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.
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
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
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
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.
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.
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.
"*(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)
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
"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.
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.
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.
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.
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.
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).
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.
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
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
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).
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. :)