Commit Graph

4895 Commits

Author SHA1 Message Date
Sylvain Becker
87b7636918 opengles 1: use color from 'draw' union in SetDrawState() 2018-12-29 16:34:50 +01:00
Alex Szpakowski
dc3443602b render: Fix internal state getting out of sync when destroying a texture that was just rendered and then creating a new one, in the GL and GLES2 backends. Fixes bug #4433. 2018-12-21 20:53:31 -04:00
Ryan C. Gordon
0a70590118 render: Prefer the Metal renderer over OpenGL.
This is the best option for macOS and iOS, the only platforms with Metal.

Pre-Metal versions of these platforms will fall back to OpenGL (ES), as
appropriate.

Huge thanks to Alexander Szpakowski, who worked incredibly hard to get the
Metal renderer to such a high-quality state!
2018-12-19 18:10:02 -05:00
Alex Szpakowski
c7db6ade7d metal: Implement SDL_LockTexture for YUV formats. 2018-12-19 18:27:21 -04:00
Alex Szpakowski
ce8c716ada metal: Implement SDL_LockTexture for non-YUV textures. 2018-12-18 14:23:05 -04:00
Sylvain Becker
c0c8f2d703 Gesture: remove warnings when ENABLE_DOLLAR is undefined. 2018-12-16 11:15:21 +01:00
Ryan C. Gordon
c3e3503ee8 testgl2: Press 'o' or 'p' to decrease/increase OpenGL swap interval. 2018-12-16 01:04:07 -05:00
Ryan C. Gordon
13869f194c cocoa: Implement OpenGL swap interval support with CVDisplayLink.
Not only does this fix macOS 10.14 ("Mojave")'s broken NSOpenGLCPSwapInterval
support, it also lets us implement "adaptive vsync" on macOS!

CVDisplayLink is supported back to macOS 10.4 ("Tiger"), so we just use it
universally without version checks and dump NSOpenGLCPSwapInterval, Mojave or
not.
2018-12-16 01:03:17 -05:00
Sylvain Becker
1ed6021960 Fixed bug 4426 - allows re-creation of software renderer
Switching between renderers "software -> opengl -> opengles2 -> software" fails.

"opengl -> opengles2" calls SDL_RecreateWindow() and frees "window->surface"
without marking it as "surface_invalid".
2018-12-15 16:21:24 +01:00
Ryan C. Gordon
1829692753 emscripten: SDL_PrivateJoystickAdded() wants an instance id, not device index. 2018-12-15 09:57:05 -05:00
Sylvain Becker
e5476c653d Fixed bug 4425 - promote to alpha format, palette surface with alpha values.
SDL_CreateTextureFromSurface() forgets to choose a texture format with alpha for
surfaces that have palettes with alpha values.
2018-12-15 14:50:12 +01:00
Sam Lantinga
bd08d72dec Fixed building with the 10.10 SDK 2018-12-11 20:04:10 -08:00
Sam Lantinga
98829d37e8 Handle both "Sony Interactive Intertainment" and "Sony Computer Entertainment" when ignoring motion sensors 2018-12-11 19:50:58 -08:00
Sylvain Becker
71b6645177 Rename _SDL_sensor_h in public header, not to trigger Wreserved-id-macro 2018-12-10 13:32:24 +01:00
Ethan Lee
0b6e24f7e7 Linux Haptic: Fix periodic.magnitude value 2018-12-06 14:26:18 -05:00
Sam Lantinga
39e8e3951c Fixed bug 4379 - fix parallel build with slibtool
orbea

I am having a parallel build problem with -j3 or higher using the autotools build and slibtool instead of GNU libtool. Basically slibtool is faster than GNU libtool and it will start working before mkdir starts or finishes creating the build/ directory.
2018-12-08 11:22:50 -08:00
Sam Lantinga
1c9595b16f Fixed bug 4415 - SDL menu bar is nonstandard on Mac
foo.null

I'm on macOS 10.14 and I think I'm using or around SDL 2.0.9. This is about the menu bar that SDL sets up which looks like:

<App Name> <Window> <View>

1. View menu never proceeds after the Window menu in any Mac application (it is always before).
2. For SDL, the only purpose of the View menu is for a single fullscreen menu item, which is not justifiable enough to reserve space for a menu. The View menu should thus be removed, and the full screen menu item should be added at the end inside of Window's menu. See built in apps like Dictionary, Chess, App Store (on 10.14) that do this.
3. SDL should add a "Close" menu item to the Window's submenu, and it should be the first item. Its key equivalent should map to command w. Without this, you cannot close the game window via this shortcut, and you cannot close the app's About window via this shortcut.
4. Apps typically use "Enter Full Screen" or "Exit Full Screen" depending on context, not "Toggle Full Screen" which is less user friendly -- I personally care about this point the least.
2018-12-08 11:06:40 -08:00
Sam Lantinga
70ce0f2e06 Added the hint SDL_HINT_GAMECONTROLLERCONFIG_FILE to specify a file to load at initialization containing SDL game controller mappings 2018-12-07 12:02:08 -08:00
Sam Lantinga
898644d18e Made it more clear that the values being compared are floats 2018-12-06 09:09:05 -08:00
Brandon Schaefer
f9192ab8fc wayland: Do not try to lock on an invalid pointer
This happens if you try to lock the pointer and (caps & WL_SEAT_CAPABILITY_POINTER) is false
Leading to input->pointer being NULL which ends up bringing the wayland client down (at lease on weston)
2018-12-06 10:39:33 -05:00
Sylvain Becker
7468d1e096 Fix warnings detected on Android build 2018-12-06 15:46:40 +01:00
Sylvain Becker
39ec1699e7 opengles2: fix prototype of glDeleteBuffers 2018-12-06 10:24:44 +01:00
Sylvain Becker
252dc85e95 Fix warnings detected on Android build 2018-12-06 09:22:00 +01:00
Ryan C. Gordon
a7563bcd3d joystick: Removed unused variable. 2018-12-05 19:03:15 -05:00
Ryan C. Gordon
c7b713714a Whoops, forgot to add a new source file. :/ 2018-12-05 17:53:38 -05:00
Sam Lantinga
6ed76ae18f Fixed the ROCCAT Tyon mouse showing up as a joystick on Windows 2018-12-05 14:46:03 -08:00
Ryan C. Gordon
fbead63540 joystick: Added controller config for IMS Passenger Control Unit Devices. 2018-12-05 16:55:59 -05:00
Ryan C. Gordon
2878d4f80c egl: Don't force X11 support when testing for EGL.
Fixes building Wayland support on embedded systems without X11.

(TODO: maybe move the EGL test out of the X11 tests at some point, too.)
2018-12-05 16:53:15 -05:00
Ryan C. Gordon
1689e9f910 linux: Move SDL_LinuxSetThreadPriority() elsewhere to fix build.
Fixes Bugzilla #4393.
2018-12-05 16:51:22 -05:00
Ryan C. Gordon
bd3ee07c83 wayland: Send SDL_TOUCH_MOUSEID mouse events for touches. 2018-12-05 16:49:38 -05:00
Sylvain Becker
6259a72636 Warnings: fix a documentation warning and missing prototypes 2018-12-05 16:13:12 +01:00
Sam Lantinga
db320e460a Fixed the PS4 motion controls showing up as a separate game controller on Linux 2018-12-04 14:21:29 -08:00
Sylvain Becker
69c256c102 Fix comment and end of lines 2018-12-04 18:15:45 +01:00
Sylvain Becker
f64c943370 Update comment URL of USB document (HID Usage Tables 1.12) 2018-12-04 17:13:13 +01:00
Sylvain Becker
09b462044f Windows: NEON detection and intrinsic includes on Visual Studio
Visual Studio doesn't define __ARM_ARCH nor _ARM_NEON, but _M_ARM and _M_ARM64,
so SDL_HasNEON() was bypassed.

PF_ARM_NEON_INSTRUCTIONS_AVAILABLE doesn't see to be defined (but still works
 when defined as 19).
2018-12-04 16:50:31 +01:00
Sylvain Becker
aea7e56a24 android: use __ARM_NEON instead of __ARM_NEON__ to include <arm_neon.h>
Only __ARM_NEON is defined with Android NDK and arm64-v8a
Tested on ndk-r18, ndk-r13 and also Xcode.
(Visual Studio needs a different fix).

Fixes Bugzilla #4409.
2018-12-04 12:34:45 +01:00
Ryan C. Gordon
cca9d24cde direct3d: be more aggressive about resetting invalidated cached state.
Fixes Bugzilla #4402.
2018-12-03 09:26:05 -05:00
Ryan C. Gordon
939bf1c4d8 render: fix some static analysis warnings. 2018-12-03 02:06:17 -05:00
Ryan C. Gordon
33f78eb163 direct3d: Make sure streaming textures update before being used for drawing.
Fixes Bugzilla #4402.
2018-12-03 01:58:23 -05:00
Ryan C. Gordon
b744108af8 Patched to compile on C89 compilers. 2018-12-02 21:57:33 -05:00
Ryan C. Gordon
3c9361509b direct3d: Release and NULL out vertex buffers on reset.
Otherwise they are irretrievably lost on window resize, etc, which makes
rendering freeze and other disasters.

Fixes Bugzilla #4358.
2018-12-02 20:55:57 -05:00
Ryan C. Gordon
d4a21f54b8 cmake: Comment out some debug logging that can upset build environments.
Something about the dashes, colons, numbers makes some builders believe this
is an error message.
2018-12-02 02:43:32 -05:00
Ryan C. Gordon
65a7c98c6f directfb: Updated render backend to new internal API.
Totally untested, beyond it now compiles again. Probably needs some fixes.

Fixes Bugzilla #4405.
2018-12-02 02:33:06 -05:00
Sergey Zhuravlevich
583f61b202 kmsdrm: Check for resources when validating KMSDRM device in check_modesetting.
Fixes Bugzilla #4403.
2018-12-01 16:31:56 -05:00
Sergey Zhuravlevich
b3ac87d559 kmsdrm: uninitialized KMSDRM fixes
* Search for valid encoder in connector when it doesn't have an
   encoder ID set.

 * Search for valid CRTC in resources and encoder's possible CRTCs
   when encoder doesn't have one set.

 * Select default mode if CRTC doesn't have a valid one.

 * Pick current_mode's W/H/Refresh Rate basing on current and
   valid CRTC mode, not the saved one.
2018-12-01 13:09:00 -05:00
Ryan C. Gordon
3323b355c9 android: use cpufeatures to support SDL_HasNEON() (thanks, Sylvain!).
Fixes Bugzilla #4406.
2018-12-01 12:19:11 -05:00
Ryan C. Gordon
1e4acca851 Added some detail to a Doxygen comment (thanks, Sylvain!). 2018-12-01 12:17:34 -05:00
Ryan C. Gordon
fac40f8e4c Patched to compile on Linux with threads enabled. (whoops!) 2018-12-01 11:14:20 -05:00
Ryan C. Gordon
c4bc59a50e Patched to compile on Linux with --disable-threads.
Fixes Bugzilla #4393.
2018-12-01 10:36:26 -05:00
Sam Lantinga
f205f3a8c2 Added support for the Razer Raiju Mobile 2018-11-27 15:10:26 -08:00