Commit Graph

3862 Commits

Author SHA1 Message Date
Sam Lantinga
9e45372a2f Fixed build on Android and iOS 2021-01-24 00:51:25 -05:00
Cameron Gutman
19236b462a Implement support for minimizing windows on Wayland
This required a bit of extra code to deal with the transition from minimized
back to fullscreen
2021-01-24 00:51:25 -05:00
Cameron Gutman
cf84ec441f Improve reliability of cursor hiding on GNOME Wayland
Hiding the cursor doesn't appear to work reliably on GNOME when another window
steals mouse focus right as we call SDL_ShowCursor(SDL_DISABLE). This can happen
when the keyboard shortcut inhibition permission prompt appears in response to a
call to SDL_SetRelativeMouseMode() with SDL_HINT_GRAB_KEYBOARD=1. The result is
that the default cursor is stuck locked in position and visible on screen
indefinitely.

By redrawing the cursor on pointer focus enter, the cursor now disappears upon
the first mouse motion event. It's not perfect but it's way better than the
current behavior.
2021-01-24 00:51:25 -05:00
Sam Lantinga
bf53651d73 Make sure we only do GameCube adapter initialization if we were able to load libusb 2021-01-24 00:51:24 -05:00
Sam Lantinga
3527b49459 Fixed initializing the Nyko and EVORETRO GameCube adaptors
This requires root on most Linux distributions, as we have to directly send USB messages to the devices to enable input reports.
2021-01-24 00:51:24 -05:00
Ozkan Sezer
b6ae9a7cba renamed my_gradd.h to SDL_gradd.h 2021-01-24 00:51:24 -05:00
Sam Lantinga
178ae70a29 Don't add paddle mappings for the Xbox One Elite Series 1 controller, since they can't be unmapped and read directly on that controller. 2021-01-24 00:51:24 -05:00
Cameron Gutman
d789ba8332 Implement keyboard grab support for Wayland
Use zwp_keyboard_shortcuts_inhibit_manager_v1 to allow SDL applications
to capture system keyboard shortcuts like Alt+Tab when keyboard grab is
enabled via SDL_HINT_GRAB_KEYBOARD.
2021-01-24 00:51:24 -05:00
Cameron Gutman
6e97170e96 Use PS4 rumble hint as the default for the PS5 rumble hint
Existing SDL applications may not know about the need to set a specific
hint to enable rumble on PS5 controllers, even though they may already
set the equivalent SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE hint for PS4
controller rumble support.

Rather than requiring those developers update their apps, let's use the
SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE value as an indication of the behavior
they are expected for all PlayStation controllers.
2021-01-24 00:51:24 -05:00
Ozkan Sezer
07f83cd5a6 hidapi/libusb/hid.c: fix race condition on device close (bug #5484)
From hidapi mainstream git: https://github.com/libusb/hidapi/issues/142
d2c3a9862e

Read callback may fire itself on its own even after its been requested
to stop and exactly before the calling code waits for its completion in
indefinite loop.  Explicitly preventing re-fireing the submission loop
fixes the issue.
2021-01-24 00:51:24 -05:00
Manuel Alfayate Corchete
ee93f0edee [KMS/DRM] Revert unaproved fix for bug #5465. 2021-01-24 00:51:24 -05:00
Ozkan Sezer
6393d14de5 SDL_virtualjoystick.c: remove wrong #endif comment. 2021-01-24 00:51:24 -05:00
Ozkan Sezer
327ea97436 hidapi/libusb/hid.c: whitespace tidy-up. 2021-01-24 00:51:24 -05:00
Manuel Alfayate Corchete
e1d932f8b6 [KMS/DRM] Fix for bug #5468: corruption on dynamic cursor changing caused by wrong buffer size. 2021-01-24 00:51:24 -05:00
Manuel Alfayate Corchete
99facb1df3 [KMS/DRM] Fix for bug #5470: ratio correction for fullscreen windows with no matching resolution. Correct bracket position in else statements so they follow the coding style. 2021-01-24 00:51:24 -05:00
Sam Lantinga
c265e73f3b Fixed bug 5473 - Add WSCONS support for NetBSD
wahil1976

This patch adds WSCONS support for NetBSD.
2021-01-24 00:51:24 -05:00
Ozkan Sezer
f3835702d3 fix build with --disable-directx 2021-01-24 00:51:24 -05:00
Sam Lantinga
2ea393bd83 Fixed the screenshot button mapping on third party Bluetooth Nintendo Switch Pro controllers 2021-01-24 00:51:23 -05:00
Manuel Alfayate Corchete
03665004d0 [KMS/DRM] Small fix to KMSDRM_Waitpageflip(). More comments on how it works. 2021-01-24 00:51:23 -05:00
Ozkan Sezer
bdb3e6b84f SDL_hidapi_switch.c: fix build with older compilers 2021-01-15 12:40:00 +03:00
Sam Lantinga
e3dbae5010 Get the serial number for the Nintendo Switch Pro controller 2021-01-14 23:49:41 -08:00
Sam Lantinga
5fc743c4fd Phantom Nintendo Switch Pro Controller initialization problem 2021-01-14 23:49:37 -08:00
Sam Lantinga
92742306a6 Fixed rumble reset failing for Switch Pro controllers in USB mode 2021-01-14 23:49:33 -08:00
Sam Lantinga
d0b87fede6 Added HIDAPI rumble debug info 2021-01-14 23:49:27 -08:00
Sam Lantinga
e2f46ed8ef Always lock the HIDAPI device when closing, in case rumble is pending 2021-01-14 23:49:20 -08:00
Sam Lantinga
907b8eebc3 Make sure the HIDAPI device is locked when closing it, in case there is rumble pending that didn't complete 2021-01-14 23:49:16 -08:00
Sam Lantinga
b3848c5120 Fixed bug 5445 - Incorrect Switch Pro Controller face buttons when SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS disabled
jibb

I'm testing with DualShock 4, DualSense, Switch Pro Controller, and PowerA Switch Controller.

I'm using the standard mapping file from here:
https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt

With SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS turned off (set to "0") I expect the button positions to be the same on all devices, based on Xbox controller button naming (eg SDL_GameControllerGetButton(g, SDL_CONTROLLER_BUTTON_Y) gives me whether the North face button is pressed).

However, the Switch Pro Controller layout is wrong (matching labels rather than positions, so X and Y are swapped and A and B are swapped). And with the PowerA controller the East and West buttons are correct, but the North and South buttons are swapped instead.

Mathias Kaerlev

Also seeing this on 2.0.14. This is most likely a regression, since we weren't seeing this on an earlier SDL version.

I suspect it might be caused by this commit:
a569b21188 (diff-da9344d94c66b8c702a45e7649f412039f08bba83bd82de33f5c80ea9c8c39d5)

It seems like both the HIDAPI driver and SDL_gamecontroller.c will try to swap the buttons if the hint is set to 0, causing the button remap to cancel out.
2021-01-14 15:15:57 -08:00
Sam Lantinga
bdc6e4ffc5 Fixed bug 5195 - Replugging in "mixed" controller types crashes on macOS
RustyM

This is related to Bug 5034, but crashes under a somewhat different condition.

In the latest tip (changeset 13914) or with the SDL 2.0.12 source + David?s 5034 patch, unplugging and then replugging in certain controller types on macOS will crash. A mix of new controllers like Switch Pro, PS4 and Xbox One all work without issue. But if a controller without a rumble function, like many SNES retro USB gamepads, is mixed with a PS4 or Switch Pro controller it will crash.

File: joystick/darwin/SDL_sysjoystick.c
Function: static recDevice *FreeDevice(recDevice *removeDevice)
On line 159: while (device->pNext != removeDevice) {
Causes: Thread 1: EXC_BAD_ACCESS (code=1, address=0x188)

This can be reproduced in testgamecontroller" by starting the test program with both a ?retro? controller plugged in and a ?modern rumble? controller (Switch Pro/PS4). This may crash on launch, but it depends on which controller ends up as device 0. If it doesn?t crash, unplug the ?modern rumble? controller and plug it back in.

Some of the "retro" controllers I?ve seen this crash with:
- iBuffalo SNES Controller
- 8Bitdo SN30 Gamepad (in MacOS mode)
- Retrolink NES Controller
- HuiJia SNES Controller Adaptor

The issue appears macOS specific. Seen on 10.12.6 and 10.14.6. Not seen on Windows 10.

The while loop in FreeDevice() assumes that every device is not NULL.

    recDevice *device = gpDeviceList;
    while (device->pNext != removeDevice) {
        device = device->pNext;
    }
    device->pNext = pDeviceNext;

So maybe we should check for NULL here? Or instead prevent adding NULL devices to the list in the first place? Checking device for NULL before entering the loop appears to work.

    recDevice *device = gpDeviceList;
    if (!device) {
        while (device->pNext != removeDevice) {
            device = device->pNext;
        }
    }
    device->pNext = pDeviceNext;
2021-01-14 15:03:11 -08:00
Sam Lantinga
6a342954e8 Fixed bug 5451 - Can't create EGLSurface in Wayland from SDLWindow (no EGLNativeWindow pointer)
sashikknox

In some cases, need create EGLWindow with SDLWindow. In X11 i can get pointer to NativeWindow from **struct SDL_SysWMinfo wmInfo**
```C++
struct SDL_SysWMinfo wmInfo;
SDL_GetWindowWMInfo(ptSDLWindow, &wmInfo)
#if defined(__unix__) && defined(SDL_VIDEO_DRIVER_X11)
nativeWindow=(EGLNativeWindowType)wmInfo.info.x11.window;
nativeDisplay=(EGLNativeDisplayType)wmInfo.info.x11.display;
#endif
```
than i can create EGLSurface
```
eglCreateWindowSurface(nativeDisplay, EGL_CONFIG, nativeWindow, SURFACE_ATTRIBUTES);
```
in Wayland i can do it with same way, just need pointer to **EGLWindow**, we already have pointer to **wl_display** from **SDL_sysWMInfo**, need add to **wl** struct in SDL_SysWMInfo another pointer to **struct wl_egl_window *egl_window;**. And in wayland backend, in function **Wayland_GetWindowWMInfo** return pointer to **egl_window** from **SDL_WindowData**
Now i use patched statically built SDL2 in port of Quake 2 GLES2 for SailfishOS (it use QtWayland):
link to SDL2 commit and changed string for patch:
- 6858a618cd
- b1e29e87b9/SDL2/src/video/wayland/SDL_waylandwindow.c (L463)

link to use in Quake2 port:
1. here i get pointer to EGLNativeWindowType:  6d94fedb1b/Engine/Sources/Compatibility/OpenGLES/EGLWrapper.c (L319)
2. then use it for create EGLSurface: 6d94fedb1b/Engine/Sources/Compatibility/OpenGLES/EGLWrapper.c (L391)
2021-01-14 14:42:53 -08:00
Sam Lantinga
82aafa9aa8 Fixed bug 5461 - Add rewritten WSCONS driver for OpenBSD
wahil1976

This patch adds a written-from-scratch WSCONS driver for OpenBSD. It does not have hardcoded keymaps, and it features mouse support when wsmux is available.

For this to work, it needs access to the /dev/wskbd* devices which are not available to non-root users by default. Access to those can be granted by changing /etc/fbtab to give the logging user the ownership of those devices.
2021-01-14 14:32:11 -08:00
Manuel Alfayate Corchete
1adadc7702 [KMS/DRM] Adjust come return values. Improve comments. 2021-01-14 10:18:40 +01:00
Manuel Alfayate Corchete
57661e42c3 [KMS/DRM] Remove unused header. 2021-01-13 20:17:50 +01:00
Manuel Alfayate Corchete
ead3c406a2 [KMS/DRM] Refactor, improve and re-comment async pageflips code. 2021-01-13 20:11:01 +01:00
Sam Lantinga
fbd7c718b6 Don't blink the Xbox 360 LED when setting the player slot, it's probably already been set by a driver 2021-01-13 11:02:07 -08:00
Sam Lantinga
d757ec7f5c Only select the gamepad interfaces on the Xbox 360 wireless adapter 2021-01-13 11:02:01 -08:00
Manuel Alfayate Corchete
aac74db685 [KMS/DRM] Enable async pageflips. 2021-01-13 15:54:26 +01:00
Manuel Alfayate Corchete
9384e59561 [KMS/DRM] Add warning comentary to avoid future experiments with scaling. 2021-01-12 20:15:37 +01:00
Ryan C. Gordon
b99543b682 opengl: More work on making line drawing match software renderer. 2021-01-11 20:40:11 -05:00
Manuel Alfayate Corchete
8442754912 [KMS/DRM] Refactor KMSDR_CreateSurface to group all non-Vulkan stuff in a block. 2021-01-12 00:22:58 +01:00
Manuel Alfayate Corchete
87eb734c4e [KMS/DRM] Don't ask SDL to scale image when in Vulkan mode. 2021-01-11 23:59:40 +01:00
JibbSmart
e9887045a2 Gyro and Accel sensor support for Switch Pro Controller.
Note that axes are changed to match the axes we're using with PlayStation controllers, since users will appreciate consistent behaviour across devices.
2021-01-11 15:36:40 +08:00
Manuel Alfayate Corchete
85e8adf78d [KMS/DRM] Unused code cleaning. 2021-01-11 22:28:27 +01:00
Manuel Alfayate Corchete
5105ecf8b1 [KMS/DRM] Move surface size info to window driverdata, for coherency. 2021-01-11 21:02:07 +01:00
Manuel Alfayate Corchete
2067a7db8e [KMS/DRM] Fix fullscreen to windowed transition. Fix aspect ratio correction without using planes. 2021-01-11 20:29:09 +01:00
Sylvain Becker
958e5d5b34 SDL_UpdateNVTexture: fixed pitch/bpp for GLES2 (bug #5430) 2021-01-11 10:01:24 +01:00
Sylvain Becker
68815b6c06 Fixed bug 5465 - Invalid memcpy inside SDL_GestureDelTouch (Thanks dmikushin and Yuki Okumura) 2021-01-10 22:21:12 +01:00
Sylvain Becker
b94718e0a7 SDL_UpdateNVTexture: for D3D11, same notation as SDL_UpdateTexture (bug #5430) 2021-01-09 21:22:21 +01:00
Manuel Alfayate Corchete
850d9c8c0d [KMS/DRM] Cleanup remainings from plane/scaling usage. 2021-01-09 02:25:13 +01:00
Manuel Alfayate Corchete
2aeb317743 [KMS/DRM] Fix vkQuake3 in OpenGL mode. 2021-01-08 22:00:28 +01:00
Sam Lantinga
8746788fea KMSDRM_LEGACY is no longer legacy 2021-01-08 11:08:23 -08:00
Sam Lantinga
50ea3b77f1 Fixed bug 5080 - SDL_netbsdaudio: Always use the device's preferred frequency
Nia Alarie

The NetBSD kernel's audio resampling code is much simpler and lower quality than libsamplerate.

Presumably, if SDL always performs I/O on the audio device in its native frequency, we can avoid resampling audio in the kernel and let SDL do it with libsamplerate instead.
2021-01-08 10:09:37 -08:00
Sam Lantinga
2f72535c62 Fixed joysticks generating SDL mouse events 2021-01-08 09:54:55 -08:00
Sam Lantinga
a5dba7d3ab Fixed Xbox One Series X share button incorrectly triggering on newer firmware 2021-01-08 09:54:52 -08:00
Manuel Alfayate Corchete
b24494734b [KMS/DRM] Go back to the LEGACY interface only because using planes breaks compatibility with HW, so no advantage on using ATOMIC. 2021-01-08 18:57:12 +01:00
Manuel Alfayate Corchete
940e1b8dd9 [KMS/DRM] Small readability changes. 2021-01-08 16:33:50 +01:00
Manuel Alfayate Corchete
e5bf1850f5 [KMS/DRM] Fix cpmpilation warnings. Thanks to Ozkan Sezer for pointing this out! 2021-01-08 15:39:05 +01:00
Manuel Alfayate Corchete
cef1bd0639 [KMS/DRM] Prevent creating another default cursor everytime a window is created. Other fixes and cleanups. 2021-01-08 13:14:42 +01:00
Sam Lantinga
e778881ada Fixed bug 5449 - SDL_DROPFILE update mouse location of drop in Cocoa
Dominik Reichardt

Exult (http://exult.info) has an editor app that uses GTK+2. Up to now we were using X's drag'n'drop to allow dropping of assets from the editor onto Exult.
There is now an experimental branch that makes use of SDL_DROPFILE. That works under X, dropping in Exult's SDL2 window puts the asset right at the spot you dropped at.
On macOS with native Exult and Quartz GTK+2 this doesn't work, the location of the drop is where the mouse was last tracked before you left the window (usually one of the edges, unless you tabbed out).
All we tried out pointed to the fact that the location update needs to be done by the dropfile event in SDL2, not by our own (which always only worked after the Exult window getting focus).

This patch adds this to SDL_cocoawindow.m and it works perfectly, passing the correct coordinates to our code (SDL_GetMouseState()).
2021-01-07 11:49:28 -08:00
Sam Lantinga
c8a64ad90c Fixed building when SDL_LIBUSB_DYNAMIC is defined 2021-01-07 10:23:55 -08:00
Manuel Alfayate Corchete
d079130c24 [KMS/DRM] Don't use primary plane for scaling because that's unsupported on most LEGACY-only HW. 2021-01-07 18:44:34 +01:00
Manuel Alfayate Corchete
e168d1138c [KMS/DRM] Correct drmModeSetCursor() dimensions. 2021-01-07 14:40:24 +01:00
Manuel Alfayate Corchete
335d78ff86 [KMS/DRM] Add the missing files for Vulkan support to the KMSDRM_LEGACY backend, had forgotted to do -hg add-. 2021-01-07 11:30:33 +01:00
Manuel Alfayate Corchete
661bacfe27 [KMS/DRM] Add Vulkan suport to the KMSDRM_LEGACY backend.Minor text spacing tweaks for better readability. Comment out unused function. 2021-01-07 00:47:21 +01:00
Ozkan Sezer
dfb0afe36a fix build after commit 5730b2005da1 2021-01-07 00:41:32 +03:00
Manuel Alfayate Corchete
67e0b1dd4e [KMS/DRM] Rewrite KMSDRM_LEGACY backend to accomodate Vulkan compatibility. Fix several bugs on that backend. 2021-01-06 22:15:26 +01:00
Sylvain Becker
57a5c45372 Fix D3D11 UpdateTextureNV in non fullscreen (bug #5430) 2021-01-05 22:06:51 +01:00
Sylvain Becker
fc61ecb25c Fix software UpdateNVTexture non fullscreen (bug #5430) 2021-01-05 21:54:03 +01:00
Sylvain Becker
204ef3b509 Fix D3D11 UpdateNVTexture (bug #5430) 2021-01-05 20:38:31 +01:00
Sylvain Becker
c0df40e003 Add more SDL_HAVE_YUV defines 2021-01-05 17:39:48 +01:00
Ozkan Sezer
76295cecf3 video/windows: ANSI/UNICODE updates (cf. bug 5435):
- explicitly use UNICODE versions of DrawText, EnumDisplaySettings,
  EnumDisplayDevices, and CreateDC: the underlying structures have
  WCHAR strings.
- change WIN_UpdateDisplayMode and WIN_GetDisplayMode() to accept
  LPCWSTR instead of LPCTSTR for the same reason.
- change WIN_StringToUTF8 and WIN_UTF8ToString to the explicit 'W'
  versions where appropriate.
2021-01-05 15:50:10 +03:00
Ozkan Sezer
265a1cc97a use WIN_StringToUTF8W instead of WIN_StringToUTF8 where needed (#2)
cf. bug #5435.
- SDL_wasapi_win32.c (GetWasapiDeviceName): pwszVal is WCHAR*
- windows/SDL_sysfilesystem.c (SDL_GetBasePath, SDL_GetPrefPath)
- windows/SDL_sysurl.c (SDL_SYS_OpenURL): wurl is WCHAR*
- SDL_windowssensor.c (ConnectSensor): bstr_name is WCHAR*
- windows/SDL_systhread.c (SDL_SYS_SetupThread): strw is WCHAR*
2021-01-05 15:50:02 +03:00
Ozkan Sezer
516042b4d6 ran gendynapi.pl after SDL_UpdateNVTexture addition 2021-01-05 15:15:50 +03:00
Ozkan Sezer
31751bdcce wmmsg.h: constified wmtab 2021-01-05 15:15:37 +03:00
Sylvain Becker
b032504162 Fix unused variable warning on METAL (see bug #5430) 2021-01-05 12:36:34 +01:00
Sylvain Becker
c1eb9ecf99 Add SDL_UpdateNVTexture for META (bug #5430)
(not tested)
2021-01-05 12:29:43 +01:00
Sylvain Becker
73d93dbc38 Fix compilation on Window10 (see bug #5430) 2021-01-05 12:20:02 +01:00
Sylvain Becker
df6b813108 Fix compilation (implicit declaration of function) (see bug #5430) 2021-01-05 12:16:32 +01:00
Sylvain Becker
d1f031c8ee Add SDL_UpdateNVTexture for d3d11 (bug #5430)
(not tested)
2021-01-05 12:08:16 +01:00
Sylvain Becker
f5eba2ccd6 Fixed invalid read in yuv_rgb_sse() (see bug #5430) 2021-01-05 12:00:54 +01:00
Sylvain Becker
be4cfd51c3 Add SDL_UpdateNVTexture() to update NV12/21 Texture (bug #5430)
for renderer software, opengl, and opengles2
2021-01-05 11:56:22 +01:00
Sam Lantinga
d72dbd9883 Fixed detection of the Wooting Two keyboard, which shows up as an Xbox 360 controller 2021-01-04 17:30:28 -08:00
Sam Lantinga
b2a0c712cb Allow setting the player index to -1, which turns off the player LED for PS5 controllers 2021-01-04 12:24:44 -08:00
Sam Lantinga
bf754b52bf Valve contributed code is under the Zlib license 2021-01-04 12:17:24 -08:00
Ozkan Sezer
8cb421b26d SDL_windows_main.c: use new WIN_StringToUTF8W macro 2021-01-04 10:20:10 +03:00
Ozkan Sezer
a594b85031 use WIN_StringToUTF8W macro instead of WIN_StringToUTF8, where needed:
i.e. where the string is known guaranteed to be WCHAR*, in:
- SDL_dinputjoystick.c (WIN_IsXInputDevice): VARIANT->var is BSTR (WCHAR*)
- SDL_rawinputjoystick.c (RAWINPUT_AddDevice): string is WCHAR*
- SDL_windows_gaming_input.c (IEventHandler_CRawGameControllerVtbl_InvokeAdded):
  string is WCHAR*

There should be more of these..
2021-01-04 10:00:30 +03:00
Ozkan Sezer
5b14bbff5f make ANSI/UNICODE versions of WIN??UTF8 macros individually available. 2021-01-04 10:00:10 +03:00
Ozkan Sezer
f2bd861cd7 move SDL_tcsstr definition to core/windows/SDL_windows.h 2021-01-04 08:50:00 +03:00
Ozkan Sezer
ae18109a92 SDL_windowsjoystick.c (SDL_CreateDeviceNotification): use L, not TEXT()
cf. bug #5435.
2021-01-04 01:23:50 +03:00
Ozkan Sezer
390fd14f54 SDL_windowswindow.c (SDL_HelperWindowCreate): adjust for ANSI/UNICODE:
change SDL_HelperWindowClassName and SDL_HelperWindowName from WCHAR *
to be const TCHAR*

cf. bug #5435.
2021-01-04 01:23:50 +03:00
Ozkan Sezer
398d2764c7 RAWINPUT_InitWindowsGamingInput: change pNamespace from LPTSTR to PCWSTR
because WindowsCreateStringReference specifically accepts const WCHAR *
- WGI_JoystickInit(): ditto.

cf. bug #5435.
2021-01-04 01:23:50 +03:00
Ozkan Sezer
f09e0af7aa SDL_dinputjoystick.c (IsXInputDevice): adjust to be ANSI/UNICODE-agnostic
cf. bug #5435.
2021-01-04 01:23:50 +03:00
Ozkan Sezer
ed39f2f3f9 SDL_wasapi_win32.c (WASAPI_PlatformThreadInit): use L instead of TEXT()
because AvSetMmThreadCharacteristicsW specifically accepts WCHAR* input
cf. bug #5435.
2021-01-04 01:23:50 +03:00
Ozkan Sezer
01a2f27679 consistently use TEXT() macro with LoadLibrary() and GetModuleHandle()
cf. bug #5435.
2021-01-04 01:23:50 +03:00
Cameron Gutman
014f507c40 Use specific acquire and release variants of InterlockedExchange on ARM
_InterlockedExchange_rel() is required for correctness on ARM because
the _ReadWriteBarrier() macro is only a compiler memory barrier, not a
hardware memory barrier. Due to ARM's relaxed memory model, this means
the '*lock = 0' write may be observed before the operations inside the
lock, causing possible corruption of data protected by the lock.

_InterlockedExchange_acq() is more efficient on ARM because it avoids an
expensive full memory barrier that _InterlockedExchange() does.
2021-01-03 12:13:40 -06:00
Sam Lantinga
393c8c1f16 Fixed bug 5440 - MacCatalyst build failures
C.W. Betts

I tested building commit http://hg.libsdl.org/SDL/rev/7adf3fdc19f3 on Mac Catalyst and found some issues:

* MTLFeatureSet_iOS_* enums aren't available under Mac Catalyst.
* OpenGL ES is unavailable under Mac Catalyst.
* Some Metal features are available under Catalyst but not iOS, such as displaySyncEnabled.
* Set Metal as the default renderer on Mac Catalyst

Attaching a patch that will make SDL2 build for Mac Catalyst.
2021-01-03 10:32:55 -08:00
Cameron Gutman
6cbd4417f0 Add a hint for D3D9Ex to avoid having to choose at compile-time 2021-01-02 14:45:15 -06:00
Cameron Gutman
59594a7891 Implement PAUSE_INSTRUCTION() for Windows ARM platforms 2021-01-02 13:43:04 -06:00
Sylvain Becker
fea49a3e2f SDL_stretch.c: compilation NEON on Windows 10 2021-01-03 15:24:47 +01:00
Sylvain Becker
acccc71f27 Fixed bug 5436 - MSVC 2019 ARM64 build fails to compile SDL_stretch.c 2021-01-02 22:31:44 +01:00
Sam Lantinga
9130f7c377 Updated copyright for 2021 2021-01-02 10:25:38 -08:00