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.