"In the second half of 2021, new apps will be required to publish with the Android App Bundle on Google Play"
(see https://developer.android.com/guide/app-bundle)
And "Android App Bundles don't support APK expansion (*.obb) files".
It is a protocol error to attempt to create a pointer confine (i.e.
`SDL_SetWindowGrab`) while a locked pointer is active, and vice-versa.
Instead of aborting due to a protocol error, this commit makes SDL
gracefully downgrade locked pointers to confines when appropriate.
We now handle HiDPI correctly, and touches are clamped to the viewport. So
if you are rendering to a logical 640x480 in a 720p window, and touch the
letterboxing at point (640,700), it will report the touch at (0.5,1.0) instead
of outside the documented range.
Previously the first card with non-empty connectors, encoders
and crtcs would be selected, however KMSDRM_VideoInit could still reject
it if the connector was not connected. This allow finding the first card
(in a multi GPU setup) that is actually connected to a display.
Manuel Alfayate Corchete
I noticed pt2-clone had problems with it's optional hardware mouse on the KMSDRM backend: cursor had a transparent block around it.
So I was investigating and it seems that a GBM cursor needs it's pixels to be alpha-premultiplied instead of straight-alpha.
A
lso, I was previously relying on "manual testing" for the cursor size, but it's far better to use whatever the DRM driver recommends via drmGetCap(): any working driver should make a size recommendation via drmGetCap(), so that's what we use now. I took this decision because I found out that the AMDGPU driver reported working cursor sizes that would appear garbled on screen, and only the recommended cursor size works.
This fixes a case where you render to the backbuffer, then render to a render
target, set the current target back to the backbuffer, and then present
without drawing anything else; in this circumstance, the Present command
would never happen.
Fixes Bugzilla #5011.
This is handled in in the higher-level SDL_GL_LoadLibrary().
All uses of SDL_EGL_LoadLibrary (which calls the Only version) are just
target-specific wrappers for their own GL_LoadLibrary hook, with two
exceptions which now handle driver_loaded correctly (although it's
questionable if these init-if-no-one-did-it-correctly-already code blocks
should exist at all, fwiw).
Fixes Bugzilla #5190.
Instead of creating an X11 connection to test that X11 is available,
closing the connection, and then reconnecting for real, use the same
connection to handle both cases.
The X11 connection retry delay mechanism in the case where X11 is
dynamically loaded has been removed. It was only necessary to avoid
authetnication token reuse from the XOpenDisplay call that used to
exist in X11_Available. Now that this call is only made once, it
is no longer needed.
Also drop unused and inapplicable code from a comment.
***
The two are only ever called together, and combining them makes it possible
to eliminate redundant symbol loading and redundant attempts to connect
to a display server.
Manuel Alfayate Corchete
This small patch fixes the KMSDRM_CreateSurfaces() call in KMSDRM_CreateWindow(), that was segfaulting deeper into SDL internals because the windata->viddata pointer wasn't set before the KMSDRM_CreateSurfaces() call.
So that's what this small patch does.
Now, L?VE2D works perfectly well on the Raspberry Pi 3, instead of just segfaulting.
JackBoosY
In src/video/winrt/SDL_winrtgamebar.cpp line 55:
virtual HRESULT STDMETHODCALLTYPE add_VisibilityChanged(
__FIEventHandler_1_IInspectable *handler,
Windows::Foundation::EventRegistrationToken *token) = 0;
The macro __FIEventHandler_1_IInspectable defined in windows.fondation.h(Windows10 SDK 10.0.17763.0) line 3576:
#define __FIVector_1_Windows__CFoundation__CPoint ABI::Windows::Foundation::Collections::__FIVector_1_Windows__CFoundation__CPoint_t
but no longer exists in Windows 10 SDK 10.0.19041.0.
After searching this macro in the sdk include path, I found that it was defined in many header files. But it should be replaced in windows.system.h .
On some systems, GetClipCursor() impacts performance when called frequently, so only call it every once in a while to make sure we haven't lost our capture.
Manuel Alfayate Corchete
I'm trying to build SDL2 with threads support here in GNU/Linux, both X86 and ARM, and it does not seem to be possible ATM:
/home/manuel/src/SDLLLL/src/core/linux/SDL_threadprio.c:233:26: error: 'rtkit_max_realtime_priority' undeclared (first use in this function)
Manuel Alfayate Corchete
This patch is needed so programs that do this work as expected:
1) Start in a different video mode than the mode used by the system and then...
2) Try to go fullscreen with the mode originally used by the system via SetWindowFullScreen() with the SDL_WINDOW_FULLSCREEN_DESKTOP flag.
An example would be pt2-clone in https://github.com/8bitbubsy/pt2-clone.
This program does this:
Starts with:
video.window = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, screenW, screenH, windowFlags);
and then, *IF* the user has configured it in fullscreen mode in its .ini, it tries to go fullscreen with the desktop mode:
SDL_SetWindowFullscreen(video.window, SDL_WINDOW_FULLSCREEN_DESKTOP);
This sequence of operations is currently failing because SDL_SetDisplayModeForDisplay() in SDL_video.c fails because display->desktop_mode is not being initialized with its correct value: SetDisplayMode() in SDL_kmsdrmvideo.c will not be able to set the mode because it detects the mode to have a driverdata of 0x0 ("if (!modedata)") and rightfully returns an error.
So, the included patch fixes this small problem, and programs that first change the video mode and then try to go fullscreen with the system video mode will now work.
The patch simply fixes an small omission, but its really needed now that dynamic video mode changing was implemented on the KMSDRM backend.
Ryan C. Gordon
As discussed here:
https://discourse.libsdl.org/t/question-about-implementation-of-sdl-updatewindowsurfacerects/27561
"As you can see this function [WIN_UpdateWindowFramebuffer, in src/video/windows/SDL_windowsframebuffer.c] calls BitBlt on entire screen, even though it accepts the rects. Rects variable is not even used in this function at all. Now my question is why is that the case?"
Anthony Pesch
I was looking into my own input bug and noticed an issue in the HIDAPI code while looking over it. I don't have a controller that goes down this path to test and try to provoke the issue, but it looks pretty straight forward.
The memmove to shift the joystick id array on disconnect isn't scaling the size by sizeof(SDL_JoystickID), likely corrupting the ids on disconnect.
It currently behaves like a locking key which is pressed
when Caps Lock is enabled and released when disabled. This
means that apps that trigger events on Caps Lock key down will
only fire these events every other time Caps Lock is pressed.
Lacky
It looks like refactoring of SDL2 internal API has broken SDL_RenderFillRect for DirectFB. In new version function SDL_RenderFillRect returns 0, but rectangle is not visible.
Replacing "count" with "len" in the argument list for SDL_memcpy in DirectFB_QueueFillRects fixes problem.
Jan Bujak
I wrote a new driver for my gamepad on Linux. I'd like SDL to support it out-of-box, as currently it just treats it as a generic joystick instead of a gamepad. From what I can see the only way to do that is to either 1) pick one of the already supported controllers' PID, VID and button layouts and have my driver send that (effectively lying that it's something else), or 2) submit a preconfigured, hardcoded mapping to SDL.
Both of those, in my opinion, are silly when we already have the Linux Gamepad Specification which standarizes this:
https://www.kernel.org/doc/html/v4.15/input/gamepad.html
Unfortunately SDL doesn't make use of it currently. So I've took it upon myself to add it; patch is in the attachments.
Basically what the patch does is that if SDL finds no built-it controller mappings for a given joystick it then asks the joystick backend to autodetect it, and that uses the relevant evdev bits to figure out which button/axis is which. (See the specs for more details.)
With this patch applied my own driver for my controller works out-of-box with SDL with no extra configuration and is correctly recognized as a gamepad; this is also going to be the case for any other driver which follows the Linux Gamepad Specification.
Arithmatic operations promote Uint8 to signed int. If the top bit of a
Uint8 is set, and it is left shifted 24 places, then the result is not
representable in a signed 32 bit int. This would be undefined behaviour
on systems where int is 32 bits.
It makes it clearer who owns the memory, and more reasonable to free it on
failure in the creating function.
(and, of course, pacifies static analysis.)
Manuel Alfayate Corchete
On the KMSDRM backend, there is no such thing as a desktop, yet some programs could (and DO) use SDL_GetGlobalMouseState().
So I think its good idea that, in KMSDRM, it returns the same mouse coordinates anyway as SDL_GetMouseState() would return. There is nothing else it could return, as far as I can understand, since there is no desktop anyway.
This small patch does precisely that.
Manuel Alfayate Corchete
The KMSDRM backend was doing things wrong because of some small (but important) misconceptions on how KMS/DRM works: to implement a largely broken non-vsync refresh mechanism, the SwapWindow() function was issuing new pageflips before previous ones had completed, thus causing EBUSY returns, buffer mismanagement, etc... resulting in general breakage on vsync disabling from apps, that would not allow vsync to work again without KMSDRM video re-initialization.
To further clarify, on most DRM drivers async pageflips are NOT working nowadays, so all issued pageflips will complete on next VBLANK, NOT ASAP (calling drmModePageFlip() with the DRM_MODE_PAGE_FLIP_ASYNC flag will return error).
The old code was assuming that can just issue a synchronous (=on VBLANK) pageflip and then pass a 0 timeout to the pull() function so we do not wait for the pageflip event, thinking that this will lead to correct non-vsynced screen updates from the program: That is plain wrong.
Each pageflip has to be waite before issuing a new one, ALWAYS. And if we do not support ASYNC pageflips on the DRM driver level, then we are forced to wait for the next VBLANK. There is no way around it.
I have also added many comments on the KMSDRM code. This is needed for future reference for me or others who may need to look at this code: KMS/DRM terminology regarding what SYNC and ASYNC mean in pageflip terms, and where to do certain things and why, is not trivial. It is not desirable or possible to invest time on researching the same concepts every time there is need to dive into this code. So please leave all these comments in the patch.