Commit Graph

868 Commits

Author SHA1 Message Date
David Ludwig
0dfde14d35 WinRT: took out some dead comments from SDL_winrtopengles.cpp 2013-12-26 14:13:20 -05:00
David Ludwig
fed81d121a WinRT: fixed crash on ARM and x64 during OpenGL window init 2013-12-26 13:59:01 -05:00
David Ludwig
0562e53fdf WinRT: minor header file usage cleanup in the d3d11 renderer 2013-12-26 11:04:35 -05:00
David Ludwig
94233675c7 WinRT: simplified the d3d11 vertex shader a bit
The projection and view matrices are now computed ahead of time, as they both get computed in the same spot, and typically not often.  If this does, however, become a performance problem later on, this change can always be reverted.
2013-12-26 11:03:43 -05:00
David Ludwig
7ef05d266f WinRT: implemented SDL_RenderSetClipRect for the d3d11 renderer 2013-12-26 10:18:33 -05:00
David Ludwig
700f82de2b WinRT: corrected a minor error in an end-of-file comment 2013-12-25 23:46:19 -05:00
David Ludwig
8b2694f986 WinRT: minor rotation/orientation code cleanup in the d3d11 renderer 2013-12-25 23:45:07 -05:00
David Ludwig
b93ab1e6a3 WinRT: removed a bit of dead d3d11 code 2013-12-25 23:25:25 -05:00
David Ludwig
f0e406e994 WinRT: d3d11 compiled-shader code cleanup
I'm surprised this code even compiled, before this change.  It did, but regardless, here's a cleanup.
2013-12-25 22:27:58 -05:00
David Ludwig
4d16628f1c WinRT: made sure d3d11 debug mode doesn't get enabled by default
D3D11 debug mode got inadvertently enabled, in all cases, via changeset c0e68f3.  This change reverts that.
2013-12-25 22:05:18 -05:00
David Ludwig
ce8057221a WinRT: compiled the d3d11 renderer's shaders into SDL itself
Previously, the shaders would get compiled separately, the output of which would need to be packaged into the app.  This change should make SDL's dll be the only binary needed to include SDL in a WinRT app.
2013-12-25 21:39:48 -05:00
David Ludwig
ca867fc92d WinRT: prevented a potential race condition in the XInput backend
The race condition could've been triggered on device removal.
2013-12-25 14:42:38 -05:00
David Ludwig
8db33416a2 WinRT: added a TODO note regarding texture-[un]locking in the d3d11 renderer 2013-12-25 14:20:40 -05:00
David Ludwig
187f52e80f WinRT: renamed d3d11-internal struct, SDL_VertexShaderConstants, to just VertexShaderConstants
This is primarily to keep naming consistent with other shader-bound structs.
2013-12-25 14:17:49 -05:00
David Ludwig
2225493102 WinRT: moved contents of the d3d11 renderer's header file into its implementation file 2013-12-25 13:13:15 -05:00
David Ludwig
d4ae392953 WinRT: simplified a potentially-common error message from D3D11_SetRenderTarget 2013-12-25 13:00:41 -05:00
David Ludwig
b0df915737 WinRT: removed an unnecessary use of std::string in the d3d11 renderer 2013-12-25 12:58:37 -05:00
David Ludwig
10f2de1e69 WinRT: utilized SDL_SetError's return value in the d3d11 renderer 2013-12-25 12:52:16 -05:00
David Ludwig
43e27aa82e WinRT: minor d3d11 code cleanups 2013-12-25 12:48:47 -05:00
David Ludwig
8c8feb83e0 WinRT: made d3d11-spawned error messages trickle down
Some error messages had the potential to be overwritten/obscured.
2013-12-25 12:47:39 -05:00
David Ludwig
5fba7db23c WinRT: made d3d11-spawned error messages include the function name of failed calls 2013-12-25 12:43:26 -05:00
David Ludwig
3f1e3c303e WinRT: moved ill-performing XInput device-detection calls to a separate thread 2013-12-24 21:28:31 -05:00
David Ludwig
27e79b93ec WinRT: bug fix: game-controller/joystick button-down events weren't getting sent 2013-12-24 21:08:11 -05:00
David Ludwig
5e6aba0670 WinRT: better rendering performance via D3D11_USAGE_DYNAMIC 2013-12-22 21:13:35 -05:00
David Ludwig
d92f0127d0 WinRT: enabled OpenGL ES 2 support by default
A copy of ANGLE/WinRT is still needed to run OpenGL content, but is not needed to compile SDL/WinRT.
2013-12-21 10:08:11 -05:00
CarniBlood
472068dd97 fixed gles/gles2 renderer creation fail on Android when default major/minor version doesn't match 2013-12-19 06:01:18 +09:00
Sam Lantinga
8db4c5a9d3 Fixed crash if the input data pitch is larger than the locked texture pitch 2014-02-25 10:04:49 -08:00
Sam Lantinga
b420ad0e01 Don't warp the mouse while we're doing a modal interaction 2014-02-24 23:09:35 -08:00
Sam Lantinga
2a6213ad02 Make sure we don't clip the cursor while clicking on the window title bar 2014-02-24 22:49:30 -08:00
Sam Lantinga
973d890b83 Fixed relative mouse mode with multiple windows.
The window cursor clipping will be taken care of when SDL_UpdateWindowGrab() is called.
2014-02-24 22:37:58 -08:00
Sam Lantinga
54debf84e4 Added a bunch of missing windows messages 2014-02-24 22:36:24 -08:00
J?rgen P. Tjern?
d6b1218b46 Mac: Fix inconsistent repeat of SDL_TEXTINPUT events on 10.7+
Due to the new "tap and hold" IME in Mountain Lion and above, we were getting
inconsistent repeat of SDL_TEXTINPUT events. Disabling that functionality (since
you can't see the popover anyway) solves this.

Bug: https://bugzilla.libsdl.org/show_bug.cgi?id=2387
2014-02-24 16:42:08 -08:00
Gabriel Jacobo
6ee12d6ccc Fixes #2296 - SDL_GL_UnbindTexture segfaults (thanks Daniel B?nzli) 2014-02-24 18:57:22 -03:00
Ryan C. Gordon
b814f23a21 CMake: Fixed build on Mac OS X. 2014-02-24 11:24:48 -05:00
Gabriel Jacobo
1084421cca Zero out haptic linked list items on creation
(thanks to Turo Lamminen for the report!)
2014-02-24 10:25:02 -03:00
Gabriel Jacobo
2ed47d8369 Fixes #2417, memory leak in SDL_gamecontroller.c (thanks Leonardo!) 2014-02-24 10:00:10 -03:00
Ryan C. Gordon
96f09df730 Free the correct variable. 2014-02-23 01:24:46 -05:00
Ryan C. Gordon
295acea953 CMake: Just assume Apple platforms have Cocoa support.
Fixes Bugzilla #2056.
2014-02-23 01:10:33 -05:00
Ryan C. Gordon
f9f2bc5afb Fixed Mac DualShock 4 gamecontroller db entry again. 2014-02-22 21:21:33 -05:00
Ryan C. Gordon
b67b970db1 Mac joystick: ignore duplicate HID elements.
The DualShock 4 has all elements listed twice: once in the top-level list of
 elements, and once in an "Application Collection" element at the top-level.

Each element has a proper cookie with a unique value, so now we descend into
 each element collections, but before we add an element to the device's list,
 we make sure we don't already have one with that cookie, probably from
 another collection or a buggy device.
2014-02-22 21:15:34 -05:00
Sam Lantinga
9cd5f5ceca Fixed bug 2404 - CPU detection not working with MSVC on x64
Tiemo Jung

All CPU detection functions SDL_Has* will return false, even if it is supported by the CPU, if SDL is compiled with MSVC and the target is x64.

The reason for this is that 'CPU_haveCPUID' will return 0 and macro 'cpuid' in SDL_cpuinfo.c is the fallback implementation, which sets all params to zero.

It is safe to assume that cpuid is supported on a CPU that runs windows x64, so CPU_haveCPUID can just return 1, and the empty macro can be replaced with a small wrap around the __cpuid intrinsic.
2014-02-22 19:10:45 -08:00
Sam Lantinga
fea87cc9cf Fixed bug 2335 - Fails to build on Debian GNU/kFreeBSD
Felix Geyer

Starting from version 2.0.1 libsdl fails to build on Debian GNU/kFreeBSD in SDL_cpuinfo.c.

GNU/kFreeBSD defines __FreeBSD_kernel__ but not __FreeBSD__.
The #ifdef __FreeBSD__ check should be extended for __FreeBSD_kernel__, see the attached patch.

Build log:
libtool: compile:  gcc -g -O2 -fstack-protector --param=ssp-buffer-size=4 -Wformat -Werror=format-security -D_FORTIFY_SOURCE=2 -DUSING_GENERATED_CONFIG_H -Iinclude -I/?BUILDDIR?/libsdl2-2.0.1+dfsg1/include -mmmx -m3dnow -msse -msse2 -fvisibility=hidden -D_REENTRANT -I/usr/include/dbus-1.0 -I/usr/lib/x86_64-kfreebsd-gnu/dbus-1.0/include -DHAVE_USBHID_H -DUSBHID_NEW -D_REENTRANT -Wall -c /?BUILDDIR?/libsdl2-2.0.1+dfsg1/src/cpuinfo/SDL_cpuinfo.c  -fPIC -DPIC -o build/.libs/SDL_cpuinfo.o
/?BUILDDIR?/libsdl2-2.0.1+dfsg1/src/cpuinfo/SDL_cpuinfo.c: In function 'SDL_GetSystemRAM':
/?BUILDDIR?/libsdl2-2.0.1+dfsg1/src/cpuinfo/SDL_cpuinfo.c:632:35: error: 'HW_MEMSIZE' undeclared (first use in this function)
             int mib[2] = {CTL_HW, HW_MEMSIZE};
                                   ^
/?BUILDDIR?/libsdl2-2.0.1+dfsg1/src/cpuinfo/SDL_cpuinfo.c:632:35: note: each undeclared identifier is reported only once for each function it appears in
make[2]: *** [build/SDL_cpuinfo.lo] Error 1
2014-02-22 18:01:18 -08:00
Sam Lantinga
6bb2f2ef8d Fixed bug 2347 - On OSX, an SDL app prevents system shutdown.
Tim McDaniel

On OSX, an SDL app forces a system shutdown to be cancelled.  This happens because [SDLAppDelegate applicationShouldTerminate] returns NSTerminateCancel.  A better approach is to subclass NSApplication and override terminate to do nothing except call SDL_SendQuit.  In response to a system shutdown notification, this allows the normal SDL Quit event processing to occur, and if the app then terminates, system shutdown occurs normally.  Please see the attached patch, based on SDL 2.0.1.
2014-02-22 17:55:58 -08:00
Sam Lantinga
b80f4f9e50 Don't fail initialization if the helper window class already exists. 2014-02-22 17:39:35 -08:00
Sam Lantinga
a5f52ac5a8 Fixed bug 2395 - OSX: App name in the menu bar is not localized.
Tim McDaniel

On OSX, the app name in the menu bar is not localized.  This can be fixed using the following implementation for GetApplicationName in SDL_cocoaevents.m:

static NSString *
GetApplicationName(void)
{
    NSDictionary *dict;
    NSString *appName = 0;

    appName = [[NSBundle mainBundle] objectForInfoDictionaryKey:@"CFBundleDisplayName"];
    if (!appName)
        appName = [[NSBundle mainBundle] objectForInfoDictionaryKey:@"CFBundleName"];

    if (![appName length])
        appName = [[NSProcessInfo processInfo] processName];

    return appName;
}
2014-02-22 17:32:18 -08:00
Sam Lantinga
eb5eb04652 Fixed bug 2298 - undefined reference to `IID_IUnknown' on cygwin
Brian Minton

When building static or shared libraries on cygwin 1.7.25 on Windows 7 (32-bit), I get the following link errors:

build/.libs/SDL_windowskeyboard.o: In function `UIElementSink_QueryInterface@12':
/home/c-bminton/src/SDL/src/video/windows/SDL_windowskeyboard.c:995: undefined reference to `IID_IUnknown'
build/.libs/SDL_windowskeyboard.o: In function `IPPASink_QueryInterface@12':
/home/c-bminton/src/SDL/src/video/windows/SDL_windowskeyboard.c:1101: undefined reference to `IID_IUnknown'
collect2: error: ld returned 1 exit status
Makefile:126: recipe for target 'build/libSDL2.la' failed
make: *** [build/libSDL2.la] Error 1

--
The libuuid from e2fsprogs is completely unrelated to the w32api UUID.DLL implib. FWIW, any *NIX software that I've seen obviously wants the e2fsprogs version, but if libuuid-devel is installed (in /usr/lib) then you can't link against the w32api implib with a simple -luuid.
2014-02-22 15:34:31 -08:00
James Legg
d3cf7360db Fix audio conversion when channel count changes
- Use the SDL_AUDIO_MASK_DATATYPE bit when selecting an implementation
  where it matters. Previously two existing AUDIO_F32 cases had been
  written, but were unreachable.
- Add AUDIO_F32 case for SDL_ConvertSurround_4.
- Fix incorrect pointer arithmetic causing the 2 to 6 channel
  conversion for 4 byte audio formats to read and write beyond the end
  of the buffer.
2014-02-21 13:57:53 +00:00
Sam Lantinga
5512eac69f Fixed bug 2414 - Execute event watchers in the order they were added
Leonardo

Event watchers are being executed on the inverse order they are added because they are added to the head of the SDL_event_watchers list.

Since watchers are allowed to change events before they are reported (they shouldn't, imo), this breaks code that rely on watcher execution order (such as distributed event handling).

An easy scenario to see this behaving weird to the user is if you add an event watcher to check mouse coordinates and check them again in your event loop. If you add the watcher after renderer's one (which always happens after you have initialized renderer), you get the same event but different coordinates.

The proposed patch adds the event watcher in the tail of the list, not in the beginning, and correctly fixes this problem.
2014-02-22 15:27:11 -08:00
Sam Lantinga
f7de4ae130 Fixed bug 2407 - Support for OpenGL ES 3 contexts on iOS
Alex Szpakowski

Currently the UIKit/EAGL backend for SDL's OpenGL context creation API doesn't support OpenGL ES 3, despite iOS 7+ being capable (on devices with the necessary hardware.)

I have attached a patch to add support. It's also slightly more future-proof, so eventual OpenGL ES 4+ capability on iOS should hopefully work without requiring changes to SDL's UIKit/EAGL backend.
2014-02-22 15:23:09 -08:00
Sam Lantinga
af0ab49003 Fixed bug 2346 - Mac: mousewheel events have flipped horizontal scroll values
Alex Szpakowski

On my Mac OS X system (10.9.1), the SDL_MOUSEWHEEL event reports negative X values when my trackpad scrolls to the right, and positive X values when my trackpad scrolls to the left. This is backwards from what I'd expect, and I don't think it matches the Windows wheel events.

The vertical scroll values are what I'd expect though, and are consistent what gets reported on Windows (positive Y for scrolling up, negative Y for scrolling down.)

This is with "scroll direction: natural" disabled in the OS X trackpad settings (i.e. my scroll direction in non-SDL OS X programs matches what happens in Windows and Linux.)

I also tested with the horizontal scroll on a real mouse (Logitech G500 without custom drivers), and the horizontal scroll values in SDL are still flipped.

I "solved" the issue for myself by changing this line in the Cocoa_HandleMouseWheel function:

    float x = [event deltaX];

to this:

    float x = -[event deltaX];

I believe it should work fine with that change - I found something similar in another codebase while looking online for my issue - but I haven't tested on anything below Mac OS 10.8.
2014-02-22 14:57:12 -08:00