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Commit Graph

4885 Commits

Author SHA1 Message Date
Ryan C. Gordon
289d109245 audio: Attempt to fix build on ARM versions of Visual Studio. 2019-06-14 16:52:42 -04:00
Ryan C. Gordon
33b235f4c3 audio: Fix ARM NEON audio converter bugs.
(Patch from Sylvain, I'm just applying it.)

Fixes Bugzilla .
2019-06-14 15:52:48 -04:00
Ryan C. Gordon
5c56c88824 audio: patched to compile. 2019-06-14 15:47:32 -04:00
Ethan Lee
5bd9b8b167 Check src alignment for S32_to_F32 conversions 2019-06-14 09:51:22 -04:00
Ryan C. Gordon
d9a2eff26f cocoa: Another attempt at synthesized mouse/touch events. 2019-06-13 21:31:03 -04:00
Ryan C. Gordon
294574647d cocoa: Revised synthesized mouse/touch event strategy.
I _think_ I understand what Sylvain is working on here now, so hopefully I
got this right.

Fixes Bugzilla .

(I think!)
2019-06-13 01:57:13 -04:00
Alex Szpakowski
50f5123190 macOS: Fix the coordinate space of SDL_GetDisplayUsableBounds (thanks Tim!)
Fixes bug .
2019-06-12 19:57:30 -03:00
Alex Szpakowski
74e86a51d8 iOS: Remove didAddSubview override in NSWindow, its code breaks things which rely on focus changing within SDL's UIWindow (bug ). 2019-06-12 19:15:56 -03:00
Ryan C. Gordon
2fa33d6f98 wave: Fixed static analysis warning about dead assignment.
(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.  :)  )
2019-06-12 15:43:08 -04:00
Ryan C. Gordon
32ead2cb46 vulkan: Fixed use-after-free bug. 2019-06-12 15:37:07 -04:00
Ryan C. Gordon
b530d75afb assert: Fixed some compiler warnings. 2019-06-12 15:35:06 -04:00
Sam Lantinga
747df96eb0 Better patch to make it more clear what's going on 2019-06-12 10:38:49 -07:00
Sam Lantinga
3fbaa5da05 The hat index passed to the application should be zero-based with no holes 2019-06-12 10:35:47 -07:00
Sam Lantinga
a1a2f9b9f8 Fixed bug 4486 - Segfault when pressing a trigger on the Steam Controller (Linux)
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.
2019-06-12 10:32:36 -07:00
Sam Lantinga
d01150abc2 Fixed bug 4665 - Add support for single touch evdev devices
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.
2019-06-12 07:55:48 -07:00
Sebastian Krzyszkowiak
797b28133c wayland: HiDPI support 2019-06-12 00:55:05 +02:00
Ozkan Sezer
09142eb715 fix permissions 2019-06-12 13:56:20 +03:00
Sylvain Becker
cd011bb1e7 SDL_Wave: missing field 'length' initializer 2019-06-12 10:42:02 +02:00
Ryan C. Gordon
f5a347853d assert: mark SDL_ExitProcess as SDL_NORETURN again.
Put in a hack to (hopefully) make MingW happy.

Fixes Bugzilla .
2019-06-11 21:57:30 -04:00
Ryan C. Gordon
04b50f6c6b cocoa: Backed out CVDisplayLink code for macOS vsync.
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 .

(Backed out changeset 8760fed23001)
2019-06-11 16:19:01 -04:00
Sam Lantinga
39733dc6b9 Fixed bug 4615 - RPM Build fails due to unpackaged files
devbeer

The current SDL2.spec fails to build with:

Checking for unpackaged file(s): /usr/lib/rpm/check-files /tmp/build/rpmbuild/BUILDROOT/SDL2-2.0.9-2.x86_64
error: Installed (but unpackaged) file(s) found:
   /usr/lib64/cmake/SDL2/sdl2-config.cmake


RPM build errors:
    Installed (but unpackaged) file(s) found:
   /usr/lib64/cmake/SDL2/sdl2-config.cmake
2019-06-11 19:58:10 -07:00
Sam Lantinga
69d27a69cd Fixed bug 4570 - Support Vulkan Portability rather than MoltenVK specifically
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
2019-06-11 18:13:46 -07:00
Ryan C. Gordon
3e9bf28413 software: Fixed compiler warning and dos2unix'd the endlines. 2019-06-11 15:06:35 -04:00
Ryan C. Gordon
04fedce0e8 software: Correctly track viewport and cliprect.
Fixes Bugzilla .
2019-06-11 14:09:53 -04:00
Ryan C. Gordon
a2f2b73554 direct3d: Use D3DPOOL_MANAGED for vertex buffers.
Fixes Bugzilla .
2019-06-11 13:02:56 -04:00
Sam Lantinga
aa80d279d3 Fix build with the 10.10 SDK 2019-06-11 08:33:30 -07:00
Ryan C. Gordon
f7b7a9727b direct3d: Fixed SDL_RenderSetClipRect usage.
Fixes Bugzilla .
2019-06-11 10:12:47 -04:00
Ryan C. Gordon
4f59d372f8 direct3d: don't dereference bogus pointer if current texture was destroyed.
Fixes Bugzilla .
2019-06-11 09:29:48 -04:00
Sylvain Becker
4392c6ff14 Android: fix coordinates for Surface.ROTATION_180
https://discourse.libsdl.org/t/android-screen-orientation-issues-2-0-9/26262
2019-06-11 11:01:15 +02:00
Sylvain Becker
45a3dd171d Android: revert wrong fix typo calling onBackPressed() (Bug 4657) 2019-06-11 10:19:26 +02:00
Ryan C. Gordon
f71454c0ad testoverlay2: Changed some C runtime calls to be SDL equivalents. 2019-06-11 02:32:43 -04:00
Ryan C. Gordon
a6af0b8291 direct3d: Fixed more compiler warnings on Visual Studio 64-bit builds. 2019-06-11 02:31:57 -04:00
Ryan C. Gordon
5fb20b3093 video: fixed compiler warning on Visual Studio. 2019-06-11 02:14:59 -04:00
Ryan C. Gordon
254eb67775 windows: Don't let Visual Studio insert an implicit dependency on memset().
Fixes Bugzilla .
2019-06-11 02:08:31 -04:00
Ryan C. Gordon
399df540e3 windows: Drop WM_ACTIVATE when window is hidden, but only if being activated.
Fixes Bugzilla .
2019-06-11 01:14:24 -04:00
Sylvain Becker
f9a9193e2c Android: add MinimizeWindow function (Bug 4580, 4657)
shouldMinimizeOnFocusLoss is un-activated (return false)
2019-06-10 21:58:03 +02:00
Sylvain Becker
3f4e189b27 Android: fix typo calling onBackPressed() (Bug 4657) 2019-06-10 21:41:22 +02:00
Benjamin Valentin
1e8d9e01dc Add mapping for Chinese-made Xbox Controller
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)
2019-03-17 23:47:12 +01:00
Sam Lantinga
d8da33c03f Fixed bug 4662 - SDL failed to build due to error LNK2019: unresolved external symbol _memset referenced in function _IMA_ADPCM_Decode with MSVC on Windows
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!
2019-06-10 08:49:26 -07:00
Sam Lantinga
9891c31ba0 Fixed bug 4641 - clang and clang-cl builds on windows create -Wpragma-pack warnings 2019-06-10 08:46:20 -07:00
Ryan C. Gordon
781692c03c cocoa: report proper input IDs for mouse/touch events.
Otherwise, we generate incorrect mouse events for MacBook trackpads (which
are also multitouch devices), etc.

Partially fixes Bugzilla .
2019-06-09 19:27:25 -04:00
Sam Lantinga
e43550c039 Fixed bug 4658 - iOS 12 fullscreen flag and SDL_HINT_IOS_HIDE_HOME_INDICATOR not working
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.
2019-06-09 14:08:18 -07:00
Ethan Lee
225ae6909e Add notes for SDL_WinRTRunApp and SDL2-WinRTResources for non-C++ projects 2019-06-09 11:54:51 -04:00
Sam Lantinga
762b788f67 Cleanup on bug 3894 - Fuzzing crashes for SDL_LoadWAV
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.
2019-06-09 12:46:10 -07:00
Sam Lantinga
b5e9ebbafa Fixed compiler warning
warning C4018: '<' : signed/unsigned mismatch
2019-06-08 19:12:05 -07:00
Sam Lantinga
a21b5b3018 Fixed build 2019-06-08 19:09:43 -07:00
Sam Lantinga
990e166a3b Fixed bug 3894 - Fuzzing crashes for SDL_LoadWAV
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
2019-06-08 19:02:42 -07:00
Sam Lantinga
48ac92af54 Fixed bug 4041 - Android, SDL_Renderer OpenGLES 1 is loading GLESv2 library
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. )
2019-06-08 18:40:11 -07:00
Sam Lantinga
1b73d578f3 Temporary fix for bug 4254 - a _lot_ of strict aliasing warnings
Ozkan Sezer

A horde of strict aliasing violation warnings are emitted from joystick
layer, and also from a few other places. This happens with gcc-4.4.7 on
Linux CentOS 6.10.  Some other sysjoystick would possibly have the same
warnings.

Attached my full log here. Example entry:
src/joystick/SDL_joystick.c: In function 'SDL_GetJoystickGUIDInfo':
src/joystick/SDL_joystick.c:1094: warning: dereferencing pointer '({anonymous})' does break strict-aliasing rules
2019-06-08 18:32:29 -07:00
Sam Lantinga
31765242d6 Fixed bug 4294 - Audio: perform more validation on conversion request
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.
2019-06-08 18:22:18 -07:00