Commit Graph

3154 Commits

Author SHA1 Message Date
Sam Lantinga
0a04786fa5 Fixed memory corruption in the upsampling code, caught by valgrind 2012-01-08 17:31:11 -05:00
Sam Lantinga
e5c88e74f5 Fixed bug 1091 - Hardcoded size in SDL_audiocvt.c may lead to heap/stack corruption
Markovtsev Vadim 2011-01-18 22:00:16 PST

SDL_audiocvt.c:

static void SDLCALL
SDL_ConvertStereo(SDL_AudioCVT * cvt, SDL_AudioFormat format):

#define dup_chans_1_to_2(type) \
    { \
        const type *src = (const type *) (cvt->buf + cvt->len_cvt); \
        type *dst = (type *) (cvt->buf + cvt->len_cvt * 2); \
        for (i = cvt->len_cvt / 2; i; --i, --src) { \
            const type val = *src; \
            dst -= 2; \
            dst[0] = dst[1] = val; \
        } \
    }

Pay attention to cvt->len_cvt / 2. 2 is the sizeof(Uint16), hovewer, below we
see that the conversion function supports Uint8 and Uint32:

switch (SDL_AUDIO_BITSIZE(format)) {
    case 8:
        dup_chans_1_to_2(Uint8);
        break;
    case 16:
        dup_chans_1_to_2(Uint16);
        break;
    case 32:
        dup_chans_1_to_2(Uint32);
        break;
    }

If type is Uint32, src will be decreased twice as it should be, memory being
written before the cvt->buf. If type is Uint8, the conversion will not be
complete. I suggest to change that define to

#define dup_chans_1_to_2(type) \
    { \
        const type *src = (const type *) (cvt->buf + cvt->len_cvt); \
        type *dst = (type *) (cvt->buf + cvt->len_cvt * 2); \
        for (i = cvt->len_cvt / sizeof(type); i; --i, --src) { \
            const type val = *src; \
            dst -= 2; \
            dst[0] = dst[1] = val; \
        } \
    }

I tested that and now it's working fine. I did not consider the similar defines
in functions nearby.
2012-01-08 17:20:33 -05:00
Sam Lantinga
efc62142fd Fixed bug 1014 - SDL_ConvertAudio crashes
The patch Mark attached looks good and valgrind gives it a clean bill of health:

Mark.Howson@ntu.ac.uk 2010-12-15 07:45:25 PST

Reproducible here under Windows and Linux. Looking at the code for
SDL_Upsample_S16LSB_2c:

const int dstsize = (int) (((double)cvt->len_cvt) * cvt->rate_incr);
Sint16 *dst = ((Sint16 *) (cvt->buf + dstsize)) - 2;
const Sint16 *target = ((const Sint16 *) cvt->buf) - 2;
while (dst > target) {
   dst[1] = ((Sint16) SDL_SwapLE16(sample1));
   dst[0] = ((Sint16) SDL_SwapLE16(sample0));
   dst -= 2;
...

if dstsize is odd (and therefore dst), it'll write to target[1] which is one
byte before the allocated buf.

The attached patch to sdlgenaudiocvt.pl changes dst > target to dst >= target,
and removes the - $channels for the upsample case. The patch is not fully
tested, but seems to work here.
2012-01-08 17:10:57 -05:00
Sam Lantinga
e23cdd21c1 Made the application activity events consistent between iOS and Android 2012-01-08 13:42:03 -05:00
Sam Lantinga
e56031aa50 X11 OpenGL ES minor corrections
Scott Percival 2012-01-08 04:21:22 PST

I tested the new build on my two ARM machines, and fixed a few bugs:
- if SDL_VIDEO_DRIVER_UIKIT, SDL_VIDEO_DRIVER_ANDROID or
SDL_VIDEO_DRIVER_PANDORA are specified, function pointers are grabbed from the
compile-linked library instead of through SDL_GL_GetProcAddress. (not sure if
this is the best way to go about it)
- removing "/usr/lib/" from all the library names (hey, with multiarch you
can't be too sure anymore)
- added glFinish to glesfuncs.h
- changed the eglGetProcAddress arg type to "const char *" as per the EGL spec
- filled in the stubs for X11_GLES_SetSwapInterval and X11_GLES_GetSwapInterval
2012-01-08 13:31:22 -05:00
Tim Angus
e6fb439755 * Take a global reference to the activity to prevent the reference being GCed 2011-08-26 13:23:40 +01:00
Sam Lantinga
07f8710f47 Fixed bug 1242 - PATCH: Improve support for OpenGL ES under X11
Scott Percival 2011-07-03 06:41:51 PDT

This submission is aimed at making life easier for OpenGL ES capable devices
running a X11 stack (e.g. Maemo, Meego, TrimSlice, other ARM SoC boards not
running Android). SDL's Pandora support already has the neccesary GLES-to-X11
glue code, however it's all ghetto'd off in Makefile.pandora and not very
flexible.

The patch:
- adds an awesome --enable-video-opengles option to configure
- re-modifies the opengles and opengles2 SDL_renderers to use function pointers
- no idea why this was removed?
- for SDL_Renderers, links in libGLESv1_CM, libGLES_CM (for PowerVR fans) or
libGLESv2 at runtime
- links in libEGL.so at runtime - the old code made an assumption that
eglFunctions could be pulled from the active GLES library, PowerVR for one
doesn't let you do that with their libGLESv2
- allows you to pick which of GLES v1 or v2 to load via
SDL_GL_CONTEXT_MAJOR_VERSION

So far I've tested this on a Nokia N900 (OMAP 3430/SGX 530 running Maemo 5) and
a Toshiba AC100 (Tegra 2 running Ubuntu 10.10). I haven't tested it on... well,
everything that isn't those two, such as a Pandora, iOS or Android device. The
Pandora specific code should be kept intact (fingers crossed), and nothing
painfully drastic has been added to the SDL_renderers. The library loading
sequence in SDL_x11opengles has been updated to accomodate both NVIDIA's
propensity to let developers get away with murder and PowerVR's alternative of
punishing every missed step.

The test apps work okay with GLES or GLES2 as the renderer. For some reason
alpha blending doesn't seem to work on the Tegra 2; last week NVIDIA pushed out
a new set of X11 GLES drivers, so I'll try and investigate once I upgrade
those. Also, this patch adds things to configure.in, include/SDL_config.h.in
and test/configure.in. I didn't know what the policy was re. committing
generated spaghetti from autotools, so ./autogen.sh has to be run again. Sorry.

I think that's about everything, let me know if there's anything I've
overlooked.
2012-01-08 02:23:37 -05:00
Sam Lantinga
d2b3d8f75a Fixed bug 1293 - [Android] Support Pause/Resume
Gabriel Jacobo 2011-12-23 12:55:11 PST

The attached files provide some improvement over the current handling of
pause/resume in Android.
- I disabled the exit(status) instruction in SDL_main as that makes the entire
app instead of the SDL thread exit (while not needed for pause/resume it is
needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate
bug).
- Added nativePause and nativeResume which basically just mark the window as
visible/hidden, something that the end user needs to take into consideration
(ideally pausing the event loop).

Also, this arrangement creates a new GL context when needed, which at least in
my test system is every time you go away from the app and come back to it. So,
this means that the textures need to be generated again after resuming (a
problem the end user didn't have before because the app exited completely when
it should've been pausing). I'd like to know if there's a standard way of
letting the user know that the GL context has changed and that he needs to
refresh his textures, or if this is out of the scope of the library and each
user handles it in their own way (I don't know how/if this same thing is
handled in  the iPhone backend, but it would be wise to try to imitate that).

Gabriel Jacobo 2011-12-23 12:57:10 PST
Also, in the SDLActivity the EGL handling code is moved up to the Activity from
the Surface code, as I think it is possible (in theory) that the surface is
destroyed temporarily while the context remains alive (though in practice in my
test system this is not the case)
2012-01-08 01:05:25 -05:00
Sam Lantinga
1fb69dd258 Fixed bug 1303 - SDL_CreateFromWindow duplicates window (Cocoa only)
Jens Köhler 2011-09-09 04:47:40 PDT

When calling SDL_CreateWindowFrom with a NSWindow which already contains a
NSView, the window will be duplicated because another NSView is added. I
attached a possible fix that prevents the creation of a second NSView.
2012-01-08 00:39:41 -05:00
Sam Lantinga
6a8e36cc7c Fixed bug 1305 - mouse wheel scroll-down event created when mouse wheel is pressed down
Martin Schreiber 2011-09-15 06:08:38 PDT

patch attached
2012-01-08 00:36:32 -05:00
Sam Lantinga
61a5c56022 The #define was asking to use dlopen(), but the code wasn't doing it.
Also added error message in case the library open failed in that case.
2012-01-07 21:02:39 -08:00
Sam Lantinga
ccc2bea519 Fixed crash if the rendering system couldn't create an OpenGL window. 2012-01-07 21:01:33 -08:00
Sam Lantinga
4e16ca7daf Fixed bug 1313 - Segfault on SDL_CreateWindow when gl lib cannot be loaded
Don't crash if the gl_data isn't valid, just return NULL.
2012-01-07 23:33:15 -05:00
Sam Lantinga
79ef2d54f2 Fixed bug 1333 - segfault if opengl window could not get created
When the window couldn't be created, the normal window destruction process happens, which among other things, destroys the framebuffer, if any.
2012-01-07 22:52:41 -05:00
Sam Lantinga
305531d766 Fixed bug 1342 - SDL_CreateRenderer creates OpenGL ES 2.0 renderer in iPhone 3G using default index (-1)
The uikit code wasn't checking to make sure the context was successfully created.
2012-01-07 22:34:51 -05:00
Sam Lantinga
da31e3d3e3 Fixed tab spacing 2012-01-07 22:33:58 -05:00
Sam Lantinga
af8d572022 Better error messaging when SDL can't create a window surface. 2012-01-07 14:21:22 -05:00
Sam Lantinga
f4231277fb Fixed bug 1256 - Invalid window warning in GL_CreateRenderer
Martin Gerhardy 2011-07-27 02:26:06 PDT
the window reference is lost in the GL_CreateRenderer function. The attached
patch should fix this error.

#0  SDLSystem_LogOutputFunction (userdata=0x63b010, category=1,
priority=SDL_LOG_PRIORITY_ERROR, message=0x7fffffffcd00 "Invalid window") at
src/system/sdl/SDLSystem.cpp:8
#1  0x00007ffff7b1ddb3 in SDL_LogMessageV (category=1,
priority=SDL_LOG_PRIORITY_ERROR, fmt=<value optimized out>, ap=<value optimized
out>) at src/SDL_log.c:275
#2  0x00007ffff7b1df7c in SDL_LogError (category=<value optimized out>,
fmt=<value optimized out>) at src/SDL_log.c:212
#3  0x00007ffff7b1d582 in SDL_SetError (fmt=0x7ffff7baaff0 "") at
src/SDL_error.c:111
#4  0x00007ffff7b96f9e in SDL_GL_MakeCurrent (window=0x0, ctx=0xa62ce0) at
src/video/SDL_video.c:2484
#5  0x00007ffff7b4ba0c in GL_ActivateRenderer (renderer=0xa8f680) at
src/render/opengl/SDL_render_gl.c:195
#6  0x00007ffff7b4c59a in GL_ResetState (window=0x918010, flags=<value
optimized out>) at src/render/opengl/SDL_render_gl.c:214
#7  GL_CreateRenderer (window=0x918010, flags=<value optimized out>) at
src/render/opengl/SDL_render_gl.c:343
#8  0x00007ffff7b48053 in SDL_CreateRenderer (window=0x918010, index=<value
optimized out>, flags=2) at src/render/SDL_render.c:166
2012-01-07 02:32:08 -05:00
Sam Lantinga
52890102d8 Added X11 dynamic loading support for XSetWMProperties() 2012-01-07 02:04:38 -05:00
Marco Trevisan (Treviño)
5706675b0d X11: Move to XSetWMProperties and add support to _NET_WM_PID
Use the convenience function XSetWMProperties to set size, input
and class hints, it also automatically sets the WM_CLIENT_MACHINE
(this one needed by _NET_WM_PID) and WM_LOCALE_NAME windows hints.

Plus we add support to the _NET_WM_PID atom which is needed by many
windows managers to correctly associate a SDL window to its process
and to related .desktop file and icon for the given host.
2011-06-27 19:30:52 +02:00
Sam Lantinga
9d5094c3d3 Fixed bug 1224 - Blit map not updated if source palette changed
bastien.bouclet@gmail.com 2011-06-12 11:08:58 PDT

SDL_LowerBlit doesn't update the blit color map if the source surface has
changed.

A proposed fix is attached, storing the source palette version in the color
map.
2012-01-07 01:28:06 -05:00
Sam Lantinga
8dcf899fca Fixed bug 1225 - Altivec blitters broken due to SDL_PixelFormat
bastien.bouclet@gmail.com 2011-06-13 05:50:58 PDT

Static pixel format initialization has not been updated to reflect header
changes in SDL_blit_N.c

The attached patch fixes Altivec support for me. altivec.h is needed for some
systems.
2012-01-07 01:25:55 -05:00
Sam Lantinga
d85a5d0c78 Fixed bug 1239 - Crash in iPad with iOS 3.2 because of missing contentScaleFactor support
Joseba García Echebarria 2011-06-30 19:03:56 PDT
I just found that SDL is crashing in the iPad simulator for iOS 3.2 but not for
iOS 4.2 or over when compiling with Xcode 4.0.2.
The Xcode debugger points to line 127 in video/uikit/SDL_uikitopenglview.m as
the line that triggers the crash.
On those lines one can find:

        /* Use the main screen scale (for retina display support) */
        if ([[UIScreen mainScreen] respondsToSelector:@selector(scale)])
                self.contentScaleFactor = [UIScreen mainScreen].scale;

I believe the problem to be that the "scale" selector is supported in iOS 3.2
in the iPad, but contentScaleFactor is not.
I'm no expert in Objective-C, but I believe the following code to be more
correct (it doesn't crash for me):
        /* Use the main screen scale (for retina display support) */
        if ([[UIScreen mainScreen] respondsToSelector:@selector(scale)] &&
[self respondsToSelector:@selector(contentScaleFactor)])
                self.contentScaleFactor = [UIScreen mainScreen].scale;

The same check is being performed in line 155 so I imagine it will crash there,
too.

Vittorio Giovara 2011-08-22 17:58:20 PDT

yeah, -scale was introduced in 3.2 but made available only in 4.0, weird
anyways we just need to check against contentScaleFactor as we can be sure that
both are availble starting from 4.0

the attached patch addresses this
2012-01-07 01:21:50 -05:00
Sam Lantinga
caf36db44a Fixed bug 1344 - No OpenGL headers when compiling -> no working Software renderer at runtime neither
Make sure we have at least one render driver.
2012-01-07 01:13:15 -05:00
Sam Lantinga
a13eb5857b Fixed bug 1362 - SDL Fails to compile with Visual C++ Express 2008 with Feb 2007 DirectX SDK
Pallav Nawani 2012-01-04 00:48:29 PST
Issue:
Attempted to compile SDL as a static library.

DirectX SDK: Feb 2007
OS: Win 7
Visual C++ Express 2008
Compliation Mode: Static (Changed project settings from dll to lib)

Error:
C1021: invalid preprocessor command 'warning'

It seems that the #warning directive does not exist in Vc++ Express 2008.
2012-01-07 00:57:24 -05:00
Ryan C. Gordon
db8ac79a37 Use arts_suspend() in a loop to wait for arts to become ready.
(Transplanted from hg changeset 331f27f01cdb to the 1.3 branch.)
2012-01-02 15:16:45 -05:00
Sam Lantinga
d99f25b2dd Fixed bug 1337 - joystick crash due to heap corruption with btnx 2012-01-01 16:58:00 -05:00
Sam Lantinga
1942221a6f Check return value, not unsigned "supported" flags 2011-12-31 13:28:07 -05:00
Sam Lantinga
e256711bb9 Happy New Year! 2011-12-31 09:28:07 -05:00
Sam Lantinga
41ea58b0ef Added the ability to update a subrect of a YV12/IYUV texture. 2011-12-30 18:19:35 -05:00
Sam Lantinga
e60d18d093 Fixed bug 1315 - Greenish video when video size smaller than texture
The incoming pixels are contiguous for the update rectangle.
2011-12-30 18:18:42 -05:00
Sam Lantinga
a816157cb4 Initialize timers first so the tick counter is valid by the time the audio and video systems initialize. 2011-12-30 06:41:41 -05:00
Sam Lantinga
6b53a98d93 Fixed bug 1338 - Direct3D renderer should set D3DCREATE_FPU_PRESERVE for not behaving vastly different on doubles (causes 3rd party lib crashes!)
Jonas Thiem 2011-11-29 12:28:02 PST
Direct3D renderer should set D3DCREATE_FPU_PRESERVE for not behaving vastly
different to OpenGL/software rendering on doubles and break some libraries
really badly.

Most notable affected example: Lua, which does the most unpredictable things
which are really almost impossible to debug/find out for beginners who never
heard this culprit exists.

Since I believe all renderers should behave the same on that doubles simply
work as expected in a program, this should really be changed! (also this wasted
a few days of my life wondering why everything in my program was so broken)
2011-12-29 05:18:16 -05:00
Sam Lantinga
4ec39d8333 Fixed bug 1336 - Added a timestamp on all SDL events
Gueniffey 2011-11-23 04:11:31 PST

The attached simple patch adds a timestamp to all SDL events. It is useful to
dismiss old events and add UI responsiveness (my application does some
extensive tasks that creates a delay in the event queue handling. With this
patch, I can deal only with the most recent events.
2011-12-29 05:13:55 -05:00
Sam Lantinga
604270e214 Fixed bug 1335 - Added support for different pixel formats in OpenGL ES 2 renderer
Gueniffey 2011-11-23 04:06:31 PST

The attached patch adds native support for
SDL_PIXELFORMAT_ARGB8888, SDL_PIXELFORMAT_RGB888, SDL_PIXELFORMAT_BGR888
2011-12-29 05:11:33 -05:00
Ryan C. Gordon
cd497f307b Don't call -[NSView setAcceptsTouchEvents] if the OS doesn't provide it.
Thanks to Dimiter 'malkia' Stanev for the fix!
2011-12-09 02:32:21 -05:00
Ryan C. Gordon
cc1616c646 More work to clean up compiler warnings. 2011-12-05 16:45:32 -05:00
Ryan C. Gordon
c3659093f8 Patched to compile. 2011-12-05 13:17:57 -05:00
Ryan C. Gordon
542fffc1f8 Fixed a tabstop. 2011-12-05 13:13:32 -05:00
Andreas Schiffler
5e0fdc8f9e Fix buildbot sdl-macosx-unix-x86 and sdl-macosx-amd64 compiler warnings 2011-12-05 07:41:20 -08:00
Sam Lantinga
b697ed5818 It works better if you compile it. 2011-11-29 02:28:34 -05:00
Sam Lantinga
0d371acf8e Better fix, iterate backwards over the array so we don't care whether the close code shuffles things down. 2011-11-29 02:27:34 -05:00
Sam Lantinga
1dc86eeece Closing the joystick removes it from the list. 2011-11-29 02:15:39 -05:00
Sam Lantinga
c7f0996903 Invalid assert. It's perfectly legit to initialize the joystick subsystem and get no joysticks. 2011-11-29 02:12:24 -05:00
Sam Lantinga
7345e9d2f6 Yes, let's save 32-bit BMP files, very useful for you know, making a game... 2011-11-29 02:11:39 -05:00
Ryan C. Gordon
1668c3dd20 Another iOS 3.1 compatibility fix.
Thanks to Vittorio Giovara for the patch!
2011-11-27 23:30:02 -05:00
Sam Lantinga
79494aee9d First pass at a simple drag and drop API, allowing you to accept files dropped into your application. 2011-11-20 19:38:18 -05:00
Ryan C. Gordon
162e2c3270 Make +sharedAppDelegate return a generic object instead of a SDLUIKitDelegate.
This way subclasses can use it without a lot of casting.

Thanks to Vittorio Giovara for the patch!
2011-11-19 19:23:33 -05:00
Ryan C. Gordon
eb19bd06d2 Check for selectors UIScreen responds to, not the base system version.
Thanks to Vittorio Giovara for the patch!
2011-11-19 19:18:20 -05:00
Ryan C. Gordon
464d3855ca Fix iOS build when SDL_POWER_UIKIT isn't defined.
Thanks to Vittorio Giovara for the patch!
2011-11-19 19:13:55 -05:00