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.
David Brady
When I attempted to make a mapping file for Android gamepads, I quickly discovered that most of the ones that I have here show up as the same device (Broadcom Bluetooth HID), meaning that it was impossible to make mappings on Android, since every device looked the same.
This patch will check for the existence of the getDescriptor function added in Jelly Bean, and use it if it's there. The Android Dashboard says that the majority of Android phones should support this function, and doing it this way will not force us to bump up our API version.
Clayton Craft
The default path used by directfb for libGL is different than the default path used by x11 in SDL2:
./src/video/directfb/SDL_DirectFB_opengl.c:
path = "libGL.so";
./src/video/x11/SDL_x11opengl.c:
#define DEFAULT_OPENGL "libGL.so.1"
On at least one distro (Alpine Linux), libGL.so is not created (or more accurately the symlink to libGL.so.1 is not created). For consistency, the 'path' variable in SDL_DirectFB_opengl.c should patch the DEFAULT_OPENGL in SDL_x11opengl.c ("libGL.so.1")
Error message was:
[mvk-info] MoltenVK version 0.18.2. Vulkan version 1.0.51.
[***MoltenVK ERROR***] VK_ERROR_INITIALIZATION_FAILED: On-screen rendering requires a view that is backed by a layer of type CAMetalLayer.
2017-08-28 02:17:29.579 testvulkan[95627:1716939] ERROR: SDL_Vulkan_CreateSurface(): vkCreateMacOSSurfaceMVK failed: VK_ERROR_INITIALIZATION_FAILED
David Ludwig
I've created a new set of patches. I am happy to create more, if it would help.
One version only copies 'size'.
A second version copies both 'size' and 'silence'. When looking over the documentation for SDL_OpenAudio in SDL_audio.h, it mentioned that both 'size' and 'silence' were things that SDL_OpenAudio would calculate.
Regarding *both* patches, I did notice that SDL 1.2 appears to have always modified desired's size and silence fields. The SDL wiki, at https://wiki.libsdl.org/SDL_OpenAudio#Remarks , does note:
Carlos
We would like to add a switch (define) that allows us to compile Angle statically with SDL. That is, getting rid of the OpenGL DLL. Usually you need OpenGL to be loaded dynamically as DLL because implementation is provided by the system but no need with Angle.
Only 2 files need modification and it shouldn't affect current behaivor:
include/SDL_egl.h and src/video/SDL_egl.c, as in here
https://github.com/native-toolkit/sdl/pull/10/files
The flag name could be SDL_VIDEO_STATIC_ANGLE (instead of NATIVE_TOOLKIT_STATIC_ANGLE) as discussed here https://github.com/native-toolkit/sdl/pull/10
We have tested this with both Windows and UWP, using NME engine (https://github.com/haxenme/nme).
Releated issue: https://bugzilla.libsdl.org/show_bug.cgi?id=1820
Sylvain
Hi! here's a patch for that with two class loaded regarding API level.
Test both case : before API 11 and after.
I also remove now unused GetSystemServiceFromUIThread() and minor clean-up (haptic warning prototype).
This fixes a strange corner case (notes appended below), and should be
safe to do anyhow.
Fixes Bugzilla #3674.
"I did more tests.
It appears the bug only happens if there is
another window on the screen that has "always
on top" property. For me it is xawtv - it is
always opened in a screen corner. Closing
xawtv or removing "always on top" property
from it makes the problem to go away.
Plus, it doesn't appear like the buttons are
not delivered at all. It appears that instead
the button presses are delivered on some mouse
positions, but not delivered when you move the
mouse to other part of the window... So this is
really weird and is likely somewhere deep in the
Xorg.
Maybe somehow it happens that the cursor is
actually above the xawtv window, but, because
my app uses grab, it is not visible there, and
in that case the events are not delivered to
my app?
But with my patch the button events are
always delivered flawlessly, it seems.
Hmm, and that indeed seems to explain my problem:
if the mask is set properly and my app uses
grab, then, even if the mouse is above some
other window, the events would still be delivered
to the grabbing app, which is what actually wanted
because my app uses relative mouse mode, so it
doesn't know the pointer can cross some other window
(my app draws the pointer itself).
So my current theory is that my patch only enforces
the mouse grab, which otherwise can be tricked by
some other window preventing the button events
delivery (but motion events are still delivered
via xinput2, which makes it all look very obscure)."
This patch was originally written by Marc Di Luzio for glX and enhanced by
Maximilian Malek for WGL, etc. Thanks to both of you!
Fixes Bugzilla #3643.
Fixes Bugzilla #3735.
Pegasus Epsilon
With the system dialog font set to Arial or Tahoma or another variable-width font, everything works just as expected. When using a fixed-width font, like Courier or DejaVu Sans Mono, the text gets cut off. Example screenshots attached.
Martijn Courteaux
I implemented precise scrolling events. I have been through all the folders in /src/video/[platform] to implement where possible. This works on OS X, but I can't speak for others. Build farm will figure that out, I guess. I think this patch should introduce precise scrolling on OS X, Wayland, Mir, Windows, Android, Nacl, Windows RT.
The way I provide precise scrolling events is by adding two float fields to the SDL_MouseWheelScrollEvent datastructure, called "preciseX" and "preciseY". The old integer fields "x" and "y" are still present. The idea is that every platform specific code normalises the scroll amounts and forwards them to the SDL_SendMouseWheel function. It is this function that will now accumulate these (using a static variable, as I have seen how it was implemented in the Windows specific code) and once we hit a unit size, set the traditional integer "x" and "y" fields.
I believe this is pretty solid way of doing it, although I'm not the expert here.
There is also a fix in the patch for a typo recently introduced, that might need to be taken away by the time anybody merges this in. There is also a file in Nacl which I have stripped a horrible amount of trailing whitespaces. (Leave that part out if you want).
manuel.montezelo
Original bug report (note that it was against 2.0.0, it might have been fixed in between): http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=733015
--------------------------------------------------------
Package: libsdl2-2.0-0
Version: 2.0.0+dfsg1-3
Severity: normal
Tags: patch
I have occasional crashes here caused by the X11 backend of SDL2. It seems to
be caused by the X11_Pending function trying to add a high number (> 1024)
file descriptor to a fd_set before doing a select on it to avoid busy waiting
on X11 events. This causes a buffer overflow because the file descriptor is
larger (or equal) than the limit FD_SETSIZE.
Attached is a possible workaround patch.
Please also keep in mind that fd_set are also used in following files which
may have similar problems.
src/audio/bsd/SDL_bsdaudio.c
src/audio/paudio/SDL_paudio.c
src/audio/qsa/SDL_qsa_audio.c
src/audio/sun/SDL_sunaudio.c
src/joystick/linux/SDL_sysjoystick.c
--------------------------------------------------------
On Tuesday 24 December 2013 00:43:13 Sven Eckelmann wrote:
> I have occasional crashes here caused by the X11 backend of SDL2. It seems
> to be caused by the X11_Pending function trying to add a high number (>
> 1024) file descriptor to a fd_set before doing a select on it to avoid busy
> waiting on X11 events. This causes a buffer overflow because the file
> descriptor is larger (or equal) than the limit FD_SETSIZE.
I personally experienced this problem while hacking on the python bindings
package for SDL2 [1] (while doing make runtest). But it easier to reproduce in
a smaller, synthetic testcase.
Martin Gerhardy
just for easier debugging issues in the own code...
SDL_CreateRenderer should maybe also use this macro
Ryan C. Gordon
I'll go one better: it should have an SDL_assert().
Leonardo
Structure SDL_gestureTouch gets reallocated for every new added gesture but its never freed.
Proposed patch add the function SDL_GestureQuit() that takes care of doing that and gets called when TouchQuit is called.
Gabriel Jacobo
Thanks for the patch. I think it needs a bit of extra work though, looking at the code in SDL_gesture.c , I see that SDL_numGestureTouches only goes up, I think the right fix here involves adding SDL_GestureDelTouch (hooked into SDL_DelTouch) as well as SDL_GestureQuit (as you posted in your patch).
Rainer Deyke
I've written a small patch that adds a small SDL_DuplicateSurface function to SDL. I've written the function as part of a larger (as yet unfinished) patch, but I think this function is useful enough that it merits inclusion in SDL on its own.
Alvin
I'm interested in this bug as well. I have experienced it when trying to embed an SDL_Window into a FLTK application. To do this, I create a FLTK window (window inside a window - think video player) and then use SDL_CreateWindowFrom() on the inner most window's Xlib Window*. After which, I create a renderer.
In my situation I am using the FLTK GUI toolkit.
What I have experienced is that the SDL_CreateRender() will recreate the window in order to properly setup OpenGL capability. As part of this process, the window is hidden and a call is executed that waits indefinitely for an acknowledgement that the window was indeed unmapped. This is where my program hangs.
Please correct me if I am wrong, but should SDL2 not make Xlib calls that effect the Xlib Window in this situation (e.g. When SDL_CreateWindowFrom() is used)? The toolkit being used typically assumes responsibility and, I presume, tracks all Xlib Windows it creates.
On line src/video/SDL_video.c:1372 the comment associated with setting SDL_WINDOW_FOREIGN reads:
/* Can't destroy and re-create foreign windows, hrm */
Since I do not know the reason for hiding the window in the first place, the attached patch simply does not wait for a response when X11_XWithdrawWindow() and X11_XMapRaised() are issued by X11_HideWindow() and X11_ShowWindow(), respectively. I presume that the GUI toolkit (GTK, FLTK, etc.) has or will consume the acknowledging event as it is managing the Xlib Window (or it thinks it is).
I have tested the patch against hg 5c645d037de2 and I have successfully tested:
* Embedding the SDL_Window inside a FLTK application.
* Calling SDL_SetWindowSize() when FLTK resizes the window (e.g. dragging cursor on the edge of the window).
* Filling the renderer's default target blue and drawing a red fill square at the centre (exciting, I know!)
* Calling SDL_Quit() when the application terminates
I do not receive any Xlib erorr messages (BadWindow, etc.) in any of those situations.
UX-admin
I am compiling with the Sun Studio 12 u2 compiler. There are multiple issues with the build, but this particular issue appears to be that it is illegal to declare a union of a struct of floats and a float. While GCC 4.8.1 does not flag this as an error, Sun Studio is much more standards compliant and strict, halting further compilation with an error.
afwlehmann
Sorry for re-opening, but it turns out that the current interval is indeed not updated. I've just checked the source code of the 2.0.3 release again:
163 if (current->canceled) {
164 interval = 0;
165 } else {
166 interval = current->callback(current->interval, current->param);
167 }
168
169 if (interval > 0) {
170 /* Reschedule this timer */
171 current->interval = interval; // <-- this line is missing
172 current->scheduled = tick + interval;
173 SDL_AddTimerInternal(data, current);
174 } else {
According to the documentation: "The callback function is passed the current timer interval and the user supplied parameter from the SDL_AddTimer() call and returns the next timer interval. If the returned value from the callback is 0, the timer is canceled."
If I understand the text correctly, then the current interval should in fact be updated according to the returned value. Otherwise there would be a discrepancy between the next time for which the timer is actually re-scheduled and the value that's passed to the callback once the timer fires again.
This could be fixed by adding line #171.
Ozkan Sezer
The attached patch removes SDLCALL attribute from SDL_BlitFunc() funcptr.
As far as I can see, *SDL_BlitFunc() is completely internal to SDL with
no specific calling convention requirements. The actual functions assigned
to SDL_BlitFunc seem to not have any calling conventions specified. So,
easy solution is simply removing the strict calling convention from the
type.
Sylvain
Here's a patch.
It tries to get the hint first. Resizable will allow any orientation. Otherwise it uses width/height window.
setOrientation method is splitted in static and non-static, so that it can be overloaded in a user subclass.
Some artefact observed :
surfaceChanged() can be called twice at the beginning. When the phone starts in portrait and run a landscape application.
Clayton Craft
linux_input module is disabled by default, despite the comments in source code that it is otherwise:
src/video/directfb/SDL_DirectFB_video.c:
devdata->use_linux_input = readBoolEnv(DFBENV_USE_LINUX_INPUT, 0); /* default: on */
src/video/directfb/SDL_DirectFB_video.h:
#define DFBENV_USE_LINUX_INPUT "SDL_DIRECTFB_LINUX_INPUT" /* Default: on */
When using the directfb driver, the linux_input module is suppressed unless the SDL app is started with "SDL_DIRECTFB_LINUX_INPUT=1" set in the environment. I recall seeing at one point that the directfb folks recommended using linux_input over the other input drivers, but I am having trouble locating this recommendation. In any case, I believe that this should really be defaulted to 'on' since it's vastly superior to the other dfb input drivers!
Jimb Esser
Note: This is using DirectInput, I have to disable XInput as that causes all but the first 4 controllers to be completely ignored by SDL (I can find no way to reconcile XInput devices with DirectInput devices, otherwise I would make a patch that accepts the fifth and later controllers with DirectInput...). XInput does not seem to have the problem below, only DirectInput.
I plug in 3 identical wireless Xbox 360 controllers, call them J1, J2, J3. Direct Input shows them as having GUIDs G1, G2, G3. I unplug J1, then J2 and J3 show up as having GUIDs G1 and G2! Not so "unique"... I start my SDL app when just J2 and J3 are plugged in, and open J2 and J3. Then I plug in a new controller, SDL sees that now G3 exists, assigns that a new SDL joystick instance ID, which I request to be opened, but G3 at this point is J3, which I already had opened! So I end up with two instances of J3 opened, and none of J1. "Re-"opening G1 would get the actual handle to the newly attached controller, but there's no current way to know this. This is clearly a bug or poor design in DirectInput or my wireless receiver drivers, but is a showstopping bug for my 8-20 player games (as soon as any one controller runs out of battery or goes to sleep and gets turned back on, suddenly things are busted requiring a restart (or, at least, a reinitialization of all controllers - the game can't go on)).
The solution I found is to use HID paths instead of GUIDs to uniquely identify joysticks. GUIDs are still needed to open a controller, however I have added code to re-find the GUIDs for all joysticks whenever a new joystick is attached or removed. This does now require opening of all joysticks (instead of just enumerating them), though if your app, like mine, is opening all of them anyway so that any can press a button to join, that doesn't change much (although perhaps they joysticks should be kept open in this case, instead of closed and re-opened). If your app only ever opens one joystick, this will do more work at startup than it did previously.
Jonas Kulla
This eliminates the need to manually compile in SDL_main_android.c.
Instead, add "-lSDL2main -Wl,-u,SDL_main_dummy" when linking.
I don't know how the nkd-build process works, but unless it was
for some reason linking libSDL2main.a it should be unaffected.
Alexey
Seems to be a missing functionality. I want to set an icon from RC file. I cant pass MAKEINTRESOURCE(X) string to SDL_RegisterApp() cause string returned by MAKEINTRESOURCE string is not actually a string and SDL_strlen will crash. Moreover LoadImage seems to be loading wrong icon size. LoadIcon seems to be fine.
Edward Rudd
Device: Logitech Rumble Gamepad F510 in Xinput mode.
Upon opening the joystick the values of the axes are queried via PollAllValues are not actually set on the device all the time.
This can easily be seen in the testjoystick or testgamecontroller test programs,as the testjoystick shows all axes in the center until one 'tickles' the triggers., and the testgamecontroller will show the triggers as 'on' until on 'tickles' the triggers.
Upon further research the culprit is the SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS hint. In the default value events are ignored until there is an active window, Thus in cases where the joystick system is initialized and controllers opened before the initial window is created & focuses, the initial values will be incorrect.
Here is my current workaround in the game I'm working on porting..
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
SDL_GameController* gamepad = SDL_GameControllerOpen(index);
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "0");
Edmund Horner
When a 16-bit "565 format" surface has a colour key set, it will blit with correct transparency. If, however, it has its colour key set then is converted to a 32-bit ARGB format surface, the colour key in the converted image will not necessarily be the same pixel value as the transparent pixels. It may not blit correctly, because the colour key does not match the right pixels.
In my case, with an image using 0xB54A for transparency, the colour key was converted to 180,170,82; but the corresponding pixels (with the same original value) were converted to 180,169,82. Blitting the converted image did not use transparency where expected.
I have attached a test case. The bug has been replicated on both x86_64 Linux (SDL 2.0.2), and 32-bit MS C++ 2010 on Windows (SDL 2.0.0).
malferit
Hello, I began a little program with SDL2 on Linux in C, and when I call SDL_Init(SDL_INIT_VIDEO) I get an error and this is printed in the console:
XDM authorization key matches an existing client!
I searched through Internet, and found that some people suggest to run 'xhost +' or to specify this in /etc/X11/xdm/xdm-config:
DisplayManager*authName: MIT-MAGIC-COOKIE-1
I don't think an end user needs to know that...
But what bothered me is that first I started this little program in Pascal using the Freepascal compiler and it works. In freepascal you only use some thin header bindings in Pascal and then it links with the dynamic SDL library, so I don't understood why it worked with Freepascal and not in C.
I run ldd to the two generated applications:
Application in C:
linux-gate.so.1 (0xffffe000)
libSDL2-2.0.so.0 => /usr/lib/libSDL2-2.0.so.0 (0xb76ac000)
libpthread.so.0 => /lib/libpthread.so.0 (0xb766e000)
libc.so.6 => /lib/libc.so.6 (0xb74e2000)
libm.so.6 => /lib/libm.so.6 (0xb74a0000)
libdl.so.2 => /lib/libdl.so.2 (0xb749a000)
librt.so.1 => /lib/librt.so.1 (0xb7491000)
/lib/ld-linux.so.2 (0xb77b3000)
Application compiled with Freepascal:
linux-gate.so.1 (0xffffe000)
libSDL2-2.0.so.0 => /usr/lib/libSDL2-2.0.so.0 (0xb762a000)
libX11.so.6 => /usr/lib/libX11.so.6 (0xb74f3000)
libc.so.6 => /lib/libc.so.6 (0xb7367000)
libm.so.6 => /lib/libm.so.6 (0xb7325000)
libdl.so.2 => /lib/libdl.so.2 (0xb731f000)
libpthread.so.0 => /lib/libpthread.so.0 (0xb7305000)
librt.so.1 => /lib/librt.so.1 (0xb72fc000)
libxcb.so.1 => /usr/lib/libxcb.so.1 (0xb72dc000)
libXau.so.6 => /usr/lib/libXau.so.6 (0xb72d9000)
libXdmcp.so.6 => /usr/lib/libXdmcp.so.6 (0xb72d3000)
/lib/ld-linux.so.2 (0xb7755000)
It seems that Freepascal is linking with libX11, libxcb, libXau and libXdmcp .
Linking my C application with libxcb solved the problem (linking with libXau and/or libXdmcp without libxcb didn't work). Linking with X11 links all the other libraries and works as well.
So I fill this bug report mainly to let you know about this. I don't know if it is a problem that can be solved on the libSDL side or not, but at least I hope it will help.
Hi, some tests:
1. Disabled XDM. Login in console and running 'startx'. The program works without having to link with X11.
2. Enabled XDM. Added 'DisplayManager*authName: MIT-MAGIC-COOKIE-1' to /etc/X11/xdm/xdm-config.The program works without having to link with X11.
3. Enabled XDM without 'DisplayManager*authName: MIT-MAGIC-COOKIE-1' in /etc/X11/xdm/xdm-config . I get the authentication error unless I link with X11.
Coriiander
There's a slight mistake in the function "GetWindowStyle" found in file "SDL_windowswindow.c".
When a window is marked to be resizable, the resizable style is being added regardless of whether the window has a border or not. While for some arcane, hidden semantics this can be ok, it's still inconsistent in this case.
Witek Jachimczyk
I'm using SDL to develop a video viewer for MATLAB. The window is scrambled while using thightVNC with its default mode of RGB656.
SDL does not correctly recognize the pixel mode.
I found a solution for this problem. The solution involves modifying
SDL/src/video/SDL_pixels.c
Adding the following "if statement" under case 16: of SDL_MasksToPixelFormatEnum resolves the issue:
if (Rmask == 0x003F &&
Gmask == 0x07C0 &&
Bmask == 0xF800 &&
Amask == 0x0000) {
return SDL_PIXELFORMAT_RGB565;
}
I hope that this helps someone. I took me a while to figure it out.
Yann Dirson
When SDL_GL_GetProcAddress returns in error, the cause of the error is overwritten
in GL_GL_GetAttribute, reporting to the user "Failed getting OpenGL glGetString entry point", whereas the original "OpenGL library not loaded" never makes it
to the user.
Pushed a fix to:
f94cb13708
Note that the "OpenGL library not loaded" error looks like no root cause either,
and I'm still puzzled by the code path used: I'm forcing opengles2 renderer on
the x11 video driver on a rpi2, as in https://bugzilla.libsdl.org/3169, and although I now know that I must force the use of the RPI video driver instead
of the x11 one, I suspect even more accurate info can be given to user.
Daniel Gibson
AZERTY keyboard layouts (which are the default layouts in France and Belgium) don't have the number keys (1, 2, ..., 9, 0) in the first row of keys, but ?, &, ?", ', (, -, ?_, ??), = (with small differences between the France and Belgian variants). Numbers are reached via shift.
On Linux and OSX, SDL seems to use the corresponding ISO 8859-1 codes (231 for ?232 for ?tc) as SDL_Keycode (but no SDK_* constants exists for those values!), while on Windows SDL seems to map those keys to SDLK_1, SDLK_2 etc, like you'd get on QWERTY.
I don't know how other platforms behave.
So we have two problems:
1. At least on Linux and OSX invalid/undefined SDL_Keycodes are returned
2. Different platforms behave differently (Windows vs Linux/OSX)
It's unclear what behavior is desired: Should SDL_* constants for those keys be introduced (and Windows behavior changed accordingly)?
Or should all platforms behave like Windows here and use the existing SDLK_1, ..., SDLK_0 keycodes?
This bug on the mailing list:
https://forums.libsdl.org/viewtopic.php?t=11555 (my post about Linux/Windows)
https://forums.libsdl.org/viewtopic.php?t=11573 (Tim Walters discovered the same problem on OSX about 1.5 weeks later).
Sylvain
Let's you have a SDL_Surface that has ColorKey, but no Alpha Modulation.
When this surface is duplicated with SDL_ConvertSurface function, the result has ColorKey and Alpha Modulation (BLEND, and Opaque 255).
I think SDL_ConvertSurface should strictly keeps the input format.
example
=======
SDL_Surface *input; // ... Set up a surface with ColorKey and no AlphaMod
SDL_Surface *output = SDL_ConvertSurface(input, input->format, input->flags);
// "output" surface has a ColorKey but *also* AlphaMod (BLEND, and Opaque 255).
Simon Hug
The bug is in the GL_ResetState and GLES_ResetState functions which get called after a new GL context is created. These functions set the cached current color to transparent black, but the GL specification says the initial color is opaque white.
The attached patch changes the values to 0xffffffff to reflect the initial state of the current color. Should the ResetState functions get called anywhere else in the future, this probably has to call the GL functions itself to ensure that the colors match.
Adam M.
The keysym.mod field does not reflect the state of the modified keys when processing key down events for the modifier keys themselves. The documentation says that it returns the current key modifiers, but they are not current for key down events involving modifier keys. I interpret "current" to mean "equal to SDL_GetModState() at the instant the event is processed/enqueued".
For example, if you depress the Shift key you get a key down event with .mod == 0. However, .mod should not be 0 because a shift key is down. If you then release the Shift key, you get a key up event with .mod == 0. Neither event reports the modifier key.
If you press Shift and then A, .mod is incorrect (== 0) when Shift is pressed, but is correct later when A is pressed (== KMOD_LSHIFT).
You might say this behavior is deliberate, i.e. keysym.mod is the value /before/ the event, not the current value as documented, but that explanation is incorrect because only key down events behave that way. Key up events correctly give the current value, not the value before the event.
Not only is it inconsistent with itself, I think it makes keyboard processing harder.
The problem is near line 740 in SDL_keyboard.c:
if (SDL_KEYDOWN == type) {
modstate = keyboard->modstate; // SHOULD THIS BE MOVED DOWN?
switch (keycode) {
case SDLK_NUMLOCKCLEAR:
keyboard->modstate ^= KMOD_NUM;
break;
case SDLK_CAPSLOCK:
keyboard->modstate ^= KMOD_CAPS;
break;
default:
keyboard->modstate |= modifier;
break;
}
} else {
keyboard->modstate &= ~modifier;
modstate = keyboard->modstate;
}
In the key down path, modstate (and thus keysym.mod) ends up being the modifier state /before/ the event, but in the key up path modstate ends up being the modifier state /after/ the event. Personally I think the "modstate = keyboard->modstate" line should just be moved after the entire if/else statement, so that keysym.mod always reflects the current state.
owen
I removed all the static variables from SDLActivity.java
Updated all the SDL_android.c jni calls as well
I added a new function to SDL_android.c/ h
void Android_JNI_SeparateEventsHint(const char* c);
This is called by SDL_androidtouch.c so that this TU doesn't need to call any JNI functions.
Philipp Wiesemann
There is another problem with the current implementation which maybe should be fixed first (to prevent some work). It was written as if it would get the number of a button from the Java side but actually it gets the state of all buttons. That is why it should not work if more than one button is pressed at once.
Ian Abbott
I just spotted what I think is a bug in "src/thread/pthread/SDL_sysmutex.c" in the SDL_TryLockMutex function when FAKE_RECURSIVE_MUTEX is defined (for an implementation of Pthreads with no recursive mutex support). It calls pthread_mutex_lock instead of pthread_mutex_trylock, so it will block until the mutex is available instead of returning SDL_MUTEX_TIMEDOUT if it cannot lock the mutex immediately.
Coriiander
Here is a minor correction for a non-breaking mistake in SDL_setenv for __WIN32__ platform. See below for details.
FILE:
"SDL/src/stdlib/SDL_getenv.c"
FUNCTION: (__WIN32__ platform)
int SDL_setenv(const char *name, const char *value, int overwrite)
CODE:
if (!overwrite) {
char ch = 0;
const size_t len = GetEnvironmentVariableA(name, &ch, sizeof (ch));
if (len > 0) {
return 0; /* asked not to overwrite existing value. */
}
}
WHAT'S WRONG:
The 3th argument to GetEnvironmentVariable (being DWORD nSize) must be the number of characters, not the number of bytes. SDL currently passes "the size of 1 char", rather "1". While it is non-breaking (1=1 after all), it is incorrect. Furthermore there is no need to specify the 2nd and 3th arguments at all.
CORRECTION 1: (corrected argument_
if (!overwrite) {
char ch = 0;
const size_t len = GetEnvironmentVariableA(name, &ch, 1);
if (len > 0) {
return 0; /* asked not to overwrite existing value. */
}
}
CORRECTION 2: (stripped of unneeded code)
if (!overwrite) {
if (GetEnvironmentVariableA(name, NULL, 0) > 0) {
return 0; /* asked not to overwrite existing value. */
}
}
Juha Niemim?
On AmigaOS 4 platform with Newlib 'C' library, there is a problem with failing fseeko64. This seemed to be caused by using fopen instead of fopen64.
Littlefighter19
When trying to mirror something on the PSP, I've stumbled upon the problem,
that using SDL_RenderCopyEx with SDL_FLIP_HORIZONTAL flips the image vertically, vise-versa SDL_FLIP_VERTICAL flips the image horizontally.
Proposed patch would be swapping the check in line 944 with the one in line 948 in SDL_render_psp.c
romain.lacroix
For the windows implementation of SDL_ShowMessageBox() : ./src/video/windows/SDL_windowsmessagebox.c:345 WIN_ShowMessageBox()
The implementation in 2.0.4 uses "button index" for parameter "id" of function AddDialogButton().
It then expects the value provided in param wParam of function MessageBoxDialogProc() to be a valid index of a button.
It uses this value to index in the array of buttons when DialogBoxIndirect() returns (line 474 : *buttonid = buttons[which].buttonid;)
However, when dismissing this box with Escape, the return value of DialogBoxIndirect will be SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT (=2) which is not always a valid index of array buttons.
When the array buttons has a length less or equal than 2, the memory access is invalid; I can see that the value written to *buttonId is uninitialized memory (random value).
The fix I propose : use value "buttonid" (field of button) for parameter "id" of AddDialogButton(), then copy return value of DialogBoxIndirect() in *buttonid. This way, we will not use an out-of-bounds index in array buttons.
Simon Hug
The RGBA_FROM_PIXEL macro in src/video/blit.h [1] is not designed to work with more than 8 bits per channel and the ARGB2101010 format makes it read outside of the array bounds causing access violations. This can happen during blitting with the BlitNtoNPixelAlpha and SDL_Blit_Slow functions.
When SDL_InitFormat tries to calculate the loss of the channels [2], the Uint8 will wrap around and it will end up at 254 for the 10-bit channels. Clearly way over the 9 entries of the SDL_expand_byte array. (Not that a signed integer would help.) Then the macro tries to access the lookup table with the channel value which could be up to 1023. If the previous indirection didn't cause an access violation this one will.
I guess it's not worth modifying this macro for a format that only a few will use. It will only make the other blitters slower. I don't have good ideas to solve this issue.
Attached is a test case that does three blits. A copy one that work and the two that use the functions mentioned above.
[1] https://hg.libsdl.org/SDL/file/cd1994d4f3c6/src/video/SDL_blit.h#l303
[2] https://hg.libsdl.org/SDL/file/cd1994d4f3c6/src/video/SDL_pixels.c#l540
Daniel
SDL_RenderReadPixels with SDL_RENDERER_SOFTWARE reads pixels from wrong coordinates.
SW_RenderReadPixels adjusts the rect coordinates according to the viewport. But since this is already done by SDL_RenderReadPixels, the final rect has x2 bigger X and Y.
Fabian Greffrath
we use SDL_GetPrefPath() in Chocolate Doom to get a reasonable directory to save and restore config files and savegames:
https://github.com/chocolate-doom/chocolate-doom/blob/sdl2-branch/src/m_config.c#L2162
However, since there is no "organization" behind Chocolate Doom and there is really only one "product" called Chocolate Doom, we pass an empty string for the org parameter and the package string for app.
This leads to two consecutive slashes in the path returned by SDL_GetPrefPath() like this:
/home/user/.local/share//chocolate-doom/
While this is harmless, it sure looks bad.
I believe that it should be possible to either pass a NULL pointer for the org parameter or at least have the function detect an empty string as a means to express "there is no origanization, just a single product". The generation of the path string to be returned by the function will have to get adapted accordingly.
Eric Wasylishen
Alt-Up/Down/Left/Right switches between displays using SDL_WINDOWPOS_CENTERED_DISPLAY
Shift-Up/Down/Left/Right shifts the window by 100px
Simon Hug
Some code in SDL loads libraries with SDL_LoadObject to get more information or use newer APIs. SDL_LoadObject may fail, set an error message and SDL will continue with some fallback code. Since SDL will overwrite the error or exit the function with a return value that indicates success, the error form SDL_LoadObject for the optional stuff might as well be cleared right away.
Eric Wasylishen 2017-07-26 18:42:58 UTC
I set up an (admittedly exotic) 3-monitor setup, and when I enter fullscreen-desktop on the middle display (#2), the SDL window is off center. (covers half of monitor #2 and most of monitor #3).
The displays are arranged from left to right:
Display #1 (main): 2880x1800, 200% scaling
Display #2: 1920x1200, 150% scaling
Display #3: 1920x1080, 100% scaling
SDL display bounds:
INFO: Bounds: 1440x900 at 0,0
INFO: Bounds: 1281x801 at 1921,0 (these are incorrect)
INFO: Bounds: 1920x1080 at 4800,0
Correct bounds reported by calling EnumDisplayMonitors and printing the LPRECT param of the callback:
1440x900 at (0, 0)
1280x800 at (2880, 0)
1920x1080 at (4800, 0)
It seems like you need 3 displays to reproduce this, and the left two need DPI scaling, and the 3rd display needs to have a different scale factor than the others.
Related: https://bugzilla.libsdl.org/show_bug.cgi?id=3709
SDL: current hg (11235:6a587b9e0ec8)
Windows 10, Version 10.0.15063 Build 15063
Tested with testdraw2 and testgl2, and pressing alt+enter to enter fullscreen desktop.
This patch reworks SDL_windowsmodes.c to use EnumDisplayMonitors instead of EnumDisplayDevices, so we always have an HMONITOR for each SDL display.
With access to an HMONITOR, we can get the monitor bounds in virtual screen coordinates the proper way, by calling GetMonitorInfo. (whereas the original code was doing some calculations - e.g. "data->DeviceMode.dmPosition.x * data->ScaleX" - to try to get virtual screen coordinates. These worked in simple cases, but failed in more complex cases like this bug)
The one potential problem with my patch is, the ChangeDisplaySettingsEx docs say that you're supposed to get the display name from EnumDisplayDevices, but I'm getting the display name from GetMonitorInfo now.
Simon Hug
KMSDRM_VideoInit allocates and frees some connectors and encoders but doesn't set the pointer to NULL after freeing. The cleanup code at the end may free one of those garbage pointer should an error happen in the initialization.
Simon Hug
When WIN_WindowProc processes the WM_TOUCH message, it doesn't check if the touch functions have been properly loaded and may call a NULL pointer. It's probably an extremely rare case, but here's a patch that adds some checks anyway.
Eric wing
Hi, I think I found a bug when using SDL_WINDOW_ALLOW_HIGHDPI with SDL_RenderSetLogicalSize on iOS. I use SDL_RenderSetLogicalSize for all my stuff. I just tried turning on SDL_WINDOW_ALLOW_HIGHDPI on iOS and suddenly all my touch/mouse positions are really broken/far-off-the-mark.
I actually don't have a real retina device (still) so I'm seeing this using the iOS simulator with a 6plus template.
Attached is a simple test program that can reproduce the problem. It uses RenderSetLogicalSize and draws some moving happy faces (to show the boundaries/space of the LogicalSize and that it is working correctly for that part).
When you click/touch, it will draw one more happy face where your button point is.
If you comment out SDL_WINDOW_ALLOW_HIGHDPI, everything works as expected. But if you compile with it in, the mouse coordinates seem really far off the mark. (Face appears far up and to the left.)
Alex Szpakowski on the mailing list suggests the problem is
"I believe this is a bug in SDL_Render?s platform-agnostic mouse coordinate scaling code. It assumes the units of the mouse coordinates are always in pixels, which isn?t the case where high-DPI is involved (regardless of whether iOS is used) ? they?re actually in ?DPI independent? coordinates (which matches the window size, but not the renderer output size)."
Additionally, if this is correct, the Mac under Retina is also probably affected too and "as well as any other platform SDL adds high-dpi support for in the future".
Levi Bard
In some environments, xrandr modes initialization can fail even though xrandr support is present and of a sufficient version.
(The one I encountered was an AWS instance running a virtual display)
The attached patch allows SDL to keep trying other methods if xrandr modes initialization fails (still subject to SDL_VIDEO_X11_REQUIRE_XRANDR).
Manuel
The attached patch adds support for KMS/DRM context graphics.
It builds with no problem on X86_64 GNU/Linux systems, provided the needed libraries are present, and on ARM GNU/Linux systems that have KMS/DRM support and a GLES2 implementation.
Tested on Raspberry Pi: KMS/DRM is what the Raspberry Pi will use as default in the near future, once the propietary DispmanX API by Broadcom is overtaken by open graphics stack, it's possible to boot current Raspbian system in KMS mode by adding "dtoverlay=vc4-kms-v3d" to config.txt on Raspbian's boot partition.
X86 systems use KMS right away in every current GNU/Linux system.
Simple build instructions:
$./autogen.sh
$./configure --enable-video-kmsdrm
$make
Now the clipboard isn't lost if you destroy a specific SDL_Window, as it
works on other platforms. You will still lose the clipboard data on
SDL_Quit() or process termination, but that's X11 for you; run a
Clipboard Manager daemon.
Fixes Bugzilla #3222.
Fixes Bugzilla #3718.
Eric Wasylishen
I think I found a better fix.
The problem with https://hg.libsdl.org/SDL/rev/ebdc0738b1b5 is setting the styleMask to 0 clears the NSWindowStyleMaskFullScreen bit, which then confuses Cocoa later when you try to leave fullscreen. Instead I'm just clearing the NSWindowStyleMaskResizable bit, although SetWindowStyle(window, NSWindowStyleMaskFullScreen); seems to also work.
Eric Wasylishen
Unfortunately this commit seems to have broken exiting desktop-fullscreen.
- Launch testgl2.
- Press alt+enter to go fullscreen-desktop
- Press alt+enter again. The spinning cube will freeze, and the window stays fullscreen desktop.
Simon Hug
SDL_GL_GetAttribute doesn't check if a video driver has been initialized and will access the SDL_VideoDevice pointer, which is NULL at that point.
I think all of the attributes require an initialized driver, so a simple NULL check should fix it. Patch is attached.
Jason Wyatt
After hiding the window, SDL_WINDOW_HIDDEN/SDL_WINDOW_SHOWN flags on a window are correctly updated. However on the next SDL_PumpEvents, they are set incorrectly.
This appears to be because X11_GetNetWMState does not check whether the _NET_WM_STATE property exists (it shouldn't on unmapped windows, see https://specifications.freedesktop.org/wm-spec/wm-spec-1.3.html#idm140130317598336). This results in an empty list of atoms for the state, which would imply that the window is not hidden.
(Seen on Fedora 24, Gnome)
--
Dan Ginsburg
More details on my proposed patch: I am on Kubuntu 16.04.2. I ran into this same bug, but with Jason's patch I found that actualType != None was true so the SDL_WINDOW_HIDDEN would still not be set. My fix instead is to explicitly check for whether the window is unmapped rather than relying on the returned values in XGetWindowProperty.
felix
The functions in src/render/SDL_yuv_mmx.c contain the following inline assembly snippet:
/* tap dance to workaround the inability to use %%ebx at will... */
/* move one thing to the stack... */
"pushl $0\n" /* save a slot on the stack. */
"pushl %%ebx\n" /* save %%ebx. */
"movl %0, %%ebx\n" /* put the thing in ebx. */
"movl %%ebx,4(%%esp)\n" /* put the thing in the stack slot. */
"popl %%ebx\n" /* get back %%ebx (the PIC register). */
Here's how it ended up in a binary on my old laptop:
0xb5c17dbd <ColorRGBDitherYV12MMX1X+93>: push $0x0
0xb5c17dbf <ColorRGBDitherYV12MMX1X+95>: push %ebx
0xb5c17dc0 <ColorRGBDitherYV12MMX1X+96>: mov 0xc(%esp),%ebx
0xb5c17dc4 <ColorRGBDitherYV12MMX1X+100>: mov %ebx,0x4(%esp)
0xb5c17dc8 <ColorRGBDitherYV12MMX1X+104>: pop %ebx
Apparently the compiler, oblivious to the fact that the assembly snippet manipulates the %esp register, decided to refer to the operand via that same register instead of via %ebp (I believe -fomit-frame-pointer enables this). This causes %ebx to be loaded with the wrong value, which later leads to a null pointer dereference.
Recent GCC can use the %ebx register normally: <https://gcc.gnu.org/bugzilla/show_bug.cgi?id=47602#c16>. There is even an explicit constraint "b" for allocating it.
Holger Schemel
Summary: This patch adds support for key events for the "rewind" and "fast forward" media keys on the Amazon Fire TV remote control.
How to reproduce the problem: Run Android build of SDL2 application on the Amazon Fire TV (tested with "stick" version) and log key events.
Expected behaviour: Every key pressed on the Fire TV remote control should result in a corresponding key event (pressed/released).
Observed behaviour: Of the bottom row of buttons on the Fire TV remote control, only the "play/pause" (middle) button generates a key event, while the "rewind" (left) and "fast forward" (right) buttons to not generate any event at all.
The attached patch adds support for these two missing buttons/keys.
Note 1: Some missing definitions were added for the already existing key codes SDL_SCANCODE_APP1 and SDL_SCANCODE_APP2 (to keep up the correct order of enumerations / array positions when adding the two new key codes).
Note 2: Definitions in "scancodes_linux.h" and "scancodes_xfree86.h" (to also add support for these keys on other platforms) were added without testing. However, I was unable to find corresponding definitions for these two media keys for Windows and Mac OS X.
Note 3: I have also updated the (broken) link to the USB usage page standard PDF document (comment in "include/SDL_scancode.h").
kdrakehp
The attached patch adds capture support to the sndio backend.
The patch also allows the `OpenDevice' function to accept arbitrary device names.
Bogomancer
On X11, windows created using the shaped window API appear distorted unless the width of the shape surface is divisible by 8.
Steps to reproduce:
1) Use your favorite image editor to resize one of the images in test/shapes/ to a width that's not a multiple of 8.
2) Compile and run test/testshape.c on the image you edited.
3) The shaped window will appear twisted and distorted.
It appears the bug was not caught sooner because all the test images are either 640 or 256 pixels wide.
I tracked down the bug to SDL_CalculateShapeBitmap() in SDL_shape.c. The shape surface is reduced to a 1-bit-per-pixel mask, but the original code doesn't take into account that X11 apparently wants each scanline to begin on a new byte.
Ozkan Sezer
(In reply to Ryan C. Gordon from comment #9)
> I've put this patch in as https://hg.libsdl.org/SDL/rev/7213ae46e870 ...can
> you verify this works on the latest MinGW?
>
> Thanks,
> --ryan.
This patch is wrong: the structure in question has nothing to do with any
gcc version in use. I suggest reverting this adding a conigury check for
it, instead. Something like the following should do it: (configure needs
regenerating.)
Mark Callow
SDL_ShowMessageBox calls SDL_CaptureMouse which, in the UIKit driver, raises a ?That operation is not supported? error, overwriting the SDL error that an application may be trying to report.
This is because UIKit SDL_CaptureMouse returns SDL_Unsupported() which ends up calling SDL_SetError() which has the following code:
/* If we are in debug mode, print out an error message */
SDL_LogDebug(SDL_LOG_CATEGORY_ERROR, "%s", SDL_GetError());
The SDL_GetError call here overwrites the static buffer?..
Although an application can avoid this by using SDL_GetErrorMsg(char* errstr, int maxlen) to avoid the static buffer, SDL should be fixed.
The fix is simple. In SDL_SetError change
SDL_LogDebug(SDL_LOG_CATEGORY_ERROR, "%s", SDL_GetError());
to
SDL_LogDebug(SDL_LOG_CATEGORY_ERROR, "%s", error);
where error is the pointer to the buffer where it assembled the message.
Amruth Raj
- My app runs in full screen to play video(I use SDL_WINDOW_FULLSCREEN_DESKTOP)
- Cmd-tab to go out of full screen to another app
- Cmd-tab again to get back to my app
- Press left mouse button at one of the edges of the screen, don't release yet.
After this point the main thread is stuck until I release the left mouse button and hence video rendering doesn't happen anymore.
On debugging more, I see that thread 0 is stuck as shown below with sendEvent processing left mouse down. It comes out only after it receives a left mouse up. There are some frames below which show NSWindowResizing, but my window flag doesn't have SDL_WINDOW_RESIZABLE set.
Thread 0:: CrBrowserMain Dispatch queue: com.apple.main-thread
0 libsystem_kernel.dylib 0x00007fffbe13d34a mach_msg_trap + 10
1 libsystem_kernel.dylib 0x00007fffbe13c797 mach_msg + 55
2 com.apple.CoreFoundation 0x00007fffa889d434 __CFRunLoopServiceMachPort + 212
3 com.apple.CoreFoundation 0x00007fffa889c8c1 __CFRunLoopRun + 1361
4 com.apple.CoreFoundation 0x00007fffa889c114 CFRunLoopRunSpecific + 420
5 com.apple.HIToolbox 0x00007fffa7dfdebc RunCurrentEventLoopInMode + 240
6 com.apple.HIToolbox 0x00007fffa7dfdcf1 ReceiveNextEventCommon + 432
7 com.apple.HIToolbox 0x00007fffa7dfdb26 _BlockUntilNextEventMatchingListInModeWithFilter + 71
8 com.apple.AppKit 0x00007fffa6396a54 _DPSNextEvent + 1120
9 com.apple.AppKit 0x00007fffa6b127ee -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 2796
10 com.apple.AppKit 0x00007fffa66f568d +[NSWindow(NSWindowResizing) _mouseHysteresisCheck:withExpiration:andDistance:finalMouseLocation:] + 525
11 com.apple.AppKit 0x00007fffa65eedb5 -[NSWindow(NSWindowResizing) _hitTestWithHysteresisCheck:forEvent:allowWindowDragging:] + 394
12 com.apple.AppKit 0x00007fffa6c8f0db -[NSWindow(NSEventRouting) _handleMouseDownEvent:isDelayedEvent:] + 1873
13 com.apple.AppKit 0x00007fffa6c8ca6c -[NSWindow(NSEventRouting) _reallySendEvent:isDelayedEvent:] + 1942
14 com.apple.AppKit 0x00007fffa6c8bf0a -[NSWindow(NSEventRouting) sendEvent:] + 541
15 org.libsdl.SDL2 0x000000010d46d74a -[SDLWindow sendEvent:] + 90
16 com.apple.AppKit 0x00007fffa6b10681 -[NSApplication(NSEvent) sendEvent:] + 1145
17 org.libsdl.SDL2 0x000000010d46532b -[SDLApplication sendEvent:] + 139
18 org.libsdl.SDL2 0x000000010d466b2f Cocoa_PumpEvents + 495
19 org.libsdl.SDL2 0x000000010d44c1d5 SDL_PumpEvents_REAL + 53
20 org.libsdl.SDL2 0x000000010d44c2f5 SDL_WaitEventTimeout_REAL + 53
21 org.libsdl.SDL2 0x000000010d44c2b7 SDL_PollEvent_REAL + 23
22 org.libsdl.SDL2 0x000000010d51bb24 SDL_PollEvent + 36
23 libTest.dylib 0x000000010cf3e0e8 SDLEventProcessor::processEvents(int) + 568
24 Test 0x000000010cde6bba BrowserApp::RunAppMessageLoop(BAInstData*, CefStringBase, CefStringBase) + 810
25 Test 0x000000010ce04bbc main + 17980
26 libdyld.dylib 0x00007fffbe016235 start + 1
I further noticed that while entering full screen in SDL_cocoawindow.m NSResizableWindowMask is set. If I clear it inside windowDidEnterFullScreen, then, the issue doesn't repro.
This is discussed at https://discourse.libsdl.org/t/main-thread-gets-stuck-on-left-mouse-down/22753/3 and thanks to Eric for the pointers.
The Xlib documentation demands that 32-bit values here be passed in a long,
even when long itself isn't a 32-bit value. Otherwise libx11 might read
memory incorrectly.
Fixes Bugzilla #3692.
Simon Hug
There's a chance that an audio conversion from many channels to a few can use more than 9 audio filters. SDL_AudioCVT has 10 SDL_AudioFilter pointers of which one has to be the terminating NULL pointer. The SDL code has no checks for this limit. If it overflows there can be stack or heap corruption or a call to 0xa.
Attached patch adds a function that checks for this limit and throws an error if it is reached. Also adds some documentation.
Test parameters that trigger this issue:
AUDIO_U16MSB with 224 channels at 46359 Hz
V
AUDIO_S16MSB with 6 channels at 27463 Hz
The fuzzer program I uploaded in bug 3667 has more of them.
This only affects Wayland and DirectFB, as a Unix system generally has X11
support. Other platforms also have different sizes for the C union in
question, but are likely the only target for that platform, etc.
Apps that might run on Wayland or DirectFB will need to be compiled against
new headers from an official 2.0.6 release, or be prepared to force the x11
target, or not use SDL_GetWindowWMInfo().
Fixes Bugzilla #3428.
It's easier for Visual Studio users that want this information to turn it on
or live without it, than it is to explain why every debugger that isn't Visual
Studio crashes out here. Eventually SetThreadDescription() will be the thing
everyone uses anyhow.
Fixes Bugzilla #3645.
(and several others).
Failing to check if a key was known to be pressed by SDL was causing
SDL_SendKeyboardKey to send duplicate key pressed events with the repeat
property set to true.
Fixes Bugzilla #3637.
The message sent upon the window being activated or deactivated, to trigger
the call to SDL_SetKeyboardFocus was missing a mandatory parameter. So
keyboard focus was never properly set.
Fixes Bugzilla #3658.
We don't fill buffers just to throw them away during shutdown now, we let the
AudioQueue free its own buffers during disposal (which fixes possible warnings
getting printed to stderr by CoreAudio), and we stop the queue after running
any queued audio during shutdown, which prevents dropping the end of the
audio playback if you opened the device with an enormous sample buffer.
Fixes Bugzilla #3555.
We need more than two buffers to flip between if they are small, or CoreAudio
won't make any sound; apparently it needs X milliseconds of audio queued when
it needs to play more or it drops any queued buffers. We are currently
guessing 50 milliseconds as a minimum, but there's probably a more proper
way to get the minimum time period from the system.
Fixes Bugzilla #3656.
"In particular, only one VkSurfaceKHR can exist at a time for a given window. Similarly, a native window cannot be used by both a VkSurfaceKHR and EGLSurface simultaneously"
CR: SamL
If an Emscripten app is in relative mouse mode and the user presses Escape
(or whatever is appropriate), then the pointer lock is broken by the browser.
This keeps track of those losses, and next time the user presses a mouse
button down on the canvas, if the app is still meant to be in relative mouse
mode, we will attempt to regrab the pointer.
This makes it much more seamless for things like first-person shooters, and
the app doesn't need any manual intervention.
Samuel Hopkins
Just confirming that the patch from Andreas (attachment 1715 [details]) works for me under SDL 2.0.3 with xmonad.
Stas Sergeev
Confirming that the patch in this ticket fixes the full-screen switching for dosemu2 on ubuntu-16.04. Note that I am not using xmonad, so this bug appears to be generic.
This gracefully recovers when a device format is changed, and will switch
to the new default device if the current one is unplugged, etc.
This does not handle when a new default device is added; it only notices
if the current default goes away. That will be fixed by implementing the
stubbed-out MMNotificationClient_OnDefaultDeviceChanged() function.
"ISO C90 forbids mixed declarations and code [-Werror=declaration-after-statement]"
Moving some variable declarations to the top of Android_SetScreenResolution()
* alsa hotplug thread is low priority
* give a chance for other threads to catch up when audio playback is not progressing
* use nonblocking for alsa audio capture
There is a bug with SDL hanging when an audio capture USB device is removed, because poll never returns
We will throw away the data anyhow, but some apps depend on the callback
firing to make progress; testmultiaudio.c, if nothing else, is an example
of this.
Capture also will now fire the callback in these conditions, offering nothing
but silence.
Apps can check SDL_GetAudioDeviceStatus() or listen for the
SDL_AUDIODEVICEREMOVED event if they want to gracefully deal with
an opened audio device that has been unexpectedly lost.
This is just enough to get you through a file that just used the extended
header for float or int data. It doesn't handle all the other things that
you expect from this header, like 24-bit samples inside a 32-bit container
or speaker masks.
This should remain binary compatible with Windows XP, as we dynamically
load anything we need and fall back to DirectSound/WinMM/XAudio2 if not
available.
Like other C runtimes, it should probably produce the string "(null)".
This bug probably only affected Windows, as most platforms use their standard
C runtime's snprintf().
Walter van Niftrik
We have found that since SDL 2.0.5 the audio callback thread is created with a very small stack size. In our application this is leading to stack overflows.
We believe there is a bug at http://hg.libsdl.org/SDL/file/391fd532f79e/src/audio/SDL_audio.c#l1132, where the is_internal_thread flag appears to be inverted.
Volumetric
In X11 the SDL error "Unknown touch device" can occur after which the application stops recognizing touch events. For a kiosk-type application this results in a hang as far as the user is concerned. This is reproducible on HP Z220/Z230/Z240 workstations by swapping USB cables for a while and it also occurs with no physical changes, probably due to USB device power management. A workaround is to make SDL re-enumerate the touch devices like it does at startup. A patch is attached.
Matthew
Its possible to set SDL_CaptureMouse() so you continue receiving mouse input while the mouse is outside your window. This works however There is then a gap where no messages send, which is when the mouse is hovering the title bar and the window edges.
X11 seemed to be confused by the broad definition, so WEIGHT_NAME,
SLANT and SETWIDTH_NAME were defined, thus fixing the font lookup
on some systems (tested on Mageia 6 with X11 1.19.1).
Fixes bug 3571.
Tom Seddon
GL_ActivateRenderer may call GL_UpdateViewport, which leaves the GL_PROJECTION matrix selected. But after GL_ResetState, the GL_MODELVIEW matrix is selected, suggesting that's the intended default state.
It seems at least like these should be consistent. Presumably GL_UpdateViewport should be doing a glMatrixMode(GL_MODELVIEW) before it finishes.
Also updates the naming of these Xbox Wireless Controllers connected via USB (and thus the third-party Xbox Controller Driver) to match.
The Xbox Wireless Controller entries are now listed, in order, via USB, bia Bluetooh (with older firmware) and via Bluetooth (with firmware 3.1.1221.0).
This is a bleeding edge API, added to Windows 10 Anniversary Edition (build
1607, specifically).
https://msdn.microsoft.com/en-us/library/windows/desktop/mt774976(v=vs.85).aspx
Nothing supports this yet, including WinDbg, Visual Studio, minidumps, etc,
so we still need to also use the RaiseException hack. But presumably tools
will use this API as a more robust and universal way to get thread names
sooner or later, so we'll start broadcasting to it now.
Firmware revision 3.1.1221.0 changes the mapping of the Xbox One S
controller in Bluetooth mode. Aside from changing the layout of
other buttons, this revision also changes the triggers to act as
Accelerator and Brake axes from the simulation controls page.
The Darwin sysjoystick code didn't previously map anything at these
axes, making it impossible to detect input on these two buttons.
This defaults to the internal SDL resampler, since that's the likely default
without a system-wide install of libsamplerate, but those that need more can
tweak this.
This currently favors libsamplerate over the fast path (quality over speed),
but I'm not sure that's the correct approach, as there may be surprising
changes in performance metrics depending on what packages are available on
a user's system. That being said, currently, the only thing with access to
SDL_AudioStream is an SDL audio device's thread, and it might be mostly idle
otherwise, so maybe this is generally good.
Turns out that iterating from 0 to channels-1 was a serious performance hit!
These cases now tend to match or beat the original audio resampler's speed!
This allows us to avoid an extra copy, allocate less memory and reduce cache
pressure. On the downside: we have to do a lot of tapdancing to resample the
buffer in reverse when the output is growing.
It's expensive and (hopefully) unnecessary. If this becomes an overflow
problem, we could multiply both values by 0.5f before adding them, but let's
see if we can get by without the extra multiplication first.
We never seem to overflow the source buffer now; this might have been a
leftover from a bug that was covered by Vitaly's fixes?
Removing this conditional makes the resampler 10-20% faster. Left an
assert in there for debug builds, in case this still happens.
white.magic
The logic which decides if a device enumerated via the direct input system in the function EnumJoysticksCallback in SDL_dinputjoystick.c is processed is discarding valid joystick devices due to the assumption that devices of the type DI8DEVTYPE_SUPPLEMENTAL are not valid devices.
This change was added with 2.0.4 with this commit http://hg.libsdl.org/SDL/rev/1b9d40126645 that is linked to this bug report https://bugzilla.libsdl.org/show_bug.cgi?id=2460 which indicates that in that case devices of the type DI8DEVTYPE_SUPPLEMENTAL were not desirable as they caused a singular device to emit multiple "device added" events.
Since then there appear to have been a few fixes to handle devices that fall into various other classes in the following two commits:
http://hg.libsdl.org/SDL/rev/10ffb4787d7a and http://hg.libsdl.org/SDL/rev/6a2bbac05728
Two devices I have reports of failing to be listed when the DI8DEVTYPE_SUPPLEMENTAL type is excluded are ECS Gametric Throttle and Thrustmaster MFD Cougar.
Sam Lantinga
I verified that the OUYA controller shows up as a single device with this change, so I've reverted the change to ignore supplemental devices, leaving framework in place to easily add devices that we want to ignore.
Removed some needless things ("len / sizeof (Uint8)"), and made sure the
int32 -> float code uses doubles to avoid working with large integer values
in a 32-bit float.
Mark Callow
The attached patch does the following for the X11 and Windows platforms, the only ones where SDL attempts to use context_create_es_profile:
- Adds SDL_HINT_OPENGL_ES_DRIVER by which the application can
say to use the OpenGL ES driver & EGL rather than the Open GL
driver. (For bug #2570)
- Adds code to {WIN,X11}_GL_InitExtensions to determine the maximum
OpenGL ES version supported by the OpenGL driver (for bug #3145)
- Modifies the test that determines whether to use the OpenGL
driver or the real OpenGL ES driver to take into account the
hint, the requested and supported ES version and whether ES 1.X
is being requested. (For bug #2570 & bug #3145)
- Enables the testgles2 test for __WINDOWS__ and __LINUX__ and adds
the test to the VisualC projects.
With the fix in place I have run testdraw2, testgl and testgles2 without any issues and have run my own apps that use OpenGL, OpenGL ES 3 and OpenGL ES 1.1.
Lukasz Biel
Tried to compile SDL2 using newest version of VS.
Got:
SDL_audiocvt.obj : error LNK2019: unresolved external symbol memcpy referenced in function SDL_ResampleCVT
1>E:\Users\dotPo\Lib\SDL\VisualC\x64\Release\SDL2.dll : fatal error LNK1120: 1 unresolved externals
whole compilation process: http://pastebin.com/eWDAvBce
Steps to reproduce:
clone http://hg.libsdl.org/SDL using tortoise hg,
open SDL\VisualC\SDL.sln,
when promted if should retarget solution click ok,
select release x64 build type,
Build/Build Solution
attempt 2, using Visual Studio cmake support:
open folder SDL\
select release x64 build type,
run CMake\Build CMakeLists.txt
build fails
When switched to debug build type, buils succeeds in both cases.
VS 2017 is still beta.
It causes audio pops if you're converting in chunks (and needs to
allocate/initialize/free on each convert). We'll either adjust this interface
when we break ABI for 2.1 to make this usable, or publish the SDL_AudioStream
API for those that want a streaming solution.
In the meantime, the "simple" resampler produces "good enough" audio without
pops and doesn't have to be initialized, so that'll do for now on the
SDL_AudioCVT interface.
K_NORMTAB, K_SHIFTTAB, K_ALTTAB, K_ALTSHIFTTAB
In the normal case we'll load all the keymaps from the kernel, but this reduces the size of the SDL library for the fallback case when we can't get to the tty.
Mark Logan 2015-08-24 15:57:50 UTC
In SDL_windowsopengles.c, WIN_GLES_SetSwapInterval is as follows:
WIN_GLES_SetSwapInterval(_THIS, int interval)
{
/* FIXME: This should call SDL_EGL_SetSwapInterval, but ANGLE has a bug that prevents this
* from working if we do (the window contents freeze and don't swap properly). So, we ignore
* the request for now.
*/
SDL_Log("WARNING: Ignoring SDL_GL_SetSwapInterval call due to ANGLE bug");
return 0;
}
With a recent version of ANGLE (early July) calling SDL_EGL_SetSwapInterval with a D3D11 backend appears to work just fine. I am working on testing this with D3D9.
--
Alex Szpakowski
I found the bug, it was fixed in 2013. https://bugs.chromium.org/p/angleproject/issues/detail?id=481
In my opinion it should be safe to unconditionally use SetSwapInterval now. Anyone who encounters the bug should update their ANGLE to a version less than 3 years old, especially since they'd be using a SDL version that's 3+ years newer than their ANGLE version.
Rob
I've ran into an issue where I successfully receive SDL_KEY[UP,DOWN] events but not SDL_TEXTINPUT or SDL_TEXTEDITING. In my case the code in SDL_EVDEV_do_text_input() is returning early (on error) prior to calling SDL_SendKeyboardText(). I'm running on the RaspberryPi 3, without X11.
In SDL_EVDEV_do_text_input() there is a condition to check keysyms with a type value below 0xf0, then subtract 0xf0 from type. Without understanding the purpose of this code, I disabled it, recompiled, and I'm getting correct SDL_TEXTINPUT events. I'm going to guess that my hack/fix is going to be problematic in some other environment, but after some initial testing it looks like everything is running fine in my setup.
Richard Russell
Resuming from a suspended state results in a black screen. This only happens when using GLES 1.1 (GLES 2 resumes correctly) and when the render target has been changed using SDL_SetRenderTarget. This problem is new in 2.0.4.
The attached test case demonstrates the issue.
Sylvain Becker has apparently found a fix as follows:
"In the opengles leaf function (in 'src/render/opengles/SDL_render_gles.c'), it appears there is a call to 'GLES_ActivateRenderer' in 'GLES_SetRenderTarget', which is not present in opengles2. When commenting out this 'GLES_ActivateRenderer', it seems to resume fine".
This appears to fix the testcase perfectly, but I don't know whether it could have any undesirable side-effects.
tvc
I believe this patch should fix it, instead of looping through all the tty's and seemingly selecting the wrong one and corrupting the console I've just made SDL open /dev/tty which is the console attached to the current process anyway.
felix
Here's a snippet of SDL_DestroyRenderer from hg revision 10746:7540ff5d0e0e:
SDL_Texture *texture = NULL;
SDL_Texture *nexttexture = NULL;
/* ... */
for (texture = renderer->textures; texture; texture = nexttexture) {
nexttexture = texture->next;
SDL_DestroyTexture(texture);
}
SDL_DestroyTexture removes the texture from the linked list pointed to by the renderer and ends up calling SDL_DestroyTextureInternal, which contains this:
if (texture->native) {
SDL_DestroyTexture(texture->native);
}
If it happens that texture->native is an alias of nexttexture two stack frames up, SDL_DestroyRenderer will end up trying to destroy an already freed texture. I've had this very situation happen in dosemu2.
Bug introduced in revision 10650:a8253d439914, which has a somewhat ironic description of "Fixed all known static analysis bugs"...
Rob
When calling ioctl(fd, KDGKBTYPE, &type) in SDL_EVDEV_is_console(), we declare type as an 'int'. This should be a 'char'. The subsequent syscall, and kernel code, only writes the lower byte of the word.
See: http://lxr.free-electrons.com/source/drivers/tty/vt/vt_ioctl.c?v=4.4#L399
ucval = KB_101;
ret = put_user(ucval, (char __user *)arg);
I've observed intermittent behavior related to this, and I can force an error condition by using an int initialized to 0xFFFFFFFF. The resulting ioctl will set type to 0XFFFFFF02, and the conditional return in SDL_EVDEV_is_console() will fail.
Recommend changing to char, or masking off unused bits.
There was a draft of this where it did audio conversion into the final buffer,
if there was enough room available past what you asked for, but that interface
got removed, so the parameters didn't make sense (and we were using the
wrong one in any case, too!).
For example, if sR is 0 and dR is 255, we will get -255*sA casted to an unsigned value. Basically results are quite large numbers instead of the expected 0-255 range.
Fixed a case where partial trigger pull could be bound to another button
There is a fundamental problem not resolved by this commit:
Some controllers have axes (triggers, pedals, etc.) that don't start at zero, but we're guaranteed that if we get a value that it's correct. For these controllers, the current code works, where we take the first value we get and use that as the zero point and generate axis motion starting from that point on.
Other controllers have digital axes (D-pad) that assume a zero starting point, and the first value we get is the min or max axis value when the D-pad is moved. For these controllers, the current code thinks that the zero point is the axis value after the D-pad motion and this doesn't work.
My hypothesis is that the first class of devices is more common and that we should solve for that, and add an exception to SDL_JoystickAxesCenteredAtZero() as needed for the second class of devices.
Ryan C. Gordon
Kristian says you can't do it with Wayland, and that going forward, it'll just handle whatever you throw at it anyhow.
https://twitter.com/hoegsberg/status/816148272402165761
So I say we mark it SDL_PIXELFORMAT_RGB888, which is what my X11 display currently reports, and leave it at that.
kaisyu
In case of OpenGLES, the sequences of loading and unloading driver library should be like that:
SDL_Init
...
SDL_GL_LoadLibrary
SDL_EGL_LoadLibrary
...
SDL_Quit
...
SDL_GL_UnloadLibrary
SDL_EGL_UnloadLibrary
...
However, according to my test results, the varible '_this->gl_config.driver_loaded' does not allow 'SDL_GL_UnloadLibrary' to call 'SDL_EGL_UnloadLibrary'.
Coriiander
This notice is about a misplaced comment.
Often times when we use an #if #endif sequence, the #endif is followed by a comment to indicate what #if statement it belonged to. The SDL_xaudio2.c file contains a misplaced comment, as follows (I stripped the other comments):
#ifdef __GNUC__
# define SDL_XAUDIO2_HAS_SDK 1
#elif defined(__WINRT__)
# define SDL_XAUDIO2_HAS_SDK
#include "SDL_xaudio2.h"
#else
#if 0
#include <dxsdkver.h>
#if (!defined(_DXSDK_BUILD_MAJOR) || (_DXSDK_BUILD_MAJOR < 1284))
# pragma message("Your DirectX SDK is too old. Disabling XAudio2 support.")
#else
# define SDL_XAUDIO2_HAS_SDK 1
#endif
#endif
#endif /* 0 */
That final /* 0 */ should be moved one line up. Like this (I tabbed it out for you to make it more clear):
Tristan
The internal SDL_vsnprintf implementation accesses memory outside buffer. The bug existed also inside the format (%) processing, which was fixed with Bug 3441.
But there is still an invalid access, if we do not have any format inside the source string and the destination string is shorter than the format string. You can use any string for this test, as long it is longer than the buffer.
Example:
va_list argList;
char buffer[4];
SDL_vsnprintf(buffer, sizeof(buffer), "Testing", argList);
The bug is located on the 'else' branch of the format char test:
while (*fmt) {
if (*fmt == '%') {
...
} else {
if (left > 1) {
*text = *fmt;
--left;
}
++fmt;
++text;
}
}
if (left > 0) {
*text = '\0';
}
As you can see that text is always incremented, even when left is already one. When then on the last lines, *text is assigned the NULL char, the pointer is located outside bounds.
Intellectual Kitty
In SDL_video.c, on line #1756, in SDL_SetWindowPosition (from today's distribution, 12-31-2016, https://hg.libsdl.org/SDL/shortlog/bf19e0c84483):
if (displayIndex > _this->num_displays) {
should be:
if (displayIndex >= _this->num_displays) {
felix
Compiling even a simple SDL2 'hello world' program with gcc -Wstrict-prototypes (GCC 6.2.1) results in warnings like:
/usr/include/SDL2/SDL_gamecontroller.h:143:1: attention : function declaration isn't a prototype [-Wstrict-prototypes]
extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings();
^~~~~~
It seems there is a missing 'void' between the parentheses.
This was a leftover of simplifying the resamplers down from autogenerated
code; I forgot to make something that the generator hardcoded into something
variable.
Fixes Bugzilla #3507.
Ozkan Sezer
http://hg.libsdl.org/SDL/rev/464a2676d8ab seems to have
forgotten removing the return from SDL_dynapi_procs.h, and this patch
does that. Without it, MSVC warns:
c:\sdl2\src\dynapi\SDL_dynapi_procs.h(598) : warning C4098:
'SDL_GL_SwapWindow_DEFAULT' : 'void' function returning a value
c:\sdl2\src\dynapi\SDL_dynapi_procs.h(598) : warning C4098:
'SDL_GL_SwapWindow' : 'void' function returning a value
Ozkan Sezer
This adds the name 'ad' to two unnamed unions in edid.h
and adjusts edid-parse.c for it. Nameless unions are not supported in
ancient gcc, which I happened to use on one of my ancient setups.
These fixes are lumped into two categories:
1. add new file, SDL_dataqueue.c, to UWP/WinRT build-inputs (via MSVC project
files)
2. implement a temporary, hack-fix for a build error in SDL_xinputjoystick.c.
Win32's Raw Input APIs are, unfortunately, not available for use in UWP/WinRT
APIs. There does appear to be a replacement API, available in the
Windows.Devices.HumanInterfaceDevice namespace.
This fix should be sufficient to get SDL compiling again, without affecting
Win32 builds, however using the UWP/WinRT API (in UWP/WinRT builds) would
almost certainly be better (for UWP/WinRT builds).
TODO: research Windows.Devices.HumanInterfaceDevice, and use that if and as
appropriate.
This currently doesn't affect absolute motion, which would need to be implemented on each windowing system so the cursor matches the reported mouse coordinates.
Diego
I was previously unaware that rotating the device to a different orientation when the keyboard is shown causes a keyboardWillHide followed by a keyboardWillShow notification. The previous patch would then mistakenly StopTextInput when rotating. This patch fixes that by checking if the device is rotating before stopping text input.
Ozkan Sezer
With rev. 10651, i.e. http://hg.libsdl.org/SDL/rev/747a6a795b21 ,
SDL2 - OS X builds fail to run on 10.6 (my setup: i686 / 10.6.8)
because the symbol _IOPMAssertionCreateWithDescription is missing.
The SDK listing it for 10.7+ does seem correct. Reverting r10651
and rebuilding makes it to function again.
Simon Hug
The SDL_BlitScaled function runs into an access violation for specific blit coordinates and surface sizes. The attached testcase blits a 800x600 surface to a 1280x720 surface at the coordinates -640,-345 scaled to 1280x720. The blit function that moves the data then runs over and reads after the pixel data from the src surface causing an access violation.
I can't say where exactly it goes wrong, but I think it could have something to do with the rounding in SDL_UpperBlitScaled. final_src.y is 288 and final_src.h is 313. Together that's 601, which I believe is one too much, but I just don't know the code enough to make sure that's the problem.
Sylvain
I think this patch fix the issue, but maybe it's worth re-writing "SDL_UpperBlitScaled" using SDL_FRect.
The non-deprecated approach (IOPMAssertion) already exists in SDL, and is
available in Mac OS X 10.6 and later (although it was incorrectly listed as
10.7 and later in SDL). Since SDL now requires 10.6 or later, this is no
longer conditionally used.
realitix
SDL2 allows to create widow and to get information through SDL_SysWMinfo.
But it misses something, with Vulkan, you need the HWND and HINSTANCE of the window for Win32 system.
Sadly, SDL2 provides only HWND but not HINSTANCE.
In some context, it can be difficult to get the HINSTANCE, indeed, I'm using pySDL2 (Python) and I can only access properties that SDL2 gives me.
I have to use a dirty trick like that to get the HINSTANCE: (https://raw.githubusercontent.com/bglgwyng/pyVulkan/master/examples/win32misc.py)