Commit Graph

875 Commits

Author SHA1 Message Date
Ryan C. Gordon
987c335551 Clarifying hard-to-understand piece of code. 2014-07-22 23:12:21 -04:00
Brandon Schaefer
75dacdb99b Dont redeclare DBusMessage* msg; 2014-07-18 14:10:45 -07:00
Sam Lantinga
96b613eab3 Fixed bug 2640 - Unable to SDL_SetRenderTarget to original surface for software renderer without a window
Damian Kaczmarek

Basically this bug is probably not a common use case. My goal is to allow rendering totally without a window, for example to a screenshot and I need to rely on SDL_SetRenderTarget to properly work for a purely software renderer created by SDL_CreateSoftwareRenderer.
2014-07-13 09:04:55 -07:00
Sam Lantinga
fd1da994fa Fixed bug 2639 - SDL_BLENDMODE_BLEND not working properly for software renderer, thanks to Melker Narikka 2014-07-12 16:21:56 -07:00
Sam Lantinga
d1ca658c45 Fixed bug 2638 - (Signed) Can't create signed apps in Android
Pablo Mayobre

When generating a signed app with SDL 2.0.3 an issue comes up, watching at the Error Log points out that the issue lies in the src/main/android/SDL_android_main.c where the process name is defined as "SDL_app", this name turns into an erroneous name so it should be changed to "app_process"
2014-07-12 13:05:41 -07:00
Sam Lantinga
454c4a019f Fixed Visual Studio 2010 build 2014-07-11 22:15:34 -07:00
Sam Lantinga
6a1011ae6d Fixed build for arm platforms 2014-07-11 22:14:14 -07:00
Sam Lantinga
eb1c6044b2 Fixed bug in AVX detection and added AVX2 detection 2014-07-11 22:02:50 -07:00
Ryan C. Gordon
f7461cdc9a The Gimp puts out a different bogus color mask for 32-bit .bmp files. :) 2014-07-09 00:09:57 -04:00
Ryan C. Gordon
a91f1a1adc Make SDL_LoadBMP() work with 32-bit bitmaps from ImageMagick. 2014-07-09 00:01:34 -04:00
Sam Lantinga
19d878d711 Skip JUNK chunks in wave files 2014-07-08 00:42:14 -07:00
Sam Lantinga
d23d9c88e5 Fixed bug 2421 - SDL_RenderCopyEx off by one when rotating by 90 and -90
chasesan

When using SDL_RenderCopyEx, I get a problem on some platforms where the output is offset by +/-1 on other platforms and not on others. I tried it with a center of both 0,0 (and offsetting by width/height) and NULL (for centered).

The rotation involved is 90, and/or -90 rotation. The rotation was a constant, no arithmetic was involved when inputting it into SDL_RenderCopyEx.

This occurred with 32x32, 24x24, and 16x16 texture sizes. I apologize that I don't have more precise information, as I received the information as a bug report myself. But I have tracked the problem down to here.

My program requires pixel perfect alignment on several different platforms, so this is something of a showstopper for me.

--

Sylvain

It appears the RenderCopyEx is done as expected,
this is the red rectangle which is not correctly positionned !

So, here's patch with a 0.5 float increment, like for opengles2, for DrawLines, and also Draw Points.
2014-07-07 23:26:34 -07:00
Sam Lantinga
8077bf3d10 Fixed bug 2618 - incomplete pthread-based lock support should be removed
binarycrusader

Since changeset 358696c354a8, SDL 2.0 has been broken on Solaris when compiling with the Solaris Studio compiler (which uses the pthread implementation of SDL_AtomicLock).

Notably, it gets stuck at the MemoryBarrierRelease in SDL_GetErrBuf:

6585 # 218
6586     if (!tls_errbuf && !tls_being_created) {
6587          SDL_AtomicLock_REAL ( & tls_lock );
6588         if (!tls_errbuf) {
6589             SDL_TLSID slot;
6590             tls_being_created = SDL_TRUE;
6591             slot =  SDL_TLSCreate_REAL ( );
6592             tls_being_created = SDL_FALSE;
6593              { SDL_SpinLock _tmp = 0 ; SDL_AtomicLock_REAL ( & _tmp ) ; SDL_AtomicUnlock_REAL ( & _tmp ) ; };
^^^ loops forever above
6594             tls_errbuf = slot;
6595         }
6596          SDL_AtomicUnlock_REAL ( & tls_lock );
6597     }


Running: testthread
(process id 28926)
^Cdbx: warning: Interrupt ignored but forwarded to child.
signal INT (Interrupt) in __nanosleep at 0xfe52a875
0xfe52a875: __nanosleep+0x0015: jae      __nanosleep+0x23   [ 0xfe52a883, .+0xe ]
Current function is SDL_Delay_REAL
  204           was_error = nanosleep(&tv, &elapsed);
(dbx) where
  [1] __nanosleep(0xfeffe848, 0xfeffe850, 0xfe75a5ac, 0xfe5169d8), at 0xfe52a875
  [2] nanosleep(0xfeffe848, 0xfeffe850), at 0xfe516a3b
=>[3] SDL_Delay_REAL(ms = 0), line 204 in "SDL_systimer.c"
  [4] SDL_AtomicLock_REAL(lock = 0xfeffe88c), line 104 in "SDL_spinlock.c"
  [5] SDL_GetErrBuf(), line 225 in "SDL_thread.c"
  [6] SDL_ClearError_REAL(), line 216 in "SDL_error.c"
  [7] SDL_InitSubSystem_REAL(flags = 0), line 116 in "SDL.c"
  [8] SDL_Init_REAL(flags = 0), line 244 in "SDL.c"
  [9] SDL_Init(a = 0), line 89 in "SDL_dynapi_procs.h"
  [10] main(argc = 1, argv = 0xfeffe948), line 65 in "testthread.c"

As far as I can tell, this is because pthread_spin_trylock() always returns EBUSY for this particular lock; since it works in other places, I'm suspicious.

Different Solaris Studio compiler versions seem to make no difference.

I've verified this is broken on Linux as well if SDL_spinlock.c is modified to use the pthread implementation.

This appears to be because pthread_spin_init() and pthread_spin_destroy() are not used with the locks as required.
2014-07-07 21:27:42 -07:00
Sam Lantinga
0c8e33764c Fixed bug 2628 - invalidate surface->map in SDL_SurfacePalette()
Wei Mingzhi

surface->map should be invalidated in SDL_SetSurfacePalette(), otherwise the palette would not be effective when blitting to another non-8bit surface which we previously blitted to.
2014-07-07 21:21:05 -07:00
Sam Lantinga
cd8f63f280 Hopefully fixed Cygwin build 2014-07-07 13:21:54 -07:00
Sam Lantinga
a2d5dd0234 Removed useless assert 2014-07-07 13:19:53 -07:00
Sam Lantinga
fc4e798d79 Fixed bug 2631 - Mac: minor code cleanup
Alex Szpakowski

Some minor changes to the Mac-specific backend code:

- Fixed up some code style issues (mostly brace style inconsistencies).

- Fixed a compiler warning in SDL_cocoaevents.m.

- Removed some useless code now that the 10.7 SDK is required to build SDL.

- Removed Gestalt(gestaltSystemVersion, ...) call and switched to NSAppKitVersionNumber for version checking code. Using Gestalt with gestaltSystemVersion will give 0x1090 in Mac OS 10.10+, and the whole Gestalt function was deprecated in Mac OS 10.8.
2014-07-07 12:48:25 -07:00
Sam Lantinga
febc47976b SDL_SYS_IsXInputGamepad_DeviceIndex() is only available if SDL_JOYSTICK_XINPUT is true. 2014-07-07 11:44:14 -07:00
Sam Lantinga
7187b74cf4 Fixed compiler warnings on iOS 2014-07-07 11:00:25 -07:00
Sam Lantinga
73cb234b5c Fixed compiler warning on Mac OS X 2014-07-07 10:38:10 -07:00
Shawn Walker
c5812c5511 2620 solaris port missing atomics if not using gcc 2014-07-05 16:11:23 -07:00
Sam Lantinga
d44f392265 Fixed bug 2629 - Mac: crash when calling SDL_DestroyWindow with an active OpenGL context
Alex Szpakowski

Since this commit https://hg.libsdl.org/SDL/rev/59b543340d63 , calling SDL_DestroyWindow will crash the program if the window has an active OpenGL context.

This is because the Cocoa_DestroyWindow code sets the window's driverdata to NULL and then calls [context setWindow:NULL], which tries to access the window's driverdata, resulting in a null pointer dereference.

I have attached a patch which fixes the issue by moving the line which sets the driverdata to NULL to after the lines which call functions that use the driverdata pointer.
2014-07-07 10:33:32 -07:00
Alex Baines
1c6cd67819 Call dbus_shutdown to make valgrind happy. 2014-07-06 22:15:31 +01:00
Sam Lantinga
1ee96bb994 Fixed mingw64 build and warnings 2014-07-07 10:26:28 -07:00
Andreas Schiffler
ac112e5f09 Fix option for forced run of disabled tests in test harness 2014-07-06 20:41:39 -07:00
Sam Lantinga
9b1b74e6c0 Fixed haptic refcount bug (thanks David Ludwig!) 2014-07-04 17:20:22 -07:00
David Ludwig
cf4ff728a0 Made the latest XInput + Haptic changes compile and run on WinRT
Notes:
- Support for the 'Guide' button does not seem to be possible, as
  XInputGetStateEx is not available on WinRT.
- Haptic support appears to be working on WinRT now!
- SDL/WinRT does not allow calls to LoadLibrary or LoadLibraryEx.  The calls
  to those were removed by this change, but only when compiling for WinRT.
  Non-WinRT Windows will continue to detect and load XInput via LoadLibrary and
  GetProcAddress calls.
2014-07-04 18:20:23 -04:00
Sam Lantinga
b79e7f32cc Split the XInput and DirectInput code so Windows RT can use the existing XInput support. 2014-07-03 15:39:55 -07:00
Gabriel Jacobo
5a3c553d0a Maybe fixes bug #2291 (red tinted screen on some Samsung Android devices)
Then again, maybe not!
2014-07-03 17:36:08 -03:00
Alfred Reynolds
2748e28230 The YUV offset is 16 / 255, not 16 / 256 2014-07-03 10:22:12 -07:00
Sam Lantinga
610225b451 Fixed null terminating the X11 error string 2014-06-28 19:51:26 -07:00
Gabriel Jacobo
765894e3cd Better fix to support EGL_KHR_create_context and not fail to build on Android
...or Raspberry Pi (EGL < 1.4 systems)
2014-06-28 13:05:16 -03:00
Gabriel Jacobo
9dc2614e7d Another fix to prevent dereferencing a null window pointer in SDL_mouse.c 2014-06-28 12:50:17 -03:00
Gabriel Jacobo
a9bb889864 Disable desktop OpenGL for EGL under Android 2014-06-28 12:48:29 -03:00
Gabriel Jacobo
1ed1f7f2e3 Fixes #2611 #2610, Touch events cause crash on Android, thanks Alvin & Sylvain
This bug was introduced on this rev: https://hg.libsdl.org/SDL/rev/42f6bd8c8575
2014-06-28 12:36:44 -03:00
Knut Andre Tidemann
02e9f81ebe SDL_egl: allow creation of versioned OpenGL contexts with EGL_KHR_create_context
If the EGL extension EGL_KHR_create_context is available, we can use it to
set the core/compatability profile and the minimum OpenGL version.

Use this if it is available to get the context requested by the GL attributes.
2014-06-28 12:17:29 -03:00
Sam Lantinga
e592b04683 Fixed compiler warning on Android 2014-06-26 12:42:15 -07:00
Sam Lantinga
3d5f4a6901 Fixed YUV texture update with a subrect in OpenGL ES 2.0 - thanks Sylvain! 2014-06-25 21:06:47 -07:00
David Ludwig
65023e0767 WinRT: Fixed game controller axis mappings
SDL/WinRT currently uses a separate XInput backend from SDL/Win32, as WinRT
has no support for DirectInput.  This change makes SDL/WinRT's XInput
code snag some recently-changed bits from the Win32-specific,
DirectInput + XInput backend, in order to get the SDL_GameController API
working again on WinRT, insofar that axes map to the correct parts.

TODO:
 - test all buttons, making sure WinRT maps buttons the same way that Win32 does
 - consider making the Win32 and WinRT codebases share more stuff, minus
   the sort of duplication happening via this change.  Maybe simulate, or
   stub-out, DirectInput calls when on WinRT?
2014-06-25 22:38:40 -04:00
David Ludwig
a838a56d45 WinRT build fix 2014-06-25 22:03:05 -04:00
Ryan C. Gordon
95864f86d8 Patched to compile on Windows. 2014-06-25 17:24:06 -04:00
Ryan C. Gordon
4318910e02 Whoops, lost this in the merge. 2014-06-25 17:20:22 -04:00
Ryan C. Gordon
84cb232067 Patched to compile with -Werror=declaration-after-statement 2014-06-25 17:13:43 -04:00
Ryan C. Gordon
b29740b88f Merged Ryan's SDL-gui-backend branch.
Adds three APIs, and implements them on X11, Cocoa, and Windows:

- SDL_CaptureMouse()
- SDL_GetGlobalMouseState()
- SDL_SetWindowHitTest()
2014-06-25 17:06:12 -04:00
Ryan C. Gordon
8436956711 Changed SDL_GetAbsoluteMouseState() to SDL_GetGlobalMouseState().
This matches naming conventions in the main repository, between
 SDL_GetRelativeMouseState() and SDL_WarpMouseGlobal().
2014-06-25 16:16:55 -04:00
Sam Lantinga
704d9bd30d Fixed bug 2525 - Keyboard focus crash
Todd Seiler

Call Stack:
#0  0x0000000101c29291 in Cocoa_StartTextInput at /Users/Todd/Desktop/codes/sources/SDL/src/video/cocoa/SDL_cocoakeyboard.m:512
#1  0x0000000101c110c5 in SDL_SetKeyboardFocus at /Users/Todd/Desktop/codes/sources/SDL/src/events/SDL_keyboard.c:643
#2  0x0000000101c32be4 in SetupWindowData at /Users/Todd/Desktop/codes/sources/SDL/src/video/cocoa/SDL_cocoawindow.m:981
#3  0x0000000101c32d2a in Cocoa_CreateWindowFrom at /Users/Todd/Desktop/codes/sources/SDL/src/video/cocoa/SDL_cocoawindow.m:1092
#4  0x0000000101c99999 in SDL_CreateWindowFrom_REAL at /Users/Todd/Desktop/codes/sources/SDL/src/video/SDL_video.c:1338
#5  0x0000000101ce1484 in SDL_CreateWindowFrom at /Users/Todd/Desktop/codes/sources/SDL/src/dynapi/SDL_dynapi_procs.h:547
#6  0x0000000100018a5e in SceneRenderer at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/SceneRenderer.cpp:138
#7  0x0000000100017ca5 in SceneRenderer at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/SceneRenderer.cpp:145
#8  0x000000010000cd96 in App::execute(int, char**) at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/App.cpp:28
#9  0x0000000100004402 in main at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/main.cpp:8


This issue occurred when using Ogre3D Graphics engine on Mac (cocoa) to create the window. Then handing the window handle off to SDL_CreateWindowFrom().

In Ogre3D application you do the following:
        window_ = root_->initialise(true, "Ogre Window 2");
        loadOgreResources();
        Ogre::WindowEventUtilities::addWindowEventListener(window_, this);

#if OGRE_PLATFORM == OGRE_PLATFORM_APPLE
        NSWindow* Data = 0;
        window_->getCustomAttribute("WINDOW", &Data);
        sdl_window_ = SDL_CreateWindowFrom((void*)Data);
#endif

It results in a crash in this function:
SDL_cocoakeyboard.m

void
Cocoa_StartTextInput(_THIS)
{
    SDL_VideoData *data = (SDL_VideoData *) _this->driverdata;
    NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
    SDL_Window *window = SDL_GetKeyboardFocus();
    NSWindow *nswindow = nil;
    if (window)
        nswindow = ((SDL_WindowData*)window->driverdata)->nswindow;

    // ...
}

The crash occurred because "driverdata" was nil. Before this function call, a call to SetupWindowData is called:

SDL_cocoawindow.m

static int
SetupWindowData(_THIS, SDL_Window * window, NSWindow *nswindow, SDL_bool created)
{
    // ...

    if ([nswindow isKeyWindow]) {
        window->flags |= SDL_WINDOW_INPUT_FOCUS;
        SDL_SetKeyboardFocus(data->window);
    }

    /* Prevents the window's "window device" from being destroyed when it is
     * hidden. See http://www.mikeash.com/pyblog/nsopenglcontext-and-one-shot.html
     */
    [nswindow setOneShot:NO];

    /* All done! */
    [pool release];
    window->driverdata = data;
    return 0;
}

As you can see: "window->driverdata = data" is performed after the "SDL_SetKeyboardFocus()" call, which eventually leads to "Cocoa_StartTextInput()" where the crash occurs.
2014-06-25 02:08:37 -07:00
Sam Lantinga
724d9380ba Fixed compiler warning - HRESULT is set to FFERR_* values, but is an int 2014-06-25 01:43:58 -07:00
Sam Lantinga
a8955f2640 Made the RLE code (semi) readable again 2014-06-25 01:35:17 -07:00
Sam Lantinga
b4deeeba05 Fixed bug 2595 - Padded, non-contiguous YUV does not display correctly using OpenGL ES 2.0 renderer
Sylvain

Ok, I found out : GLES2_UpdateTexture is just not handling the YUV, I will attach a patch.
2014-06-25 00:58:40 -07:00
Sam Lantinga
afe14829b8 Fixed bug 2556 - add compilation flag -Wshadow
Sylvain

here's the full patch for Blit + RLE.
2014-06-25 00:43:10 -07:00