Commit Graph

6897 Commits

Author SHA1 Message Date
Ryan C. Gordon
3d4eeb8f97 audio: reworked audio streams to have right-hand resampling padding available.
Fixes Bugzilla #3851.
2017-10-10 16:12:56 -04:00
Ryan C. Gordon
08dd8307b9 Added SDL_PeekIntoDataQueue(). 2017-10-10 11:56:54 -04:00
Sam Lantinga
a074f79dd9 Exposed the joystick locking functions for multi-threaded access to the joystick API 2017-10-10 11:10:15 -07:00
Sam Lantinga
520a96016b Fixed crash in SDL_IsGameController() on Windows if called when a controller is being removed 2017-10-09 11:45:15 -07:00
Sam Lantinga
ec99d766b6 Fixed bug 3865 - [PATCH] Support for GreenAsia Inc. PSX to USB converter as SDL_GameController
Manuel

I would like this small patch merged that adds support for my GreenAsia Inc. PSX to USB converter, so SDL_IsGameController() returns true when using this adaptor.
It's interesting because PSX/PS2 controllers connected using this model won't be detected as gamecontrollers otherwise, only as joysticks.
2017-10-08 10:59:03 -07:00
Sam Lantinga
31b4b425b8 Fixed bug 3857 - SDL_ConvertPixels misses YUV conversions
Sylvain

There are various YUV-RGB conversion coefficients, according to https://www.fourcc.org/fccyvrgb.php
I choose the first (from Video Demystified, with integer multiplication),
but the current SDL2 Dither functions use in fact the next one, which follows a specifications called CCIR 601.

Here's a patch to use the second ones and with previous warning corrections.
There are less multiplications involved because Chroma coefficient is 1.
Also, doing float multiplication is as efficient with vectorization.
In the end, the YUV decoding is faster: ~165 ms vs my previous 195 ms.

Moreover, if SDL2 is compiled with -march=native, then YUV decoding time drops to ~130ms, while older ones remains around ~220 ms.


For information, from jpeg-9 source code:
jpeg-9/jccolor.c

   * YCbCr is defined per CCIR 601-1, except that Cb and Cr are
   * normalized to the range 0..MAXJSAMPLE rather than -0.5 .. 0.5.
   * The conversion equations to be implemented are therefore
   * Y  =  0.29900 * R + 0.58700 * G + 0.11400 * B
   * Cb = -0.16874 * R - 0.33126 * G + 0.50000 * B  + CENTERJSAMPLE
   * Cr =  0.50000 * R - 0.41869 * G - 0.08131 * B  + CENTERJSAMPLE

jpeg-9/jdcolor.c

   * YCbCr is defined per CCIR 601-1, except that Cb and Cr are
   * normalized to the range 0..MAXJSAMPLE rather than -0.5 .. 0.5.
   * The conversion equations to be implemented are therefore
   *
   * R = Y                + 1.40200 * Cr
   * G = Y - 0.34414 * Cb - 0.71414 * Cr
   * B = Y + 1.77200 * Cb
2017-10-07 15:26:55 -07:00
Sam Lantinga
58496799d9 Fixed restoring window size when coming out of fullscreen desktop mode.
Use the style of the window as it will be, not as it currently is at the
time of the AdjustWindowRect call.
2017-10-06 21:43:59 -07:00
Sam Lantinga
19c35a8ff5 Fixed bug 3857 - SDL_ConvertPixels misses YUV conversions
Sylvain

Few issues with YUV on SDL2 when using odd dimensions, and missing conversions from/back to YUV formats.

1) The big part is that SDL_ConvertPixels() does not convert to/from YUV in most cases. This now works with any format and also with odd dimensions,
  by adding two internal functions SDL_ConvertPixels_YUV_to_ARGB8888 and SDL_ConvertPixels_ARGB8888_to_YUV (could it be XRGB888 ?).
  The target format is hard coded to ARGB888 (which is the default in the internal of the software renderer).
  In case of different YUV conversion, it will do an intermediate conversion to a ARGB8888 buffer.

  SDL_ConvertPixels_YUV_to_ARGB8888 is somehow redundant with all the "Color*Dither*Mod*".
  But it allows some completeness of SDL_ConvertPixels to handle all YUV format.
  It also works with odd dimensions.

  Moreover, I did some benchmark(SDL_ConvertPixel vs Color32DitherYV12Mod1X and Color32DitherYUY2Mod1X).
  gcc-6.3 and clang-4.0. gcc performs better than clang. And, with gcc, SDL_ConvertPixels() performs better (20%) than the two C function Color32Dither*().
  For instance, to convert 10 times a 3888x2592 image, it takes ~195 ms with SDL_ConvertPixels and ~235 ms with Color32Dither*().
  Especially because of gcc vectorize feature that optimises all conversion loops (-ftree-loop-vectorize).

  Nb: I put no image pitch for the YUV buffers. because it complexify a little bit the code and the API :
  There would be some ambiguity when setting the pitch exactly to image width:
  would it a be pitch of image width (for luma and chroma). or just contiguous data ? (could set pitch=0 for the later).


2) Small issues with odd dimensions:
  If width "w" is odd, luma plane width is still "w" whereas chroma planes will be "(w + 1)/2". Almost the same for odd h.
  Solution is to strategically substitute "w" by "(w+1)/2" at the good places ...

- In the repository, SDL_ConvertPixels() handles YUV only if yuv source format is exactly the same as YUV destination format.
  It basically does a memcpy of pixels, but it's done incorrectly when width or height is odd (wrong size of chroma planes). This is fixed.

- SDL Renderers don't support odd width/height for YUV textures.
  This is fixed for software, opengl, opengles2. (opengles 1 does not support it and fallback to software rendering).
  This is *not* fixed for D3D and D3D11 ... (and others, psp ?)
  Only *two* Dither function are fixed ... not sure if others are really used.

- This is not possible to create a NV12/NV12 texture with the software renderer, whereas other renderers allow it.
  This is fixed, by using SDL_ConvertPixels underneath.

- It was not possible to SDL_UpdateTexture() of format NV12/NV21 with the software renderer. this is fixed.

Here's also two testcases:
- that do all combination of conversion.
- to test partial UpdateTexture
2017-10-06 16:50:24 -07:00
Sam Lantinga
086c07bc28 Fixed potential overflow in surface allocation (thanks Yves!) 2017-10-06 16:17:50 -07:00
Sam Lantinga
bd174a660b Fixed bug 3854 - arguments to dbus_type_is_basic() were incorrect
Aaron

As of 2.0.6, all of my games are failing with the following error:

process 31778: arguments to dbus_type_is_basic() were incorrect, assertion "dbus_type_is_valid (typecode) || typecode == DBUS_TYPE_INVALID" failed in file dbus-signature.c line 322.
This is normally a bug in some application using the D-Bus library.
  D-Bus not built with -rdynamic so unable to print a backtrace

(patch by  Ozkan Sezer)
2017-10-05 09:37:28 -07:00
Brandon Schaefer
c268031699 Fixed bug 3855 - Memory leak in SDL_FreeSurface 2017-10-02 10:50:33 -07:00
Brandon Schaefer
ceae5eed47 revert files I didnt mean to commit! 2017-09-29 10:15:44 -07:00
Brandon Schaefer
fe922885a4 wayland: Fix bug 3814 -Wmissing-field-initializers 2017-09-29 10:07:37 -07:00
Sam Lantinga
0506d49a06 Fixed bug 3852 - SDL_FreeSurface deallocates surface->map even if the surface is not yet freed
Evgeny Kapun

Commit 52dcef74bdc5 [1], which was a fix for bug #3790, introduced a new bug: now, calling SDL_FreeSurface(surface) deallocates surface->map even if there are other references to the surface. This is bad, because some functions (such as SDL_ConvertSurface) assume that surface->map is not NULL.
2017-09-29 07:44:30 -07:00
Sam Lantinga
14566d7e59 Fixed bug 3847 - Hit Test x coordinate wrong on secondary monitor
Robert Turner

SDL_windowsevents.c contains code to retrieve the x and y coordinate for a requested hit test. It does this as follows:

    POINT winpoint = { (int) LOWORD(lParam), (int) HIWORD(lParam) };

LOWORD(lParam) does not correctly mask off high bits that are set if the point is on a second (or third, etc.) monitor. This effectively offsets the x-coordinate by a large value.

MSDN documentation suggests that LOWORD() and HIWORD() are the wrong macros for the task, instead suggesting we should be doing something like the following:

    POINT winpoint = { GET_X_LPARAM(lParam), GET_Y_LPARAM(lParam) };

Testing this change on my Windows 10 machine with 2 monitors gives the correct results.
2017-09-26 15:07:35 -07:00
Alex Szpakowski
9bf87ff9be Mac: Fix the menu bar not always working for non-.app-bundled apps. Fixes bug #3051. 2017-09-25 20:49:31 -03:00
Ryan C. Gordon
94da86f129 audio: Fixed compiler warning on Visual Studio. 2017-09-22 22:28:21 -04:00
Sam Lantinga
d3f42436f3 Fixed spacing 2017-09-22 17:32:05 -07:00
Sam Lantinga
12e598b8f3 Added an example for SDL_SetWindowHitTest() when you create a borderless resizable window. 2017-09-22 17:29:32 -07:00
Sam Lantinga
33b282faf9 Added stubs for simple Steam Controller support 2017-09-22 08:32:31 -07:00
Sam Lantinga
8c4fe054b3 Added stubs for simple Steam Controller support 2017-09-22 08:30:52 -07:00
Sam Lantinga
2cefd7c3ab Separated out SDL Android java code so audio, controller, and filesystem APIs can be used independently of the SDL activity, in Qt apps for example. 2017-09-22 08:30:46 -07:00
Sam Lantinga
c4570465fc Guarded EGL code with SDL_VIDEO_OPENGL_EGL 2017-09-22 08:30:37 -07:00
Sam Lantinga
ef1af98b61 borderless windows will have WM_NCCALCSIZE return 0 for the non-client area. When this happens, it looks like windows will send a resize message expanding the window client area to the previous window + chrome size, so shouldn't need to adjust the window size for the set styles. 2017-09-22 07:15:41 -07:00
Sam Lantinga
aeb3c34a18 sdl
- Fixing rendering borderless window. Need to force windows to send a WM_NCCALCSIZE then return 0 for non-client area size.

- Adding WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX to borderless windows, for reasons noted in comments.

- Fix SetupWindowData() setting SDL_WINDOW_BORDERLESS. This was being cleared at window creation, causing hanlding for the first WM_NCCALCSIZE message to fail
2017-09-22 07:11:36 -07:00
Sam Lantinga
b5951c6fa2 Fixed Mac OS X build 2017-09-22 11:25:52 -07:00
Sam Lantinga
1cde382857 Fixed audio being silent on older iOS devices
Tested on an iPod running iOS 6.1
2017-09-22 11:15:14 -07:00
Sam Lantinga
40633a8e1d Avoid duplicate joystick axis events 2017-09-22 08:56:09 -07:00
Sam Lantinga
5e3db18800 Fixed memory leak when HAVE_ALLOCA isn't defined 2017-09-22 08:51:45 -07:00
Mark Callow
fc61f49ef1 Avoid hitting ERR_MAX_STRLEN limit. 2017-09-22 22:30:02 +09:00
Ryan C. Gordon
80a74e9e0c audio: Stream resampling now saves some samples from previous run for padding.
Previously, the padding was silence, which was a problem when streaming since
you would sample a little bit of this silence between each buffer.

We still need a means to get padding data for the right hand side, but this
patch makes the resampler output more correct.
2017-09-22 07:42:24 -04:00
Brandon Schaefer
d3a344f215 [egl/mir] Need eglGetProc to find gl 4.5 core profile extensions 2017-09-21 18:38:07 -07:00
Alex Szpakowski
206db431ec iOS MoltenVK code style cleanup. 2017-09-21 20:30:25 -03:00
Sam Lantinga
2e102d0786 A hint with an empty string should be treated as the default value 2017-09-21 14:48:03 -07:00
Sam Lantinga
18db1a84f7 Only apply the jitter filter to prevent unexpected motion on axes that haven't been touched. 2017-09-21 10:29:17 -07:00
Sam Lantinga
729ebeaadf Fixed bug 3788 - software renderer crashes in SDL_RenderCopyEx with rotation and dstrect w or h is 0
Anthony

This is what's making the software renderer crash with rotated destination rectangles of w or h = 0:

SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
2017-09-21 01:22:40 -07:00
Sam Lantinga
dcf98a35c7 Added some missing "extern" declarations 2017-09-21 00:55:29 -07:00
Ryan C. Gordon
4415f1baae audio: removed my perl experiment script. 2017-09-21 02:06:53 -04:00
Ryan C. Gordon
b4f6a91429 audio: Replaced the resampler. Again.
This time it's using real math from a real whitepaper instead of my previous
amateur, fast-but-low-quality attempt. The new resampler does "bandlimited
interpolation," as described here: https://ccrma.stanford.edu/~jos/resample/

The output appears to sound cleaner, especially at high frequencies, and of
course works with non-power-of-two rate conversions.

There are some obvious optimizations to be done to this still, and there is
other fallout: this doesn't resample a buffer in-place, the 2-channels-Sint16
fast path is gone because this resampler does a _lot_ of floating point math.
There is a nasty hack to make it work with SDL_AudioCVT.

It's possible these issues are solvable, but they aren't solved as of yet.
Still, I hope this effort is slouching in the right direction.
2017-09-21 02:51:14 -04:00
Mark Callow
a47122ad37 macOS: remove unneeded #includes. 2017-09-21 14:01:12 +09:00
Sam Lantinga
2859e2ca8b Reverted Alex's commit 4f3f29b6b666 - we're about to release 2.0.6, don't remove support for the iOS 7 SDK yet. 2017-09-20 19:59:34 -07:00
Alex Szpakowski
95cdaf7350 iOS: I don't think SDL compiles with the iOS 7 SDK anymore, so we might as well drop the #ifdefs trying to guard for that. 2017-09-20 11:01:32 -03:00
Alex Szpakowski
590f16b713 iOS: remove an unused static variable 2017-09-20 10:53:41 -03:00
Sam Lantinga
224272207c Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category,
determining whether the phone mute switch affects the audio
2017-09-15 17:27:32 -07:00
Patrice Mandin
045bf4d4a4 Fix for 3829. Revert adding GameSir G4s, uses same GUID as PS3 controller. 2017-09-14 21:45:14 +02:00
Patrice Mandin
5ff2c6c6f8 Readd support for GameSir G4s, lost with changeset 11431 2017-09-14 19:33:32 +02:00
Sam Lantinga
f37e3f7f4b Fixed iOS keyboard positioning, based on the final position rather than the initial one 2017-09-14 09:55:27 -07:00
Ryan C. Gordon
95ba06d73a surface: Make sure SDL_ConvertSurface() deals with palettes (thanks, Sylvain!).
Fixes Bugzilla #3826.
Fixes Bugzilla #2979.
2017-09-14 08:37:27 -04:00
Sam Lantinga
a53391c87a Added support for the PDP Battlefield One Xbox One controller on Linux 2017-09-12 05:53:47 -07:00
David Ludwig
f6643391a8 WinRT: build fix when using recent versions of the Windows 10 SDK 2017-09-11 18:20:56 -04:00