Commit Graph

27 Commits

Author SHA1 Message Date
Sam Lantinga
0fc3574464 Updated copyright for 2024 2024-01-01 13:19:49 -08:00
Anonymous Maarten
2b0ca87119 SDL_atomic.h: __ARM_ARCH is not always defined for an arm platform
e.g. riscos toolchain
(cherry picked from commit 8105f1d5b5b83328f4d0017a562674efca821077)
2023-07-26 20:39:20 +03:00
Jiří Malák
507fc462db
SDL_atomic.h: Update SDL_CPUPauseInstruction for Watcom. (#7157)
Appropriate CPU directive can be used in #pragma aux so that it is not
necessary to hardcode instruction bytes.
2023-01-26 17:00:02 +03:00
Sam Lantinga
0479df53ca Updated copyright for 2023 2023-01-09 09:48:21 -08:00
Oleg Derevenetz
a204ef50bb Use __ARM_ARCH instead of __ARM_ARCH__ 2022-08-19 13:15:28 -07:00
David Carlier
16e699a761 Proposing exposing as public api the various arch dependent
pause instructions so could be used in app infinite loops.
A handful of games do already so we unify it in one place.
2022-08-04 08:47:39 -07:00
Sam Lantinga
120c76c84b Updated copyright for 2022 2022-01-03 09:40:21 -08:00
Ozkan Sezer
53aa8eec5f minor cleanup for watcom _inline keyword. 2021-11-25 17:00:24 +03:00
SDL Wiki Bot
c7dafb1556 Sync wiki -> header 2021-10-27 01:36:05 +00:00
Ryan C. Gordon
c88eb7a896
Sync wiki -> header. 2021-07-14 17:07:04 -04:00
Ryan C. Gordon
3f40396d33
First shot at merging the wiki documentation into the headers. 2021-03-21 14:19:53 -04:00
Sam Lantinga
9130f7c377 Updated copyright for 2021 2021-01-02 10:25:38 -08:00
Sam Lantinga
a8780c6a28 Updated copyright date for 2020 2020-01-16 20:49:25 -08:00
Sam Lantinga
959cfc428e Fixed memory barrier macro check so it isn't quite so fragile 2019-06-30 23:58:31 -07:00
Sam Lantinga
cc47810d36 Fixed bug 4683 - SDL_atomic infinite recursion on armv6/armv5 w/ thumb
The real problem is that SDL_atomic.c was built in thumb mode instead of ARM mode, which is required to use the mcr instruction on ARM platforms. Added a compiler error to catch this case so we don't generate code that does infinite recursion.

I also added a potentially better way to handle things on Linux ARM platforms, based on comments in the Chromium headers, which we can try out after 2.0.10 ships.
2019-06-30 23:26:16 -07:00
Sam Lantinga
5e13087b0f Updated copyright for 2019 2019-01-04 22:01:14 -08:00
Sam Lantinga
7b306bf34d Added atomics support for armv8-a (Raspberry Pi 3) 2018-11-23 21:29:42 -08:00
Sam Lantinga
e3cc5b2c6b Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Sam Lantinga
dba9979f44 Added support for aarch64 memory barrier instruction 2017-11-19 23:36:54 -08:00
Sam Lantinga
30d554e3d6 Fixed building SDL applications with Visual Studio and the clang toolset
Also fixed building 64-bit SDL with clang. 32-bit doesn't build because of the inline assembly for C runtime support.
2017-08-19 03:07:44 -07:00
Ozkan Sezer
500378eb52 Add atomics for Watcom/x86 as inline asm
Partially fixes Bugzilla #3758.
2017-08-18 16:35:55 -04:00
Sam Lantinga
06ccb71bcd Make sure the memory barrier functions are always available, and now they are implemented on Android __ARM_ARCH_5TE__ 2017-02-10 11:21:15 -08:00
Sam Lantinga
45b774e3f7 Updated copyright for 2017 2017-01-01 18:33:28 -08:00
Sam Lantinga
b4e069e7f8 Fixed bug 3517 - Compiler warnings with gcc -Wstrict-prototypes
felix

Compiling even a simple SDL2 'hello world' program with gcc -Wstrict-prototypes (GCC 6.2.1) results in warnings like:

/usr/include/SDL2/SDL_gamecontroller.h:143:1: attention : function declaration isn't a prototype [-Wstrict-prototypes]
 extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings();
 ^~~~~~

It seems there is a missing 'void' between the parentheses.
2016-12-26 02:12:21 -08:00
Sam Lantinga
3615633571 Renaming of guard header names to quiet -Wreserved-id-macro
Patch contributed by Sylvain
2016-11-20 21:34:54 -08:00
Sam Lantinga
42065e785d Updated copyright to 2016 2016-01-02 10:10:34 -08:00
Philipp Wiesemann
0e45984fa0 Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
2015-06-21 17:33:46 +02:00