Commit Graph

10682 Commits

Author SHA1 Message Date
Sam Lantinga
a126cb04d3 Moved haptic source files into the proper folder 2017-08-30 09:44:38 -07:00
Sam Lantinga
76f52d604c Fix QNX build - prioritize system EGL headers over the Khronos ones 2017-08-30 00:40:06 -07:00
Sam Lantinga
627ceb911f Added some missing render capability flags 2017-08-29 23:14:39 -07:00
Sam Lantinga
3dac83b51a Fixed line breaks in verbose test logging output 2017-08-29 23:12:26 -07:00
Sam Lantinga
dd5d6a9e18 Added some debug messaging for previously unhandled events 2017-08-29 22:52:17 -07:00
Sam Lantinga
4862922c97 The dummy video driver check is now covered by explicitly checking for cocoa above. 2017-08-29 22:24:59 -07:00
Sam Lantinga
85b4a06be9 Fixed bug 3616 - SDL_GL_CreateContext fails with SDL_GL_CONTEXT_DEBUG_FLAG and ANGLE/GLES 2.0
Colin Barrett

Using the pre-built x86 devel libs from here:
https://www.libsdl.org/release/SDL2-devel-2.0.5-VC.zip

If I have:

SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);

and I'm using ANGLE/(a GL driver that doesn't provide an ES2 context) such that SDL_EGL_CreateContext is called by SDL_GL_CreateContext, I get the error "Could not create EGL context (context attributes are not supported)" and no context is created.

Looking at the code in SDL_EGL_CreateContext - if gl_config.flags is non-zero, it looks like the code in the section guarded with "#ifdef EGL_KHR_create_context" should be executed - but it apparently isn't.

Is it possible this section hasn't been compiled into the pre-built libraries? If I build SDL2.dll myself using the Visual C++ solution (VS2015 Community Update 3) then the call succeeds as I expect
2017-08-29 22:04:43 -07:00
Sam Lantinga
452c7a9484 Fixed bug 3719 - Cocoa - Incorrect window size when leaving fullscreen
bastien.bouclet

When exiting a "fullscreen space" on OS X, windows don't go to their defined "windowed mode size", but go back to their previous size.

Steps to reproduce:
1. Create a windowed mode SDL window
2. Toggle it to fullscreen with the SDL_WINDOW_FULLSCREEN_DESKTOP flag
3. While in fullscreen, change the windowed mode size using SDL_SetWindowSize
4. Toggle the window back to windowed mode

Expected result:
- The window has the size specified during step 3.

Actual result:
- The window has the size specified when creating the window in step 1.

Attached is a minimal reproduction test case.
The attached test case works as expected on X11 and Windows.
2017-08-29 21:42:22 -07:00
Ryan C. Gordon
733508262b test: forgot to change a variable.
Fixes Bugzilla #3787.
2017-08-29 18:25:55 -04:00
Ryan C. Gordon
7b45c3d812 test: Fix for negative int that was now a size_t (thanks, Ozkan!).
Fixes Bugzilla #3787.
2017-08-29 18:16:38 -04:00
Ryan C. Gordon
ab62cc88e8 egl: Cast to size_t, in case platform's NativeDisplayType isn't a pointer.
(fixes compiler warnings on QNX.)
2017-08-29 16:30:49 -04:00
Ryan C. Gordon
70d05c8bc5 A few more compiler warnings fixed. 2017-08-29 16:05:03 -04:00
Ryan C. Gordon
99577816ec Fixed a bunch of compiler warnings. 2017-08-29 15:52:49 -04:00
Sam Lantinga
c768e01da0 Updated documentation, you don't need to initialize the audio subsystem to do in-place format conversion. (Thanks Simon Hug!) 2017-08-29 09:02:04 -07:00
Sam Lantinga
0e87a23859 Fixed check for Mac OS X 10.11+ SDK (thanks Edward Rudd!) 2017-08-29 08:27:23 -07:00
Sam Lantinga
74d3425d27 MAC_OS_X_VERSION_MAX_REQUIRED isn't actually set in recent Xcode versions 2017-08-29 02:32:53 -07:00
Sam Lantinga
d8fa6c1fb4 Removed Metal and QuartzCore frameworks which aren't needed for Vulkan support 2017-08-29 01:04:48 -07:00
Sam Lantinga
b59772873f Add a way to set the context when other activities are active so many SDL API functions still work. 2017-08-28 23:04:47 -07:00
Sam Lantinga
5193df46dc Fixed bug 3785 - fix windows build after revision 11382
Ozkan Sezer

fix windows build after revision 11382: commit 2c50e79b19e0 renamed
_SDL_msctf_h to SDL_msctf_h_ . SDL_windowskeyboard.c relies on that
macro, so update it accordingly.
2017-08-28 22:44:48 -07:00
Sam Lantinga
47bc5d7a0f We removed QuartzCore link dependency in commit d459d8934897 2017-08-28 22:42:41 -07:00
Sam Lantinga
895d841866 Fixed Vulkan configure check for Android and added one for Mac OS X 2017-08-28 22:36:45 -07:00
Sam Lantinga
e0fa994455 Fixed bug 3786 - building against a Mac OS X SDK < 10.11 fails since the vulkan merge
Ozkan Sezer

Since the Vulkan merge, building against a Mac OS X SDM older than
10.11 fails in SDL_cocoametalview.m because Metal.framework is not
present. There is no conditional compiling in SDL_cocoametalview.m
either, so --disable-video-vulkan doesn't help with anything. (The
configury doesn't check darwin for x86_64 either, but it's another
story.)

I cross-build against 10.8 SDK on linux using clang-3.4.2 and this
is a problem for me.  Will this be fixed?
2017-08-28 22:13:45 -07:00
Sam Lantinga
f6b6ffc668 Fixed bug 3662 - Error message when using the audio conversion setup without an initialized audio subsystem is a bit vague
Simon Hug

This issue actually raises the question if this API change (requirement of initialized audio subsystem) is breaking backwards compatibility. I don't see the documentation saying it is needed in 2.0.5.
2017-08-28 21:42:39 -07:00
Ryan C. Gordon
a6b7c2e5cf audio: A whole bunch of improvements to audio conversion (thanks, Solra!).
"Major changes, roughly in order of appearance:

- Use float math everywhere, instead of promoting to double and casting back
all the time.
- Conserve sound energy when downmixing any channel into two other channels.
- Add a QuadToStereo filter. (The previous technique of reusing StereoToMono
never worked, since it assumed an incorrect channel layout for 4.0.)
- Add a 71to51 filter. This removes just under half of the cases the previous
code would silently break in.
- Add a QuadTo51 filter. More silent breakage fixed.
- Add a 51to71 filter, removing another almost-half of the silently broken
cases.
- Add 8 to the list of values SDL_SupportedChannelCount will accept.
- Change SDL_BuildAudioCVT's channel-related logic to handle every case, and
to actually fail if it fails instead of silently corrupting sound data and/or
crashing down the road."

(Note that SDL doesn't otherwise support 7.1 audio yet, but hopefully it will
soon and the 7.1 converters are an important piece of that.  --ryan.)

Fixes Bugzilla #3727.
2017-08-29 00:41:45 -04:00
Ryan C. Gordon
f285a037e2 stdlib: An implementation of SDL_scalbn using ldexp() (thanks, Ozkan!).
Fixes Bugzilla #3767.
2017-08-29 00:36:17 -04:00
Ryan C. Gordon
491012f97b audio: Converting audio samples from int to float was using wrong equation.
Fixes Bugzilla #3775.
2017-08-29 00:02:04 -04:00
Sam Lantinga
8c9b4e78a1 Fixed building with an older Mac OS X SDK 2017-08-28 20:52:05 -07:00
Sam Lantinga
30f8bae0e1 Vulkan support on Mac OS X introduces a link time dependency (CAMetalLayer) on 10.11 and newer 2017-08-28 19:32:08 -07:00
Sam Lantinga
000ac3ab33 We don't need the VULKAN_SDK to build SDL with Vulkan support anymore 2017-08-28 19:30:59 -07:00
Sam Lantinga
223fc946c1 Added missing Visual Studio 2010 project for testvulkan 2017-08-28 17:28:09 -07:00
Sam Lantinga
6fafe7f2be Fixed compile warning 2017-08-28 14:45:19 -07:00
Sam Lantinga
d56e0375d2 Added a log message for nativeRunMain() 2017-08-28 14:44:21 -07:00
Sam Lantinga
37da5482a6 Allow overriding the main entry point on Android 2017-08-28 14:40:21 -07:00
Sam Lantinga
c5ce1120af Removed the need for libSDL2main.a on Android, and separated JNI initialization out for other integrations 2017-08-28 14:34:15 -07:00
Sam Lantinga
1b5d197fd5 Removed unneeded Vulkan symbol definitions 2017-08-28 13:40:32 -07:00
Sam Lantinga
c509aaffad Fixed bug 2361 - [Android] Joysticks do not have unique IDs
David Brady

When I attempted to make a mapping file for Android gamepads, I quickly discovered that most of the ones that I have here show up as the same device (Broadcom Bluetooth HID), meaning that it was impossible to make mappings on Android, since every device looked the same.

This patch will check for the existence of the getDescriptor function added in Jelly Bean, and use it if it's there.  The Android Dashboard says that the majority of Android phones should support this function, and doing it this way will not force us to bump up our API version.
2017-08-28 10:03:39 -07:00
Sam Lantinga
3c6c5caeb6 Fixed bug 2277 - Hardware keyboard control key sequences don't get reported
chw

Control key sequences from hardware keyboards (wireless/USB/bluetooth) get not properly reported on Android devices.
The attached patch uses the idea from http://stackoverflow.com/questions/12337117/capture-all-ctrl-under-android to make control key sequences appear as normal SDL_KEYDOWN events instead of cooked text input.
2017-08-28 09:54:16 -07:00
Sam Lantinga
6b4380f66a Fixed 3783 - Default libGL path for directFB on Linux differs from x11 path
Clayton Craft

The default path used by directfb for libGL is different than the default path used by x11 in SDL2:

./src/video/directfb/SDL_DirectFB_opengl.c:
path = "libGL.so";

./src/video/x11/SDL_x11opengl.c:
#define DEFAULT_OPENGL  "libGL.so.1"

On at least one distro (Alpine Linux), libGL.so is not created (or more accurately the symlink to libGL.so.1 is not created). For consistency, the 'path' variable in SDL_DirectFB_opengl.c should patch the DEFAULT_OPENGL in SDL_x11opengl.c ("libGL.so.1")
2017-08-28 09:51:25 -07:00
Sam Lantinga
a08e293faf Fixed bug 3781 - unbalanced #pragma pack(pop) in close_code.h
Ozkan Sezer

Revision 288 (http://hg.libsdl.org/SDL/rev/2f5a6062db86) excluded the
Watcom compiler from forcing 4 byte structure packing in begin_code.h.
However, it missed updating close_code.h, which now has an unbalanced
#pragma pack(pop) if the compiler is Watcom.  The issue seems to have
crawled into SDL2, too.
2017-08-28 09:41:00 -07:00
Sam Lantinga
fe01e8c71e Instantiate the CAMetalLayer so SDL_Vulkan_CreateSurface() doesn't fail
Error message was:
[mvk-info] MoltenVK version 0.18.2. Vulkan version 1.0.51.
[***MoltenVK ERROR***] VK_ERROR_INITIALIZATION_FAILED: On-screen rendering requires a view that is backed by a layer of type CAMetalLayer.
2017-08-28 02:17:29.579 testvulkan[95627:1716939] ERROR: SDL_Vulkan_CreateSurface(): vkCreateMacOSSurfaceMVK failed: VK_ERROR_INITIALIZATION_FAILED
2017-08-28 02:30:41 -07:00
Sam Lantinga
b4b4e60c1f Fixed WinRT build after changing the header guard preprocessor symbol 2017-08-28 01:59:53 -07:00
Sam Lantinga
90bf135f9f Fixed build when Wayland is dynamically loaded 2017-08-28 01:42:18 -07:00
Sam Lantinga
1acae12e53 Fixed analyzer warning "Call to 'calloc' has an allocation size of 0 bytes" 2017-08-28 00:54:02 -07:00
Sam Lantinga
b615116179 Fixed redefinition of typedef warnings and errors on BSD 2017-08-28 00:51:14 -07:00
Sam Lantinga
6224870504 Fixed mingw Windows build, since SDL_vulkan_internal.h includes windows.h 2017-08-28 00:43:14 -07:00
Sam Lantinga
7bb3adf896 Renaming of guard header names to quiet -Wreserved-id-macro 2017-08-28 00:22:23 -07:00
Sam Lantinga
ae48232ed1 Be clear that disabling Vulkan surface support disables the entire SDL Vulkan integration 2017-08-28 00:11:38 -07:00
Sam Lantinga
e84d658bb9 Fixed Android build with Vulkan support 2017-08-27 23:53:09 -07:00
Sam Lantinga
6308b3d51e Fixed code style for new Vulkan API functions 2017-08-27 23:39:55 -07:00
Sam Lantinga
ef1b3641c5 Fixed Android ABI check to match vulkan/vk_platform.h 2017-08-27 23:39:38 -07:00