilla MinGW and MinGW-w64 are failed to build.
```
[100%] Linking C shared library libSDL2.dll
c:/mingw/bin/../lib/gcc/mingw32/5.3.0/../../../libmingwex.a(scalbn.o):(.text+0x0): multiple definition of `scalbln'
CMakeFiles\SDL2.dir/objects.a(s_scalbn.c.obj):C:/projects/audiocodecs/build-MinGW-Release-Win32/external/SDL2/src/SDL2HG/src/libm/s_scalbn.c:30: first defined here
C Snover
SDL_AddDisplayMode returns an SDL_bool corresponding to whether or not the given display mode was added or not. It will return SDL_FALSE if a matching display mode already exists in the display's list of display modes, which causes ownership of the mode driverdata to remain with the caller. Some video drivers ignore the return value of SDL_AddDisplayMode, so leak the driverdata memory when SDL_AddDisplayMode returns SDL_FALSE.
raist66676
Here is the bug in latest SDL 2.0.8 development repo. It is obvious and simple to fix by correcting typos on six lines of code.
In src/video/SDL_yuv.c on lines 217, 249, 280, 321, 353, and 384 the wrong conversion functions are called for SDL_PIXELFORMAT_ABGR8888 and SDL_PIXELFORMAT_BGR888. Instead of ABGR functions, BGRA functions are called. These are typos.
New functions get and set the YUV colorspace conversion mode:
SDL_SetYUVConversionMode()
SDL_GetYUVConversionMode()
SDL_GetYUVConversionModeForResolution()
SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats.
Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
Alex Szpakowski <slime73@gmail.com> 2017-07-12 21:28 -0300
macOS: Expose more display modes on retina screens. Fixes an issue found in BZFlag.
http://hg.libsdl.org/SDL/rev/cfb3ddf796c3
Alex Szpakowski <slime73@gmail.com> 2017-07-12 21:32 -0300
Fix a potential crash in macOS 10.7 and earlier.
http://hg.libsdl.org/SDL/rev/4941c8867075
tomwardio
Remove static int vm_error and vm_event, use local variables instead.
This fixes unused variable errors when compiling with SDL_VIDEO_DRIVER_X11_XINERAMA undefined.
src/video/x11/SDL_x11modes.c:505:22: error: unused variable 'vm_error' [-Werror,-Wunused-variable]
src/video/x11/SDL_x11modes.c:505:12: error: unused variable 'vm_event' [-Werror,-Wunused-variable]
tomwardio
Add support to be able to set EGL_SURFACE_TYPE bits when creating an EGL config. This is usefule when wanting to create pixel buffer surfaces in custom video drivers.
Alexander Orefkov
In src\joystick\android\SDL_sysjoystick.c in SDL_SYS_JoystickDetect when SDL_GetTicks return number grater 2147483648 (after 24.85 days uptime) SDL_TICKS_PASSED(SDL_GetTicks(), timeout) return FALSE and Android_JNI_PollInputDevices is never calling.
And in JoystickByDeviceId - when search for newly added joystic - after SDL_SYS_JoystickDetect item not reinitilized, and always stay NULL, cause return NULL instead of added joystick.
Changing the background color causes the titlebar to blend against it on
modern macOS releases, making all SDL windows look wrong by default. This was
set to make the window not flash white before a GL context is ready, but we
can accomplish this in our window's view's drawRect implementation, too.
Manuel
I noticed that, at least on Intel GPU hardware, passing SDL_RENDERER_PRESENTVSYNC would result on a static console instead of the program graphics.
That was due to the fact that calling drmModePageFlip() only works if we have previously set up CRTC to one of the GBM buffers with a drmModeSetCrtc() call, so now it's done and things work as expected.
The KMSDRM_GLES_SetupCrtc() call is done only one time, only when needed (when egl_swapinterval is not 0: when it's 0, there's no need for it because we flip by calling drmModePageFlip() anyway).
The place where KMSDRM_GLES_SetupCrtc() call is done may look strange, but it's right: it needs EGL completely ready because it needs to call eglSwapBuffers() internally to work (see more comments about it in the code).
Simon Hug
Patch that adds [-1, 1] clamping to the scalar audio type conversions.
This may come from the SDL_Convert_F32_to_X_Scalar functions. They don't clamp the float value to [-1, 1] and when they cast it to the target integer it may be too large or too small for the type and get truncated, causing horrible noise.
The attached patch throws clamping in, but I don't know if that's the preferred way to fix this. For x86 (without SSE) the compiler (I tested MSVC) seems to throw a horrible amount of x87 code in it. It's a bit better with SSE, but probably still quite the performance hit. And SSE2 uses a branchless approach with maxss and minss.
Carlos
Angle supports GLES3 but when using these functions (SDL_CreateWindow and SDL_CreateRenderer), defaults again to GLES2.0.
A current workaround (hack) to retrieve a GLES3.0 context with Angle is:
1) set
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
after InitSDL AND after calling SDL_CreateWindow (before SDL_CreateRenderer)
2) Comment lines 2032-2044 in SDL_render_gles2.c, funtion GLES2_CreateRenderer
window_flags = SDL_GetWindowFlags(window);
if (!(window_flags & SDL_WINDOW_OPENGL) ||
profile_mask != SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) {
changed_window = SDL_TRUE;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR);
if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
goto error;
}
}
This retrives a GLES3 context as confirmed using glGetString(GL_VERSION). This should be fixed by modifying a few if's.
Ozkan Sezer
Since changeset 11607:60cd425a2f14, I am getting the following
error upon quit. Running testsprite2, clicking the mouse, and
quiting it is enough to trigger it. This is on my old Fedora9
x86-Linux:
X Error of failed request: BadCursor (invalid Cursor parameter)
Major opcode of failed request: 2 (X_ChangeWindowAttributes)
Resource id in failed request: 0xb057340
Serial number of failed request: 905
Current serial number in output stream: 906
Reverting https://hg.libsdl.org/SDL/rev/60cd425a2f14 removes
the error.
The audioqueue thread needs to keep running, and processing the CFRunLoop
until the AudioQueue is disposed of, otherwise CoreAudio will hang waiting for
final data to feed the device.
At least, I think this is how it all works. It definitely fixes the bug here!
Since AudioQueueDispose() calls AudioQueueStop() internally, there's no need
for our thread to handle this, either, which is good because the AudioQueue
would be disposed by this point. So now the AudioQueue is disposed first, and
then our thread is joined, and everything works out okay.
Just in case, we mark the device "paused" before setting everything in motion,
so any further callbacks from CoreAudio will write silence and not fire the
app's audio callback again.
Fixes Bugzilla #3868.
Trent Gamblin
The documentation for SDL_TouchFingerEvent says that the x and y coordinates are normalised between 0-1. I've found that to be true on Windows, Android and iOS but on X11 they are in pixel coordinates. This patch fixes the issue. This was the cleanest way I could do it with what was available without changing things around a lot but you may know a better way.
(I thought padding size ranged from 5 frames to ~30 frames (based around
RESAMPLER_ZERO_CROSSINGS, which is 5), but it's actually between 512 and
several thousands (based on RESAMPLER_SAMPLES_PER_ZERO_CROSSING)). It gets
big fast when downsampling.
Manuel
I would like this small patch merged that adds support for my GreenAsia Inc. PSX to USB converter, so SDL_IsGameController() returns true when using this adaptor.
It's interesting because PSX/PS2 controllers connected using this model won't be detected as gamecontrollers otherwise, only as joysticks.
Sylvain
There are various YUV-RGB conversion coefficients, according to https://www.fourcc.org/fccyvrgb.php
I choose the first (from Video Demystified, with integer multiplication),
but the current SDL2 Dither functions use in fact the next one, which follows a specifications called CCIR 601.
Here's a patch to use the second ones and with previous warning corrections.
There are less multiplications involved because Chroma coefficient is 1.
Also, doing float multiplication is as efficient with vectorization.
In the end, the YUV decoding is faster: ~165 ms vs my previous 195 ms.
Moreover, if SDL2 is compiled with -march=native, then YUV decoding time drops to ~130ms, while older ones remains around ~220 ms.
For information, from jpeg-9 source code:
jpeg-9/jccolor.c
* YCbCr is defined per CCIR 601-1, except that Cb and Cr are
* normalized to the range 0..MAXJSAMPLE rather than -0.5 .. 0.5.
* The conversion equations to be implemented are therefore
* Y = 0.29900 * R + 0.58700 * G + 0.11400 * B
* Cb = -0.16874 * R - 0.33126 * G + 0.50000 * B + CENTERJSAMPLE
* Cr = 0.50000 * R - 0.41869 * G - 0.08131 * B + CENTERJSAMPLE
jpeg-9/jdcolor.c
* YCbCr is defined per CCIR 601-1, except that Cb and Cr are
* normalized to the range 0..MAXJSAMPLE rather than -0.5 .. 0.5.
* The conversion equations to be implemented are therefore
*
* R = Y + 1.40200 * Cr
* G = Y - 0.34414 * Cb - 0.71414 * Cr
* B = Y + 1.77200 * Cb
Sylvain
Few issues with YUV on SDL2 when using odd dimensions, and missing conversions from/back to YUV formats.
1) The big part is that SDL_ConvertPixels() does not convert to/from YUV in most cases. This now works with any format and also with odd dimensions,
by adding two internal functions SDL_ConvertPixels_YUV_to_ARGB8888 and SDL_ConvertPixels_ARGB8888_to_YUV (could it be XRGB888 ?).
The target format is hard coded to ARGB888 (which is the default in the internal of the software renderer).
In case of different YUV conversion, it will do an intermediate conversion to a ARGB8888 buffer.
SDL_ConvertPixels_YUV_to_ARGB8888 is somehow redundant with all the "Color*Dither*Mod*".
But it allows some completeness of SDL_ConvertPixels to handle all YUV format.
It also works with odd dimensions.
Moreover, I did some benchmark(SDL_ConvertPixel vs Color32DitherYV12Mod1X and Color32DitherYUY2Mod1X).
gcc-6.3 and clang-4.0. gcc performs better than clang. And, with gcc, SDL_ConvertPixels() performs better (20%) than the two C function Color32Dither*().
For instance, to convert 10 times a 3888x2592 image, it takes ~195 ms with SDL_ConvertPixels and ~235 ms with Color32Dither*().
Especially because of gcc vectorize feature that optimises all conversion loops (-ftree-loop-vectorize).
Nb: I put no image pitch for the YUV buffers. because it complexify a little bit the code and the API :
There would be some ambiguity when setting the pitch exactly to image width:
would it a be pitch of image width (for luma and chroma). or just contiguous data ? (could set pitch=0 for the later).
2) Small issues with odd dimensions:
If width "w" is odd, luma plane width is still "w" whereas chroma planes will be "(w + 1)/2". Almost the same for odd h.
Solution is to strategically substitute "w" by "(w+1)/2" at the good places ...
- In the repository, SDL_ConvertPixels() handles YUV only if yuv source format is exactly the same as YUV destination format.
It basically does a memcpy of pixels, but it's done incorrectly when width or height is odd (wrong size of chroma planes). This is fixed.
- SDL Renderers don't support odd width/height for YUV textures.
This is fixed for software, opengl, opengles2. (opengles 1 does not support it and fallback to software rendering).
This is *not* fixed for D3D and D3D11 ... (and others, psp ?)
Only *two* Dither function are fixed ... not sure if others are really used.
- This is not possible to create a NV12/NV12 texture with the software renderer, whereas other renderers allow it.
This is fixed, by using SDL_ConvertPixels underneath.
- It was not possible to SDL_UpdateTexture() of format NV12/NV21 with the software renderer. this is fixed.
Here's also two testcases:
- that do all combination of conversion.
- to test partial UpdateTexture
Aaron
As of 2.0.6, all of my games are failing with the following error:
process 31778: arguments to dbus_type_is_basic() were incorrect, assertion "dbus_type_is_valid (typecode) || typecode == DBUS_TYPE_INVALID" failed in file dbus-signature.c line 322.
This is normally a bug in some application using the D-Bus library.
D-Bus not built with -rdynamic so unable to print a backtrace
(patch by Ozkan Sezer)
Evgeny Kapun
Commit 490bb5b49f11 [1], which was a fix for bug #3790, introduced a new bug: now, calling SDL_FreeSurface(surface) deallocates surface->map even if there are other references to the surface. This is bad, because some functions (such as SDL_ConvertSurface) assume that surface->map is not NULL.
Robert Turner
SDL_windowsevents.c contains code to retrieve the x and y coordinate for a requested hit test. It does this as follows:
POINT winpoint = { (int) LOWORD(lParam), (int) HIWORD(lParam) };
LOWORD(lParam) does not correctly mask off high bits that are set if the point is on a second (or third, etc.) monitor. This effectively offsets the x-coordinate by a large value.
MSDN documentation suggests that LOWORD() and HIWORD() are the wrong macros for the task, instead suggesting we should be doing something like the following:
POINT winpoint = { GET_X_LPARAM(lParam), GET_Y_LPARAM(lParam) };
Testing this change on my Windows 10 machine with 2 monitors gives the correct results.
- Fixing rendering borderless window. Need to force windows to send a WM_NCCALCSIZE then return 0 for non-client area size.
- Adding WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX to borderless windows, for reasons noted in comments.
- Fix SetupWindowData() setting SDL_WINDOW_BORDERLESS. This was being cleared at window creation, causing hanlding for the first WM_NCCALCSIZE message to fail
Previously, the padding was silence, which was a problem when streaming since
you would sample a little bit of this silence between each buffer.
We still need a means to get padding data for the right hand side, but this
patch makes the resampler output more correct.
Anthony
This is what's making the software renderer crash with rotated destination rectangles of w or h = 0:
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
This time it's using real math from a real whitepaper instead of my previous
amateur, fast-but-low-quality attempt. The new resampler does "bandlimited
interpolation," as described here: https://ccrma.stanford.edu/~jos/resample/
The output appears to sound cleaner, especially at high frequencies, and of
course works with non-power-of-two rate conversions.
There are some obvious optimizations to be done to this still, and there is
other fallout: this doesn't resample a buffer in-place, the 2-channels-Sint16
fast path is gone because this resampler does a _lot_ of floating point math.
There is a nasty hack to make it work with SDL_AudioCVT.
It's possible these issues are solvable, but they aren't solved as of yet.
Still, I hope this effort is slouching in the right direction.
This would cause playback problems in certain situations, such as on the
Raspberry Pi. The device that the wait was added for seems to not benefit from
it in modern times, and standard desktop Linux seems to do the right thing
when a USB device is unplugged now, without this patch.
Fixes Bugzilla #3599.
Andreas Falkenhahn
My app opens a 640x480 window. When I click on the window's maximize button, the window correctly fills the entire screen and loses its borders. But clicking on the restore button now doesn't restore the window to its original 640x480 size. Instead, the window size is identical to the screen size now. The only difference to the previous state is that the window now has borders again but it isn't restored to 640x480.
bastien.bouclet
The window is now resized to its specified size, but it moves to the top left corner of the screen. That is unexpected because neither the user nor the program moved it there. Test program attached (the same one as before).
Simon Hug
When RWops seeks with fseek or fseeko it uses the types long or off_t which can be 32 bits on some platforms. stdio_seek does not check if the 64-bit integer for the offset fits into a 32-bit integer. Offsets equal or larger than 2 GiB will have implementation-defined behavior and failure states would be very confusing to debug.
The attached patch adds range checking by using the macros from limits.h for long type and some bit shifting for off_t because POSIX couldn't be bothered to specify min and max macros.
It also defines HAVE_FSEEKI64 in SDL_config_windows.h so that the Windows function gets picked up automatically with the default config.
And there's an additional error message for when ftell fails.
Andreas Falkenhahn
When compiling SDL for the Raspberry Pi, I have to use the --host parameter to enable compilation of the native Raspberry Pi video driver, like so:
--host=arm-raspberry-linux-gnueabihf
It took me a while to figure out that this was necessary in order to have the native Raspberry Pi video driver compiled in. I think it would be better if there was an option like --enable-video-rpi that could be passed to configure and that would also show up when saying configure --help. Currently, it?s rather difficult to figure out that you have to use the --host parameter with arm-raspberry-linux-gnueabihf in order to get Raspberry Pi video support. It?s also somewhat inconsistent because most other video drivers can in fact be enabled/disabled through specific configure parameters but there is no such parameter for the native Raspberry Pi video driver.
Simon Hug
These are the remaining compiler warnings I see in the current tip cb049cae7c3c.
- SDL_test_log.c defines _CRT_SECURE_NO_WARNINGS without checking if it was already set.
- SDL_windowskeyboard.c converts integers to pointers without going over the (U)INT_PTR types. That bothers MSVC.
Now we try the new (hardware-specific) pathnames first, and if those fail to
load, we'll try the more generic names that earlier versions of Raspbian used.
Fixes Bugzilla #3800.
Mart?n Golini
I'm having a very slow initialization of the video subsystem that locks the window creation for about 500 ms ( tested in at least 4 different systems ). What i found is that X11_InitModes_XRandR is using XRRGetScreenResources, that explicitly ask to poll the hardware for changes. This is not really necessary since if the data is already available you can use XRRGetScreenResourcesCurrent.
I attached a tentative patch that fix this issue. With the patch there's no lock when the subsystem is initialized and the window creation is instant in my applications. The patch only uses XRRGetScreenResourcesCurrent in X11_InitModes_XRandR but it could be potentially used in X11_GetDisplayModes and X11_SetDisplayMode.
bastien.bouclet
When creating two surfaces and blitting them onto the other, SDL's internal reference counting fails, and one of the surfaces is not freed when calling SDL_FreeSurface.
Example code :
SDL_Surface *s1 = SDL_CreateRGBSurfaceWithFormat(0, 640, 480, 32, SDL_PIXELFORMAT_ARGB8888);
SDL_Surface *s2 = SDL_CreateRGBSurfaceWithFormat(0, 640, 480, 32, SDL_PIXELFORMAT_ARGB8888);
SDL_BlitSurface(s1, NULL, s2, NULL);
SDL_BlitSurface(s2, NULL, s1, NULL);
SDL_FreeSurface(s2);
SDL_FreeSurface(s1);
With this example, s1 is not freed after calling SDL_FreeSurface, its refcount attribute is still positive.
This also seems to fix the follow-up issue in bug #3719, whereby the initial fix caused the SDL window to move, after transitioning from fullscreen to windowed-mode
This is necessary because the Raspberry Pi is a strange beast, that believes
it has OpenGL support (through glX?) but generally has GLES2 support.
So when using the raspberry video target, we need to force this to default
to a GLES2 context, or by default SDL_CreateWindow() will fail, deep down
when it tries to load the proper GL library.
Fixes testsprite2 (and basically everything else that wasn't testgles2) when
run on a Raspberry Pi without a X server.
Please note that other targets might also need this filled in, the Raspberry
Pi is just the most prominent and readily-available System-On-A-Chip style
thing on my desk. :)
Romain Tisserand
Using KMS/DRM driver from WIP SDL2.0.6 on Linux/ARM SoC RockChip RK3328 (ARM Mali 450 MP2 GPU).
The current code is using GBM_BO_FORMAT_XRGB8888 as GBM buffer format specifier.
The Mali driver (it has been confirmed some other vendor implementations too) expects GBM_FORMAT_XRGB8888.
The Mesa implementation is actually handling both values as the same, but it's not implemented like this into every gbm.h vendor header.
https://github.com/ideak/mesa/blob/master/src/gbm/backends/dri/gbm_dri.c
So with stock SDL2 on my card (Mali vendor implementation), it does not work, eglCreateWindowSurface fails, and gbm_is_format_supported fails too (with the BO variant).
It runs fine with GBM_FORMAT_XRGB8888.
Here is a link of the gbm.h from Mali user-space driver :
https://github.com/rockchip-linux/libmali/blob/rockchip/include/gbm.h
This is necessary because we need to see if GLES compat extensions exist.
All of this code (including ShouldUseTextureFramebuffer()) should be
revisited after 2.0.6 ships; ideally we don't make throwaway contexts if
we can avoid it...but maybe we can't. I hear Vulkan is pretty cool.
Fixes Bugzilla #3725.
benjamin.feng
Probable underlying cause: https://bugzilla.libsdl.org/show_bug.cgi?id=3124#c5
"If you download and build the HID Calibrator sample you can see that these are totally legitimate HID devices (except for inverting the Y-axis of joysticks, which is contrary to the HID specification but does make them more compatible with games compiled expecting XBOX controllers)."
Colin Barrett
Using the pre-built x86 devel libs from here:
https://www.libsdl.org/release/SDL2-devel-2.0.5-VC.zip
If I have:
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
and I'm using ANGLE/(a GL driver that doesn't provide an ES2 context) such that SDL_EGL_CreateContext is called by SDL_GL_CreateContext, I get the error "Could not create EGL context (context attributes are not supported)" and no context is created.
Looking at the code in SDL_EGL_CreateContext - if gl_config.flags is non-zero, it looks like the code in the section guarded with "#ifdef EGL_KHR_create_context" should be executed - but it apparently isn't.
Is it possible this section hasn't been compiled into the pre-built libraries? If I build SDL2.dll myself using the Visual C++ solution (VS2015 Community Update 3) then the call succeeds as I expect
bastien.bouclet
When exiting a "fullscreen space" on OS X, windows don't go to their defined "windowed mode size", but go back to their previous size.
Steps to reproduce:
1. Create a windowed mode SDL window
2. Toggle it to fullscreen with the SDL_WINDOW_FULLSCREEN_DESKTOP flag
3. While in fullscreen, change the windowed mode size using SDL_SetWindowSize
4. Toggle the window back to windowed mode
Expected result:
- The window has the size specified during step 3.
Actual result:
- The window has the size specified when creating the window in step 1.
Attached is a minimal reproduction test case.
The attached test case works as expected on X11 and Windows.
Ozkan Sezer
fix windows build after revision 11382: commit 2026e42e377a renamed
_SDL_msctf_h to SDL_msctf_h_ . SDL_windowskeyboard.c relies on that
macro, so update it accordingly.
Ozkan Sezer
Since the Vulkan merge, building against a Mac OS X SDM older than
10.11 fails in SDL_cocoametalview.m because Metal.framework is not
present. There is no conditional compiling in SDL_cocoametalview.m
either, so --disable-video-vulkan doesn't help with anything. (The
configury doesn't check darwin for x86_64 either, but it's another
story.)
I cross-build against 10.8 SDK on linux using clang-3.4.2 and this
is a problem for me. Will this be fixed?
Simon Hug
This issue actually raises the question if this API change (requirement of initialized audio subsystem) is breaking backwards compatibility. I don't see the documentation saying it is needed in 2.0.5.
"Major changes, roughly in order of appearance:
- Use float math everywhere, instead of promoting to double and casting back
all the time.
- Conserve sound energy when downmixing any channel into two other channels.
- Add a QuadToStereo filter. (The previous technique of reusing StereoToMono
never worked, since it assumed an incorrect channel layout for 4.0.)
- Add a 71to51 filter. This removes just under half of the cases the previous
code would silently break in.
- Add a QuadTo51 filter. More silent breakage fixed.
- Add a 51to71 filter, removing another almost-half of the silently broken
cases.
- Add 8 to the list of values SDL_SupportedChannelCount will accept.
- Change SDL_BuildAudioCVT's channel-related logic to handle every case, and
to actually fail if it fails instead of silently corrupting sound data and/or
crashing down the road."
(Note that SDL doesn't otherwise support 7.1 audio yet, but hopefully it will
soon and the 7.1 converters are an important piece of that. --ryan.)
Fixes Bugzilla #3727.