Commit Graph

7068 Commits

Author SHA1 Message Date
Sam Lantinga
134a3fc30a Added availability check to fix compiler warning for symbol only available on tvOS 11.0 and newer 2018-01-10 10:42:40 -08:00
Alex Szpakowski
9f3768824b metal: set max texture size based on device capability. 2018-01-07 22:00:37 -04:00
Alex Szpakowski
de055cbcff metal: Fix pipeline states to use the pixel format of the current render target, instead of a hard-coded format. 2018-01-07 16:57:32 -04:00
Alex Szpakowski
af0762058b metal: Add support for YUV/NV12 texture formats. 2018-01-06 18:54:12 -04:00
Alex Szpakowski
1f6ee4943d metal: use a private instead of managed buffer for the renderer's non-changing constant data.
Recommended by Xcode's Metal frame capture analysis.
2018-01-04 22:16:42 -04:00
Alex Szpakowski
9c20051195 metal: Implement fast hardware clearing when possible, by deferring the start of a render pass until a clear or draw operation happens. 2018-01-04 19:29:33 -04:00
Sam Lantinga
865821287c Fixed spacing in copyright headers 2018-01-03 11:31:42 -08:00
Sam Lantinga
713e41ec7f Fixed bug 4018 - Implement SDL_GetWindowBordersSize() under Windows/Win32/WinAPI
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
2018-01-03 10:58:58 -08:00
Sam Lantinga
88de0432b2 Fixed bug 4013 - Wayland: fix videoquit on multimonitor system
Vladimir

On multimonitor system Wayland_VideoQuit invalid deiniting.

Tested in Centos7 + Weston
2018-01-03 10:49:26 -08:00
Sam Lantinga
89c28b3a57 Fixed bug 4012 - Wayland: invalid direction on mouse wheel
Vladimir

Invalid direction on mouse wheel

Patch tested in Centos 7 + Weston
2018-01-03 10:43:01 -08:00
Sam Lantinga
540ade46bf Fixed bug 4011 - Wayland: fix free cursor
Vladimir

Sometimes SDL application crashes on cursor free.

Patch tested under Centos 7 + weston
2018-01-03 10:07:27 -08:00
Sam Lantinga
a9072159b2 Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Alex Szpakowski
175097b723 metal: Misc. improvements.
- Use a single buffer for various non-changing constants accessed by the GPU, instead of multiple buffers.
- Do the half-pixel offset for points and lines using a transform matrix so we don't need a malloc when rendering.
- Don't add a half-pixel offset for other primitives and textures. This matches D3D and GL render behaviour.
- Remove the half-texel texture coordinate offset since it's not needed now that there's no more half-pixel position offset when rendering a texture.
- Don't try to set texture usage on iOS 8 since it doesn't exist there.
2018-01-03 00:43:01 -04:00
Alex Szpakowski
ead5bca2aa metal and moltenvk: fix highdpi. 2018-01-02 21:44:28 -04:00
Sam Lantinga
bfc13303db Fixed direction of y adjustment for new orthographic projection in the metal renderer 2018-01-02 14:32:15 -08:00
Sam Lantinga
df064d1ac6 Fixed metal renderer pixel centers when drawing 2018-01-02 14:11:10 -08:00
Alex Szpakowski
4b06a8bbe9 metal: Fix a typo preventing iOS compilation... 2018-01-01 23:06:08 -04:00
Alex Szpakowski
b2fa720234 metal: Clean up manual reference counting. Fixes some memory leaks. 2018-01-01 23:03:50 -04:00
Ryan C. Gordon
1296896cd6 windows: Remove references to GetVersionExA (thanks, Andrew Pilley!).
"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.
2018-01-01 19:16:51 -05:00
Alex Szpakowski
bac2d33f26 iOS: fix build 2018-01-01 19:40:29 -04:00
Alex Szpakowski
1eae9d188d metal: Use sampler state objects instead of shader-declared samplers for linear vs nearest filtering.
This avoids a ton of shader duplication once multiple shaders that use samplers are added (e.g. the currently missing YUV shaders).
2018-01-01 19:37:16 -04:00
Alex Szpakowski
a0e694d0ca metal: Add support for custom blend modes. 2018-01-01 18:06:27 -04:00
Alex Szpakowski
c33a6b3ce4 metal: implement SDL_RenderCopyEx, and fix a memory leak in SDL_CreateTexture. 2017-12-31 21:06:16 -04:00
Alex Szpakowski
1b25da8df6 metal: Use the existing cocoa code for creating a Metal view on macOS. Fixes the renderer size when the window is resized. 2017-12-31 15:30:08 -04:00
Alex Szpakowski
dd08a43e22 macOS: Fix MoltenVK Metal view resizing, and allow the metal view to be used without vulkan. 2017-12-31 15:21:25 -04:00
Ryan C. Gordon
124a23fbf8 winrt: workaround for pre-UWP builds.
There's probably a better way to do this for legacy platforms, though.
2017-12-31 03:36:54 -05:00
Ryan C. Gordon
6e7a3f85de windows: Use WaitForSingleObjectEx() always
This is available since Windows XP, so it's safe to use always, not just in
a WinRT ifdef.
2017-12-31 03:35:41 -05:00
Ryan C. Gordon
4dc2db7ece wasapi: Patched to compile on non-UWP WinRT builds. 2017-12-31 03:34:16 -05:00
Alex Szpakowski
e73a40e4b9 metal: Respect the vsync flag on macOS 10.13+. 2017-12-30 22:39:55 -04:00
Alex Szpakowski
fcba10a87d metal: use a projection matrix instead of manually transforming vertices into clip space on the CPU. 2017-12-30 20:32:22 -04:00
Alex Szpakowski
c748bae9d4 metal: only 4 (instead of 5) vertices are needed to draw rectangles and textures, and only 3 (instead of 5) vertices are needed to cover the screen for the 'full-screen quad' when clearing. 2017-12-30 18:48:07 -04:00
Alex Szpakowski
3e28cab7c4 macOS: Make sure the desktop's display mode is always in SDL's list of display modes. 2017-12-29 22:13:40 -04:00
Sam Lantinga
06535786e9 Fixed bug 4000 - SDL2 on raspberry: mouse displayed at 0,0 after SDL_ShowCursor
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.
2017-12-19 11:17:37 -08:00
Sam Lantinga
4b77134b29 Fixed bug 4003 - HAVE_POLL undefined in SDL_poll.c, making it impossible to use.
tomwardio

HAVE_POLL is correctly defined in SDL_config.h when running configure. However, in the only place where it's used, it's undefined at the start of the file.
2017-12-19 11:14:06 -08:00
Sam Lantinga
ef7a48c03e Fixed bug 4004 - iOS: don't hide keyboard on RETURN
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	0f2fb9ec6ad6.
2017-12-19 10:57:21 -08:00
Sam Lantinga
9b0cab6f48 Fixed bug 4005 - Android, SDL_IsGameController() crashes is index is out of range
Sylvain

On Android, if you give an invalid index to SDL_IsGameController(), it will crash in SDL_SYS_IsDPAD_DeviceIndex().
2017-12-19 10:48:29 -08:00
Sam Lantinga
8b2a0b0d48 Fixed default Android D-PAD mapping so the back button is treated as B 2017-12-16 10:40:47 -08:00
Sam Lantinga
962fe140fd Fixed handling of the Apple TV remote buttons
The menu button on the remote is the back button
2017-12-16 10:40:45 -08:00
Sam Lantinga
996fe01ee2 Added support for the ASUS TV500BG Android gamepad 2017-12-16 10:40:43 -08:00
Ryan C. Gordon
688dcf69d6 wasapi: switched to event-driven interface.
This reduces latency and improves battery life.
2017-12-13 14:35:55 -05:00
Ryan C. Gordon
c7906e913a windows: Fixed a comment. 2017-12-12 22:25:39 -05:00
Sam Lantinga
2554acbc9c Fixed bug 3992 - SDL_GetColorKey doesn't set error message
Luke A. Guest

SDL_GetColorKey does not set an error message on failure. The current source just returns -1.

The documentation https://wiki.libsdl.org/SDL_GetColorKey?highlight=%28%5CbCategoryAPI%5Cb%29%7C%28SDLFunctionTemplate%29 says to call SDL_GetError but that is useless in this case.
2017-12-12 16:37:23 -08:00
Sam Lantinga
860c315655 Fixed bug 3981 - Inverted logic bug in SDL_renderer "overscan" feature
Eric wing

There is a tiny bug in the new overscan code for the SDL_renderer.

In SDL_renderer.c, line 1265, the if check for SDL_strcasecmp with "direct3d" needs to be inverted.

Instead of:
if(SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {

It should be:
if(0 == SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {

This bug causes the "overscan" mode to pretty much be completely ignored in all cases and all things remain letterboxed (as before the feature).
2017-12-12 16:34:16 -08:00
Sam Lantinga
8511ae4e32 Fixed bug 3996 - Corrupted or over-released critical section on SDL_Quit (SDL_event_watchers_lock)
Andrew

This likely comes down to an additional 'unlock' being called before destroying it, without a matching 'lock'.
2017-12-12 16:10:20 -08:00
Sam Lantinga
2847b1d85b Added support for Android video textures 2017-12-12 12:52:17 -08:00
Sam Lantinga
2006b1f102 Merged latest changes from rel/streaming_client 2017-12-12 12:52:09 -08:00
Sam Lantinga
0c6273f8f5 Fixed bug 3999 - Build failed when try to build with configure script for Android 2017-12-11 14:44:34 -08:00
Sam Lantinga
ac167a144f Fixed Windows gcc build 2017-12-11 11:47:52 -08:00
Sam Lantinga
b01e3b7932 The newer compilers generate the property boilerplate automatically 2017-12-11 11:34:53 -08:00
Sam Lantinga
6ede3ac8a8 Fixed Mac OS X build 2017-12-11 11:02:51 -08:00