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.
Luke Dashjr
Bug 3993 was "fixed" by #undef'ing bool. But this breaks C99's stdbool.h bool too.
For example, mpv's build fails with:
../audio/out/ao_sdl.c:35:5: error: unknown type name ?bool?
It seems ill-advised to be #undef'ing *anything* here - what if the code including SDL_cpuinfo.h actually wants to use altivec?
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.
zen3d
While trying to build Pixie lisp (https://github.com/pixie-lang/pixie), which uses SDL for multimedia output, the mandelbrot example won't build. The problem is that internally pixie uses a templated function to dump a value, and gcc chokes because SDL_PIXELFORMAT_RGA8888 is an anonymous enum.
I solved the problem locally by changing from:
enum {
SDL_PIXELFORMAT_UNKNOWN,
... etc. ...
SDL_PIXELFORMAT_YUYV = ... etc ...
};
to:
typedef enum {
SDL_PIXELFORMAT_UNKNOWN,
... etc. ...
SDL_PIXELFORMAT_YUYV = ... etc ...
} SDL_PIXELFORMAT_ENUM;
The net result of this change is that the enum containing SDL_PIXELFORMAT_* is no longer an anonymous enum and can now be used by a templated function.
This local change fixes Pixie lisp for me.
I did notice that you use the idiom
typedef enum {
... etc ...
} SDL_FOO;
elsewhere in your code, so that change to SDL_PIXELFORMAT doesn't look like it would have a negative impact.
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.
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>
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
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
add HAVE_ENDPOINTVOLUME_H, HAVE_MMDEVICEAPI_H and HAVE_AUDIOCLIENT_H
in SDL_config.h.in, SDL_config.h.cmake, SDL_config_windows.h, and in
SDL_config_winrt.h.
Sylvain
Patch a few warnings when using:
-Wmissing-prototypes -Wdocumentation -Wdocumentation-unknown-command
They are automatically enabled with -Wall
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.
lectem
The SDL_syswm.h header includes the windows.h header after including begin_code.h which changes the structure packing alignment.
It seems this is not safe as suggested by the following warning :
warning C4121: 'JOBOBJECT_IO_RATE_CONTROL_INFORMATION_NATIVE_V2': alignment of a member was sensitive to packing
Felix Geyer
Forwarding from https://bugs.debian.org/892087 quoting verbatim:
The SDL2 header SDL_cpuinfo.h generates gcc warnings if the program using
it compiles with the -Wundef warning. (In particular, this means that QEMU
builds using it fail on at least sparc hosts, since QEMU dev builds
use both -Wundef and -Werror.).
/usr/include/SDL2/SDL_cpuinfo.h:63:5: warning: "HAVE_IMMINTRIN_H" is not defined, evaluates to 0 [-Wundef]
#if HAVE_IMMINTRIN_H && !defined(SDL_DISABLE_IMMINTRIN_H)
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.
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.
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)
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.
bastien.bouclet
According to this GCC bug report, altivec.h requires building with the gnu extensions: https://gcc.gnu.org/bugzilla/show_bug.cgi?id=78263.
As an application developer, I don't want SDL to force me to enable the gnu extensions.
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.
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.
e_pluschauskas
I noticed that after updating SDL to 2.0.6 my application now exports SDL_main.
At GitHub SDL mirror (branch 2.0.5) SDL_main prototyped as
extern C_LINKAGE int SDL_main(int argc, char *argv[]);
but at branch 2.0.6 prototype is
extern C_LINKAGE DECLSPEC int SDL_main(int argc, char *argv[]);
Ozkan Sezer
EMX declares _beginthread() / _endthread() in stdlib.h, not process.h.
The attached patch updates the OS/2 case of SDL_thread.h for it. (It
also tidies the unreadable whitespace in win32 case.)
Note that apps submitted to the iOS App Store *must* use a modern iOS SDK (currently iOS 10 is probably the minimum), however the SDK used to build is separate from the minimum iOS version an app supports at runtime.
Ozkan Sezer
The patch below changes HAVE_COPYSIGN macro in SDL_config_windows.h to
HAVE__COPYSIGN, so that _copysign() can be used in SDL_stdlib.h which
is available in many more windows-targeting toolchains such as MinGW,
MSVC >= 6, etc, and not just MSVC >= 2013. SDL_stdlib.c already has a
specific check for HAVE__COPYSIGN, so I believe this is reasonable.
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.
Ozkan Sezer
HAVE_LIBSAMPLERATE_H is depending on HAVE_LIBC in current config.h.in:
it shouldn't be. HAVE_LIBUDEV_H, HAVE_DBUS_DBUS_H, HAVE_IBUS_IBUS_H,
HAVE_FCITX_FRONTEND_H, and HAVE_ALTIVEC_H have the same situation too.
I suggest something like the following, which moves them out of the
HAVE_LIBC confinement and also moves the windows dx header stuff along
side them. (Not ideal, but a bit cleaner I think.)
Ozkan Sezer
Cmake checks for float.h, but configure does not: the attached patch
adds float.h to checked headers in configury, and it adds the missing
HAVE_FLOAT_H macro to SDL_config.h.cmake and SDL_config.h.in.
In SDL_config_macosx.h and SDL_config_windows.h, defined HAVE_FLOAT_H
as 1, where I know that it's true.
Ozkan Sezer
Revision 288 (http://hg.libsdl.org/SDL/rev/2f5a6062db86) excluded the
Watcom compiler from forcing 4 byte structure packing in begin_code.h.
However, it missed updating close_code.h, which now has an unbalanced
#pragma pack(pop) if the compiler is Watcom. The issue seems to have
crawled into SDL2, too.
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
sfalexrog
Android haptic code was not added to CMakeLists.txt, leading to build failures when targeting Android platform.
Attached patch adds Android haptic driver to source sets and adds configuration parameter to SDL_config.h.cmake.