Commit Graph

2471 Commits

Author SHA1 Message Date
Sam Lantinga
2b6473dc05 Fixed bug 4533 - Update ANGLE to load d3dcompiler_47.dll instead of d3dcompiler_46.dll
msmshazan

Update ANGLE Libraries to support d3dcompiler_47.dll since chrome does not ship with d3dcompiler_46.dll and d3dcompiler_43.dll
2019-06-08 15:10:20 -07:00
Ethan Lee
0442d19fc8 cocoa: Fix assert to use SDL_assert 2019-03-04 12:16:43 -05:00
Sam Lantinga
a73dacbf62 Backed out Ben's chinese Xbox controller patch, as the generic catch-all for Xbox controllers should handle it. 2019-06-08 14:58:49 -07:00
Benjamin Valentin
f3c6b1f51a Add mapping for Chinese-made Xbox Controller
This device is a copy of the Xbox Controller S and currently the one most sold
when shopping for a 'new' Xbox gamepad on eBay and AliExpress.
Except for the quirky USB ID id behaves just like a normal Xbox controller (when
ignoring the subpar build quality)
2019-03-17 23:47:12 +01:00
Sam Lantinga
8728ce4448 Fixed bug 4557 - SDL_SIMDAlloc and *Free should be in the public interface
Martin Gerhardy

These functions are really useful and should get exposed imo.
2019-06-08 14:54:37 -07:00
Sam Lantinga
56b7f4cf31 Fixed bug 4583 - PollAllValues appears to use an incorrect index for all axes above 0x18
Noam Preil

In src/joystick/linux/SDL_sysjoystick.c:

The ConfigJoystick function's axes detection starts with a for loop using an index i for Linux's axes names. When i gets to ABS_HAT0X, it's set to ABS_HAT3Y and a continue statement appears, to skip the hats. This makes sense, as SDL handles hats separately from axes.

However, in PollAllValues, *two* indices are used: a and b. Both start out the same, and remain so until the hats are reached. At that point, a becomes identical to the i from ConfigJoystick's loop, but b is equal to a - (ABS_HAT3Y - ABS_HAT0X), or a - 8.

While all the joystick->hwdata->abs_* structures in ConfigJoystick used i - which would here be a - as both the index and the ioctl argument, PollAllValues uses b for the structure index and a as the ioctl argument.

It would appear, however, that no joystick HAS such axes, and that the b index is entirely unnecessary.

I tested three separate joysticks, and while that was far from a complete listing, I was unable to find a joystick with an axis above 0x08.
2019-06-08 14:40:27 -07:00
Sam Lantinga
d97387ccff Fixed bug 4600 - Dualshock 4 touchpad press is not detectable with SDL_JoystickGetButton
Dexter Friedman

When using a Dualshock 4 controller (model numbers CUH-ZCT1U and CUH-ZCT2U), pressing anywhere on the center touchpad does not send an SDL_JOYBUTTONDOWN event. I have verified this with testjoystick:

Repro steps:
1. Plug in a DS4 over USB
2. Compile testjoystick and run: testjoystick.exe 0
3. Press and hold the touchpad. Observe that no lime green box appears

Expected behavior:
A lime green box appears while the touchpad is pressed.

Notes:
I've attached a patch here that works on my PC and produces the expected behavior in testjoystick, for both DS4 model numbers I listed earlier.

If I understand correctly, by exposing this as a joystick button, the gamecontroller API mapping can be modified with a change to gamecontrollerdb.txt in the future.
2019-06-08 14:32:19 -07:00
Sam Lantinga
8a37848de9 Fixed bug 4605 - WASAPI_WaitDevice hang
Matt Brocklehurst

We've noticed that if you are playing audio on Windows via the WASAPI interface and you unplug and reconnect the device a few times the program hangs.

We've debugged the problem down to

static void
WASAPI_WaitDevice(_THIS)
{

   ... snip ...
 if (WaitForSingleObjectEx(this->hidden->event, INFINITE, FALSE) == WAIT_OBJECT_0) {
   ... snip ...
}

This WaitForSingleObjectEx does not havbe a time out defined, so it hangs there forever.

Our suggested fix we found was to include a time out of say 200mSec

We have done quite a bit of testing with this fix in place on various hardware configurations and it seems to have resolved the issue.
2019-06-08 13:41:46 -07:00
Zack Middleton
82af42761e hidapi: Use GameCube adapter controller port for player index
The Nintendo USB GameCube adapter has four controller ports. Return
the port number as 0 to 3 from SDL_JoystickGetPlayerIndex() and
SDL_JoystickGetDevicePlayerIndex().
2019-06-08 13:36:59 -07:00
Cameron Cawley
e7b514d8ff riscos: Fix iconv warnings 2019-01-13 23:36:31 +00:00
Sam Lantinga
15bae953b1 Fixed bug 4642 - Rework SDL_netbsdaudio to improve performance
Nia Alarie

The NetBSD audio driver has a few problems. Lots of obsolete code, and extremely bad performance and stuttering.

I have a patch in NetBSD's package system to improve it. This is my attempt to upstream it.

The changes include:

* Removing references to defines which are never used.
* Using the correct structures for playback and recording, previously they were the wrong way around.
* Using the correct types ('struct audio_prinfo' in contrast to 'audio_prinfo')
* Removing the use of non-blocking I/O, as suggested in #3177.
* Removing workarounds for driver bugs on systems that don't exist or use this driver any more.
* Removing all usage of SDL_Delay(1)
* Removing pointless use of AUDIO_INITINFO and tests that expect AUDIO_SETINFO to fail when it can't.

These changes bring its performance in line with the DSP audio driver.
2019-06-08 13:03:36 -07:00
Sam Lantinga
f2c8d8e9c4 Fixed bug 4443 - Incorrect scan code reported for numpad 5
bplu4t2f

When num lock is on, the scancode reported for numpad 5 is SDL_SCANCODE_KP_5, which is correct. However, when num lock is off, windows reports the VK_CLEAR virtual key code, which is incorrectly translated into SDL_SCANCODE_CLEAR inside of the VKeytoScancode(WPARAM vkey) function.
2019-06-08 10:47:43 -07:00
Cameron Gutman
5cb14f4467 Ignore Xbox One S gamepads with older firmware in HIDAPI
This older firmware had a different HID report style that we don't support.
2019-04-30 20:37:49 -07:00
Sam Lantinga
b1100ec18c Fixed Android build warning 2019-06-08 10:23:52 -07:00
Sam Lantinga
03cf24162f OpenSL ES audio cleanup and added a note with low latency audio discussion 2019-06-08 10:21:38 -07:00
Sam Lantinga
166d15fd75 Fixed surround sound channel setup for Android OpenSL ES audio driver 2019-06-07 15:09:15 -07:00
Sam Lantinga
23a2b47790 Protect against NULL device in the Android hidapi implementation 2019-06-07 09:00:26 -07:00
Sam Lantinga
9261e473d6 Potential fix for a crash we're seeing on Android that should in theory never happen. 2019-06-07 09:00:24 -07:00
Sam Lantinga
20ec866484 Added support for the Rotor Riot gamepad, and upcoming Xbox and PS4 controller support on iOS and tvOS
Patch contributed by Nat Brown
2019-06-06 08:20:53 -07:00
Sam Lantinga
23569362dc Use SDL sized types 2019-06-05 12:01:26 -07:00
Sam Lantinga
3e3294645f Fixed bug 4656 - SDL_evdev.c uses Linux specific integer types
Jan Martin Mikkelsen

The file src/core/linux/SDL_evdev.c uses the Linux specific types __u32 and __s32. This breaks things on FreeBSD when building with evdev.
2019-06-05 08:54:07 -07:00
Sam Lantinga
723d014336 Fixed bug 4171 - SDL_GetQueuedAudioSize is broken with WASAPI
Cameron Gutman

I was trying to use SDL_GetQueuedAudioSize() to ensure my audio latency didn't get too high while streaming data in from the network. If I get more than N frames of audio queued, I know that the network is giving me more data than I can play and I need to drop some to keep latency low.

This doesn't work well on WASAPI out of the box, due to the addition of GetPendingBytes() to the amount of queued data. As a terrible hack, I loop 100 times calling SDL_Delay(10) and SDL_GetQueuedAudioSize() before I ever call SDL_QueueAudio() to get a "baseline" amount that I then subtract from SDL_GetQueuedAudioSize() later. However, because this value isn't actually a constant, this hack can cause SDL_GetQueuedAudioSize() - baselineSize to be < 0. This means I have no accurate way of determining how much data is actually queued in SDL's audio buffer queue.

The SDL_GetQueuedAudioSize() documentation says: "This is the number of bytes that have been queued for playback with SDL_QueueAudio(), but have not yet been sent to the hardware." Yet, SDL_GetQueuedAudioSize() returns > 0 value when SDL_QueueAudio() has never been called.

Based on that documentation, I believe the current behavior contradicts the documented behavior of this function and should be changed in line with Boris's patch.

I understand that exposing the IAudioClient::GetCurrentPadding() value is useful, but a solution there needs to take into account what of that data is silence inserted by SDL and what is actual data queued by the user with SDL_QueueAudio(). Until that happens, I think the best approach is to remove the GetPendingBytes() call until SDL is able to keep track of queued data to make sense of it. This would make SDL_GetQueuedAudioSize() possible to use accurately with WASAPI.
2019-06-04 17:32:15 -07:00
Ryan C. Gordon
b5d3b6fc25 test: unify all the command line usage logging. 2019-05-28 17:39:13 -04:00
Alex Szpakowski
9b5811592d iOS: return SDL_GetWindowSize from SDL_GL_GetDrawableSize if there's no GLES view in the window (matches the behaviour of SDL_GL_GetDrawableSize on other platforms). Addresses bug #4629. 2019-05-26 18:53:36 -03:00
Sam Lantinga
dce56ab9fa Added a function to get the current Android SDK version at runtime 2019-05-23 14:19:00 -07:00
Sam Lantinga
f3e76ea1d0 Use the OpenSL ES audio driver by default on Android, as it has the lowest latency. 2019-05-23 13:47:30 -07:00
Sam Lantinga
02f9667a08 Fixed static and buzzing when trying to use floating point audio on the OpenSL ES audio driver. 2019-05-23 13:47:27 -07:00
Sam Lantinga
e401b95025 Return an error if both mouse relative mode and mouse warping are unavailable, instead of asserting. 2019-05-23 11:32:36 -07:00
Sam Lantinga
8b57331e71 Fixed hiding the Android virtual keyboard when the return key is pressed 2019-05-23 11:05:43 -07:00
Sam Lantinga
7ec514d48f Improved iOS Bluetooth keyboard support
* Don't stop text input after the return key is pressed
* Handle arrow and escape keys
2019-05-22 17:39:51 -07:00
Cameron Gutman
9b2202828a Fix use-after-free when pumping the event loop after SDL_DestroyWindow()
Closing the window is asynchronous, but we free the window data immediately,
so we can get an updateLayer callback before the window is really destroyed which
will cause us to access the freed memory.

Clearing the content view will cause it to be immediately released, so no further
updateLayer callbacks will occur.
2019-04-28 17:37:49 -07:00
Sam Lantinga
a4e33b9cc4 Added support for Bluetooth keyboards on iOS
In this case the keyboard is shown and immediately hidden, but we still want to accept text input
2019-05-20 14:31:03 -07:00
Sam Lantinga
582a3c994d Fixed mouse focus for touch events on iOS 2019-05-20 14:08:35 -07:00
Ryan C. Gordon
4bd808346a vulkan: Swapped out a free() that should have been an SDL_free().
Fixes (for real this time!) the Visual Studio builds.
2019-05-20 00:41:18 -04:00
Ryan C. Gordon
ebbb295e85 vulkan: Patched to compile on Visual Studio. 2019-05-19 23:29:50 -04:00
Ryan C. Gordon
d778b26dd1 Patched to compile in C89 mode. 2019-05-19 20:25:02 -04:00
Sam Lantinga
5f34162030 Fixed bug 4474 - Add support for an ASUS Gamepad variation
Trent Gamblin

This patch adds a variation of the ASUS Gamepad to the game controller DB. All the values are the same except the GUID.
2019-05-19 12:06:58 -07:00
Sam Lantinga
41c718db85 Fixed bug 4469 - make SDL_CreateTextureFromSurface pick a more appropriate format
Sylvain

Currently SDL_CreateTextureFromSurface picks first valid format, and do a conversion.

    format = renderer->info.texture_formats[0];
    for (i = 0; i < renderer->info.num_texture_formats; ++i) {
        if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
            SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
            format = renderer->info.texture_formats[i];
            break;

It could try to find a better format, for instance :

 if SDL_Surface has no Amask, but a colorkey :
   if surface fmt is RGB888, try to pick ARGB8888 renderer fmt
   if surface fmt is BGR888, try to pick ABGR8888 renderer fmt
 else
   try to pick the same renderer format as surface fmt

if no format has been picked, use the fallback.


I think it goes with bug 4290 fastpath BlitNtoN
when you expand a surface with pixel format of size 24 to 32, there is a fast path possible.


So with this issue:

- if you have a surface with colorkey (RGB or BGR, not palette), it takes a renderer format where the conversion is faster.
  (it avoids, if possible, RGB -> ABGR which means switching RGB to BGR)

- if you have a surface ABGR format, it try to take the ABGR from the renderer.
  (it avoids, if possible, ABGR -> ARGB, which means switch RGB to BGR)
2019-05-19 12:04:06 -07:00
Sam Lantinga
c377de5440 Fixed bug 4436 - [OpenBSD] fix D-pad
Thomas Frohwein

Hi,

If a gamepad lists the Dpad as 4 buttons (Dpad Up,Down, Left, Right) like with the Xbox 360 gamepad / XInput report descriptor used by OpenBSD (https://github.com/openbsd/src/blob/master/sys/dev/usb/uhid_rdesc.h#L184), this is not recognized by the SDL BSD backend and no hat or any other listing for the D-pad exists, e.g. in sdl2-jstest (https://gitlab.com/sdl-jstest/sdl-jstest).

The attached diff fixes this and makes the D-pad on my Xbox 360 and Logitech F310 controllers usable. It adds a hat to nhats when usage HUG_DPAD_UP is found, reads the state of the D-pad buttons into array dpad[], and turns the value of dpad[] into an SDL hat direction (dpad_to_sdl()).

Tested and works with Xbox 360 controller and Logitech F310 in XInput mode. Software-side tested with sdl2-jstest and Owlboy where this worked without problems or regressions.

I don't know if this would be applicable to other *BSDs and don't have an install to test it with, therefore wrapped it in __OpenBSD__ ifdefs.

Thanks,

thfr
2019-05-19 11:56:26 -07:00
Sam Lantinga
ee0a482a87 Fixed bug 4401 - SDL_GetWindowPosition() wrong after SDL_SetWindowPosition() until window is moved on macOS
Removed incorrect call to SDL_SendWindowEvent(window, SDL_WINDOWEVENT_MOVED, x, y);
If the position of the window isn't adjusted in the SetWindowPosition() call, then sending the window event would have no effect because x and y equals the window x and y. If the position of the window is adjusted in the SetWindowPosition() call, then we don't want to clobber it with values that the user passed in.
2019-05-19 11:52:25 -07:00
Sam Lantinga
2ee9b1ddce Fixed bug 4025 - SDL_Renderer OpenGL : add support for textures ABGR, RGB, BGR
Sylvain

OpenGLES2 SDL renderer has support for textures ARGB, ABGR, RGB and BGR, whereas OpenGL SDL renderer only had ARGB.

If you think it's worth adding it, here's a patch. I quickly tried and it worked, but there may be missing things or corner case.
2019-05-19 11:01:36 -07:00
Sam Lantinga
8dea23c705 Fixed bug 3911 - SYSWM generic X11 events missing event data
Andrei Drexler

For X11 GenericEvents, the associated data is only available between a call to XGetEventData and the matching XFreeEventData, i.e. in X11_HandleGenericEvent. Trying to call XGetEventData a second time on the same event will fail, so an application that wants to inspect XInput2 events (e.g. for stylus pressure) has no way of retrieving its data from queued SYSWM events.

The attached patch (based on SDL-2.0.7-11629) sends SYSWM messages from X11_HandleGenericEvent while the data is still available, allowing client code to register an event filter/watcher and process the event inside the callback.
2019-05-19 10:44:14 -07:00
Wladimir J. van der Laan
29f3445316 video: Add Vulkan support for vivante fb
Vivante drivers use the VK_KHR_display extension for rendering directly
to the frame buffer. This patch adds support to the video driver for
Vulkan rendering using that method.

- Add an utility function SDL_Vulkan_Display_CreateSurface that creates
a surface using this extension. The display to use (if there are
multiple) can be overridden using the environment variable
"SDL_VULKAN_DISPLAY".

- Use this function in a new compilation unit SDL_vivantevideo.c,
which implements the SDL_VIDEO_VULKAN methods of the driver structure.
2019-05-19 10:36:44 -07:00
Ryan C. Gordon
00e5eeb40e test: added SDLTest_CommonDefaultArgs()
This is for test apps that don't need custom command line arguments; it lets
us reduce the boilerplate code a tiny bit.
2019-05-19 01:45:15 -04:00
Sam Lantinga
62a5797088 Windows are not in a minimized state when they are shown
This fixes https://github.com/ValveSoftware/steam-for-linux/issues/4313
"Exiting game a in Steam Big Picture Mode gets semi-windowed BPM"
2019-05-15 14:01:15 -07:00
Sam Lantinga
abcfe80480 [SDL] iOS fix bug with audio interrupted by a phone call not restoring. 2019-05-14 14:20:54 -07:00
Sam Lantinga
59da5b7202 [SDL] ios Touch Fix. 2019-05-14 07:55:42 -07:00
Ryan C. Gordon
ba0fc92ded Patched to compile. 2019-05-11 12:41:21 -04:00
Charlie Birks
6eb0521131 Emscripten: Use EMSCRIPTEN_EVENT_TARGET_* 2019-05-09 12:09:45 +01:00
Charlie Birks
4e5b5cba12 Emscripten: Switch from canvas[XY] to target[XY]
Allows mouse/touch events to work on non-default canvases
2019-05-09 12:09:40 +01:00
Charlie Birks
60c48ed787 Emscripten: Store canvas id in WindowData
Also replace all hardcoded uses of "#canvas" or NULL
2019-05-09 12:09:34 +01:00
Sam Lantinga
f0a4fea89f Fixed bug 4608 - Android: not getting SDL_WINDOWEVENT_FOCUS_GAINED on start of our app
Dan Ginsburg

I've seen this on several devices including Moto Z running Android 7 and a Snapdragon 845 running Android 9.

What happens is as follows:

SDLActivity.onWindowFocusChanged(true) happens pretty early on, but it's before we've done SDL_CreateWindow and so Android_Window is 0x0 thus this message does not get sent:

JNIEXPORT void JNICALL SDL_JAVA_INTERFACE(nativeFocusChanged)(
                                    JNIEnv *env, jclass cls, jboolean hasFocus)
{
    SDL_LockMutex(Android_ActivityMutex);

    if (Android_Window) {
        __android_log_print(ANDROID_LOG_VERBOSE, "SDL", "nativeFocusChanged()");
        SDL_SendWindowEvent(Android_Window, (hasFocus ? SDL_WINDOWEVENT_FOCUS_GAINED : SDL_WINDOWEVENT_FOCUS_LOST), 0, 0);
    }

    SDL_UnlockMutex(Android_ActivityMutex);
}

When the window does get created, in Android_CreateWindow it does this:

 window->flags &= ~SDL_WINDOW_RESIZABLE;     /* window is NEVER resizeable */
    window->flags &= ~SDL_WINDOW_HIDDEN;
    window->flags |= SDL_WINDOW_SHOWN;          /* only one window on Android */
    window->flags |= SDL_WINDOW_INPUT_FOCUS;    /* always has input focus */

    /* One window, it always has focus */
    SDL_SetMouseFocus(window);
    SDL_SetKeyboardFocus(window);

The SDL_SetKeyboardFocus does send an SDL_WINDOWEVENT_FOCUS_GAINED message, but it gets eaten in SDL_SendWindowEvent because we've forced SDL_WINDOW_INPUT_FOCUS beforehand:

 case SDL_WINDOWEVENT_FOCUS_GAINED:
        if (window->flags & SDL_WINDOW_INPUT_FOCUS) {
            return 0;
        }
        window->flags |= SDL_WINDOW_INPUT_FOCUS;
        SDL_OnWindowFocusGained(window);
        break;

I can fix the problem if I comment out this line from Android_CreateWindow:

    window->flags |= SDL_WINDOW_INPUT_FOCUS;    /* always has input focus */

I would propose that as a fix unless there is a reason not to.
2019-04-25 14:17:07 -07:00
Sam Lantinga
f79190f407 Use _Exit() when available 2019-04-23 07:59:31 -07:00
Sylvain Becker
2c92c8e85a Android: add static variable initialization in non blocking event loop 2019-04-23 14:24:58 +02:00
Sam Lantinga
cb18117c92 Added a helper function to tell whether or not a window can be minimized 2019-04-22 16:34:42 -07:00
Sam Lantinga
f1b57f3785 Only leave fullscreen mode if we're actually going to minimize 2019-04-22 16:25:49 -07:00
Sam Lantinga
9950271bb6 Fixed bug 4580 - Android 8: immersive fullscreen notification causes flickering between fullscreen and non-fullscreen and app is unresponsive
Sylvain 2019-04-18 21:22:59 UTC

Changes:
- SDL_WINDOWEVENT_FOCUS_GAINED and SDL_WINDOWEVENT_FOCUS_LOST are sent when the java method onWindowFocusChanged() is called.

- If we have support for MultiWindow (eg API >= 24), SDL event loop is blocked/un-blocked (or simply egl-backed-up or not), when java onStart()/onStop() are called.

- If not, this behaves like now, SDL event loop is blocked/un-blocked when onPause()/onResume() are called.

So if we have two app on screen and switch from one to the other, only FOCUS events are sent (and onPause()/onResume() are called but empty. onStart()/onStop() are not called).
The SDL app, un-focused, would still continue to run and display frames (currently the App would be displayed, but paused).
Like a video player app or a chronometer that would still be refreshed, even if the window hasn't the focus.
It should work also on ChromeBooks (not tested), with two apps opened at the same time.


I am not sure this fix Dan's issue. Because focus lost event triggers Minimize function (which BTW is not provided on android).
https://hg.libsdl.org/SDL/file/bb41b3635c34/src/video/SDL_video.c#l2653
https://hg.libsdl.org/SDL/file/bb41b3635c34/src/video/SDL_video.c#l2634

So, in addition, it would need to add by default SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS to 0.
So that the lost focus event doesn't try to minimize the window. And this should fix also the issue.
2019-04-22 16:19:52 -07:00
Alex Szpakowski
90b08881ab iOS: Remove code trying to support compilation on the iOS 7 SDK, the deployment target has been set to iOS 8 for years and there's other unconditionally compiled code that depends on newer SDKs so that code is useless. 2019-04-17 20:41:05 -03:00
Alex Szpakowski
9d7b26155a macOS: Fix compilation when using the 10.9 SDK or older. 2019-04-17 20:14:40 -03:00
Ethan Lee
f07c992bb8 hidapi: Add GCN L/R buttons, just in case someone wants them... 2019-03-17 12:36:40 -04:00
Sylvain Becker
bd344c2287 Android: when event loop is not blocking in pause, backup EGL context (Bug 4578)
Backup the EGL context when SDL_APP_DIDENTERBACKGROUND has been removed from the
event queue.
2019-04-12 23:15:26 +02:00
Alex Szpakowski
00c824a8b0 Fix disabling OpenGL vsync on macOS 10.14.4+ (bug #4575). 2019-04-10 22:30:58 -03:00
Sylvain Becker
aae49015da Fixed bug 4581 - generate synthetic mouse events at window boundaries
when real touch events are actually outside the window.
2019-04-10 10:59:53 +02:00
Sylvain Becker
cfefe5434a Fixed bug 4581 - mouse events with SDL_TOUCH_MOUSEID make window lost focus
Virtual mouse events should never leave the window or change focus for single window applications.
2019-04-08 21:27:24 +02:00
Sylvain Becker
d68e501db4 Fixed bug 4582 - Maximize/Resize not working on Windows 10
When viewport is set, projectionAndView changes, but ID3D11DeviceContext_UpdateSubresource was not called.
2019-04-08 13:43:48 +02:00
Sylvain Becker
eb7affeeb8 SDL_HINT_MOUSE_TOUCH_EVENTS: move tracking appart in case of 'window' is null 2019-04-06 21:52:51 +02:00
Sylvain Becker
a1a9fd50c6 Bug 4581: move tracking appart so it doesn't require the window to have focus 2019-04-06 21:43:16 +02:00
Sam Lantinga
a46af76b07 Fixed bug 4579 - SDL_android.c s_active not being atomic
Isaias Brunet

This bug cause a false assert due to multiple threads modifying the same variable without any atomic operation.
2019-04-05 08:15:01 -07:00
Sam Lantinga
9eac91dd29 Set SDL_HINT_MOUSE_TOUCH_EVENTS for iPhone and iPad as well 2019-04-05 08:10:12 -07:00
Sam Lantinga
b6f33a6870 https://bugzilla.libsdl.org/show_bug.cgi?id=4577
SDL_GetWindowDisplayMode was returning an incorrect result on iPhone Plus devices (tested on iOS 12.1/12.2).  The problem was that the value returned by UIScreenMode was assumed to be the physical pixels on the display, rather than the scaled retina pixels.  The fix is to use the scale returned by UIScreen.scale rather than the nativeScale.
2019-04-05 07:51:11 -07:00
Sylvain Becker
05333a6e9f Android: add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE
to set whether the event loop will block itself when the app is paused.
2019-04-05 09:16:30 +02:00
Sylvain Becker
b470cd9b09 Android: default SDL_HINT_MOUSE_TOUCH_EVENTS to 1 as previous behaviour 2019-04-05 08:36:31 +02:00
Sylvain Becker
bfdd0b228a Android: remove SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH
java layer runs as if separate mouse and touch was 1,
Use SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS
for generating synthetic touch/mouse events
2019-04-04 17:01:02 +02:00
Sylvain Becker
e41576188d Add hint SDL_HINT_MOUSE_TOUCH_EVENTS for mouse events to generate touch events
controlling whether mouse events should generate synthetic touch events
By default SDL will *not* generate touch events for mouse events
2019-04-04 16:51:50 +02:00
Sylvain Becker
ab03892ddf Bug 4576: track both FingerId and TrackId 2019-04-04 15:19:00 +02:00
Sylvain Becker
e39c0a1f7d Bug 4576: fix wrong scaling 2019-04-03 10:14:42 +02:00
Sylvain Becker
236b86067f Bug 4576: one more warning 2019-04-02 18:07:27 +02:00
Sylvain Becker
b45abbb2a7 Bug 4576: fix warning and compile 2019-04-02 17:57:27 +02:00
Sylvain Becker
9b3c2258aa Bug 4576: remove touch/mouse duplication for Android 2019-04-02 17:23:55 +02:00
Sylvain Becker
9d28156f12 Bug 4576: remove touch/mouse duplication for IOS 2019-04-02 17:18:47 +02:00
Sylvain Becker
42de5f97cc Bug 4576: remove touch/mouse duplication for WinRT 2019-04-02 17:13:22 +02:00
Sylvain Becker
b086edc915 Bug 4576: remove touch/mouse duplication for Emscripten 2019-04-02 17:10:29 +02:00
Sylvain Becker
b8e5c561d8 Bug 4576: remove touch/mouse duplication for Wayland 2019-04-02 17:07:54 +02:00
Sylvain Becker
6bc2d9de1f Bug 4576: remove touch/mouse duplication for linux/EVDEV 2019-04-02 17:03:58 +02:00
Sylvain Becker
1a4c3b57b7 Bug 4576: remove touch/mouse duplication for Windows 2019-04-02 16:58:11 +02:00
Sylvain Becker
a3f2c446ef Bug 4576: handle mapping of TouchEvents to MouseEvents at higher level 2019-04-02 16:46:17 +02:00
Sam Lantinga
9a8d5215c6 Handle potentially calling SDL_JoystickUpdate() and SDL_JoystickQuit() at the same time. 2019-03-27 08:17:05 -07:00
Ryan C. Gordon
2fbfe8b912 coreaudio: Set audio callback thread priority.
Fixes Bugzilla #4155.
2019-03-25 12:59:30 -04:00
Ryan C. Gordon
6a3356ab3f Backed out changeset cec31de4e126
This was meant to migrate CoreAudio onto the same SDL_RunAudio() path that
most other audio drivers are on, but it introduced a bug because it doesn't
deal with dropped audio buffers...and fixing that properly just introduces
latency.

I might revisit this later, perhaps by reworking SDL_RunAudio to allow for
this sort of API better, or redesigning the whole subsystem or something, I
don't know. I'm not super-thrilled that this has to exist outside of the usual
codepaths, though.

Fixes Bugzilla #4481.
2019-03-25 12:24:38 -04:00
Ryan C. Gordon
8ab698af15 opengles2: Fix static analysis warning.
Not clear if this could ever dereference NULL in real life, but better safe
than sorry!
2019-03-21 10:39:49 -04:00
Sam Lantinga
01c924fa9e Hopefully fixed the mingw32 build 2019-03-19 17:20:54 -07:00
Sam Lantinga
deb7d08c28 Fixed Visual Studio build 2019-03-19 17:05:22 -07:00
Sam Lantinga
ac23d78f7a Didn't need to add SDL_windows.h include, that was already included 2019-03-19 16:53:55 -07:00
Sam Lantinga
b2e76d860f Fixed Windows RT build 2019-03-19 16:52:09 -07:00
Sam Lantinga
de82759c84 Added support for building SDL as a dynamic library on iOS 2019-03-19 07:53:33 -07:00
Sebastian Krzyszkowiak
6311c7cf95 emscripten: force resize event when pixel ratio changes
Without this, applications can't react to changed canvas size on window zoom.
2019-03-16 19:08:59 -07:00
Sam Lantinga
b8bd0aa0bd Fixed bug 4450 - SDL_mouse.c fails to compile with CMake generated Visual Studio files if SDL_VIDEO_VULKAN 0/undefined
Max Waine

SDL_mouse.c, if compiled for Windows, requires GetDoubleClickTime to compile (available from winuser.h). Without Vulkan present this fails to compile as the include chain for winuser.h is the following.

SDL_mouse.c -> SDL_sysvideo.h -> SDL_vulkan_internal.h -> SDL_windows.h -> windows.h -> winuser.h.
Problem is that SDL_vulkan_internal.h doesn't include SDL_windows.h if Vulkan isn't present, so under MinGW/GCC it will give a -Wimplicit-function-declaration warning for GetDoubleClickTime, and under MSVC fails to compile completely.

The solution to this would be to simplify the include chain: including SDL_windows.h under the same condition as GetDoubleClickTime (#ifdef __WIN32__) in SDL_mouse.c (or another file that isn't quite so indirectly included).
2019-03-16 19:07:34 -07:00
Sam Lantinga
faf97978ea Fixed bug 4511 - SDL_gamecontrollerdb Mapping for Sony Playstation USB controller
Renaud Lepage

Simply submitting a new mapping.
2019-03-16 19:03:13 -07:00
Silent
b6a45f1a8d Fixed DualShock 3 mapping 2019-02-14 20:46:58 +01:00
Sam Lantinga
35255342cd Fixed bug 4525 - Fix crash in ALSA_HotplugThread caused by bad return value check
Anthony Pesch

Fix snd_device_name_hint return value check

According to the ALSA documentation, snd_device_name_hint returns 0 on
success, otherwise a negative error code. The code previously only
considered -1 to be an error, which let other error codes through
resulting in a segfault when hints (which was NULL) was dereferenced
2019-03-16 18:48:21 -07:00
Sam Lantinga
8bc59f87ec Fixed CVE-2019-7635 and bug 4498 - Heap-Buffer Overflow in Blit1to4 pertaining to SDL_blit_1.c
Petr Pisar

The root cause is that the POC BMP file declares 3 colors used and 4 bpp palette, but pixel at line 28 and column 1 (counted from 0) has color number 3. Then when the image loaded into a surface is passed to SDL_DisplayFormat(), in order to convert it to a video format, a used bliting function looks up a color number 3 in a 3-element long color bliting map. (The map obviously has the same number entries as the surface format has colors.)

Proper fix should refuse broken BMP images that have a pixel with a color index higher than declared number of "used" colors. Possibly more advanced fix could try to relocate the out-of-range color index into a vacant index (if such exists).
2019-03-16 18:34:33 -07:00
Jimb Esser
0f148eb651 Fix polling left trigger reporting right trigger's values. 2019-03-16 18:12:26 -07:00
Jimb Esser
58ca76bee3 Fix DirectInput error codes being lost 2019-03-16 18:11:09 -07:00
Ethan Lee
c528615626 hidapi: Add support for Wii U/Switch USB GameCube controller adapter.
Note that a single USB device is responsible for all 4 joysticks, so a large
rewrite of the DeviceDriver functions was necessary to allow a single device to
produce multiple joysticks.
2019-03-12 20:27:54 -04:00
Ryan C. Gordon
12c5cda6bf Fix compiler warnings. 2019-03-16 00:08:19 -04:00
Ryan C. Gordon
f95ca7bb8e events: Disable all the signal-handling code on platforms without support.
So on Windows, for example, this mostly becomes a few empty functions.
2019-03-15 16:13:19 -04:00
Ryan C. Gordon
8a5a05c168 events: Let arbitrary signals to simulate iOS/Android backgrounding events.
This lets you build a custom embedded device that roughly offers the "this
process is going to the background NOW" semantics of SDL on a mobile device.
2019-03-15 15:51:05 -04:00
Ryan C. Gordon
911bf6241b events: Make debug logging of the event queue a hint instead of an #ifdef.
This makes it easy to toggle it on when debugging a new platform (or just
getting more visibility into an app) without having to rebuild SDL.
2019-03-15 14:08:30 -04:00
Sylvain Becker
cbe80d4708 KMSDRM: valid file descriptors could positive or 0. -1 is invalid. (Bug 4530) 2019-03-13 14:54:51 +01:00
Sylvain Becker
063c0c2a73 Android: check SDL is initialized before sending the event
Avoid error message:
SDLActivity thread ends (error=Video subsystem has not been initialized)
2019-03-13 09:39:30 +01:00
Sam Lantinga
82758efc46 [iOS DAC] Fix touch events getting from SDL2 to source2. 2019-03-12 14:45:04 -07:00
Sam Lantinga
d05eec7207 Fixed initial display orientation at Android app start 2019-03-12 14:44:25 -07:00
Sam Lantinga
1a8e3a0270 HIDAPI: fix bug that caused non-HID class parts of composite devices to have windows HID functions called on them. 2019-03-12 14:44:12 -07:00
Sylvain Becker
cddb285cdb Fixed bug 4513 - Wayland, fix crash when remove event is sent (from Sebastian Krzyszkowiak) 2019-03-12 20:04:08 +01:00
Sylvain Becker
052b4f2969 SDL_EVDEV_kbd_init: uninitialized data for ioctl (Bug 4530)
Only two chars are used but the full prototype is:

int tioclinux(struct tty_struct *tty, unsigned long arg)

==5010== Syscall param ioctl(TIOCLINUX) points to uninitialised byte(s)
==5010==    at 0x53E73C7: ioctl (syscall-template.S:78)
==5010==    by 0x4A887DA: SDL_EVDEV_Init (SDL_evdev.c:163)
==5010==    by 0x4A7D157: KMSDRM_VideoInit (SDL_kmsdrmvideo.c:509)
==5010==    by 0x497D959: SDL_VideoInit_REAL (SDL_video.c:529)
==5010==    by 0x487ACBC: SDL_InitSubSystem_REAL (SDL.c:171)
==5010==    by 0x487B052: SDL_Init_REAL (SDL.c:256)
==5010==    by 0x488F7D6: SDL_Init (SDL_dynapi_procs.h:85)
2019-03-12 14:20:37 +01:00
Sylvain Becker
b28e956b8c Fixed bug 4542 - Image flipped vertically when rendering on texture
Have to recompute  viewport because projection/glOrtho is different
wether rendering is on target texture or not
2019-03-12 07:59:53 +01:00
Sylvain Becker
28f54ee439 SDL_MouseQuit(): clear mouse->cur_cursor (Bug 4530) 2019-03-11 15:31:46 +01:00
Sylvain Becker
7b27594274 KMSDRM: missing return value in VideoInit() (Bug 4530) 2019-03-11 15:27:42 +01:00
Sylvain Becker
3b49ee5261 KMSDRM: change calls free() to SDL_free() (Bug 4529) 2019-03-11 15:22:40 +01:00
Sylvain Becker
2fd4aee149 Un-activate some routine on mips because they are slowers (Bug 4503) 2019-02-23 09:36:56 +01:00
Sylvain Becker
47fb781b94 BlitNtoN BlitNtoNKey: remove non-aligned word read/store (bpp 3<->4) (Bug 4503)
Mips and (old) ARM doesn't allow word read/write when adress isn't 4bytes
aligned. So just remove that.
2019-02-22 09:30:45 +01:00
Ryan C. Gordon
6fbe9e23fa raspberry: expose second display.
This lets apps see and choose between both an HDMI and DSI-connected display,
such as a television and the Pi Foundation's official touchscreen. It only
exposes the second display if the hardware reports that it is connected.
2019-02-19 23:46:54 -05:00
Sylvain Becker
90a075d75f Fix windows build 2019-02-18 22:48:14 +01:00
Sylvain Becker
e9a7b6973a Fix bug 4053: Blit issues on Big Endian CPU 2019-02-18 22:06:53 +01:00
Sam Lantinga
ea4c4cfc28 Fixed bug 4500 - Heap-Buffer Overflow in Map1toN pertaining to SDL_pixels.c
Petr Pisar

The reproducer has these data in BITMAPINFOHEADER:

biSize = 40
biBitCount = 8
biClrUsed = 131075

SDL_LoadBMP_RW() function passes biBitCount as a color depth to SDL_CreateRGBSurface(), thus 256-color pallete is allocated. But then biClrUsed colors are read from a file and stored into the palette. SDL_LoadBMP_RW should report an error if biClrUsed is greater than 2^biBitCount.
2019-02-18 07:50:33 -08:00
Sylvain Becker
afd1b3dae4 Fix invalid memory access and optimise Blit_3or4_to_3or4__*
Fix invalid write at last pixel of the surface:
  when surface has no padding (pitch == w * bpp) and bpp is 3
  with Blit, no colorkey, and NO_ALPHA same or inverse rgb triplet

Optimise by using int32 access:

BGR24 -> ARGB8888 :  faster x1.897875   (362405 -> 190953)
RGB24 -> ABGR8888 :  faster x1.660416   (363304 -> 218803)

ABGR8888 -> RGB24 :  faster x1.686319   (334962 -> 198635)
ARGB8888 -> BGR24 :  faster x1.691868   (324524 -> 191814)
BGR24 -> RGB888 :  faster x1.678459   (326811 -> 194709)
BGR888 -> RGB24 :  faster x1.731772   (327724 -> 189242)
RGB24 -> BGR888 :  faster x1.690989   (328916 -> 194511)
RGB888 -> BGR24 :  faster x1.698333   (326175 -> 192056)
2019-02-17 16:20:23 +01:00
Sylvain Becker
1aa2ad2fe8 Better naming for the blit permutation variables 2019-02-09 17:40:32 +01:00
Sylvain Becker
f6a2ae6007 Faster blit colorkey or not, applied to bpp: 3->4 and 4->3
===== BlitNtoNKey ========
ABGR8888 -> BGR24 :  faster x3   (2168709 -> 562738)
ABGR8888 -> RGB24 :  faster x3   (2165055 -> 567458)

ARGB8888 -> BGR24 :  faster x3   (2169109 -> 564338)
ARGB8888 -> RGB24 :  faster x3   (2165266 -> 567081)

BGR24 -> ABGR8888 :  faster x3   (2997675 -> 891636)
BGR24 -> ARGB8888 :  faster x3   (2985449 -> 892028)
BGR24 -> BGR888 :  faster x3   (2961611 -> 891913)
BGR24 -> BGRA8888 :  faster x3   (3116305 -> 891534)
BGR24 -> BGRX8888 :  faster x3   (3179654 -> 896978)
BGR24 -> RGB888 :  faster x3   (2968191 -> 895112)
BGR24 -> RGBA8888 :  faster x3   (2998428 -> 893147)
BGR24 -> RGBX8888 :  faster x3   (2976529 -> 914853)

BGR888 -> BGR24 :  faster x3   (2161906 -> 563921)
BGR888 -> RGB24 :  faster x3   (2168228 -> 566634)

BGRA8888 -> BGR24 :  faster x4   (2270501 -> 561873)
BGRA8888 -> RGB24 :  faster x3   (2163179 -> 567330)

BGRX8888 -> BGR24 :  faster x3   (2162911 -> 562322)
BGRX8888 -> RGB24 :  faster x3   (2169617 -> 570927)

RGB24 -> ABGR8888 :  faster x3   (2977061 -> 925975)
RGB24 -> ARGB8888 :  faster x3   (2978148 -> 923680)
RGB24 -> BGR888 :  faster x3   (3001413 -> 935074)
RGB24 -> BGRA8888 :  faster x3   (2959003 -> 924096)
RGB24 -> BGRX8888 :  faster x3   (2965240 -> 927100)
RGB24 -> RGB888 :  faster x3   (2983921 -> 926063)
RGB24 -> RGBA8888 :  faster x3   (2963908 -> 925457)
RGB24 -> RGBX8888 :  faster x3   (2967957 -> 931700)

RGB888 -> BGR24 :  faster x3   (2173299 -> 563226)
RGB888 -> RGB24 :  faster x3   (2218374 -> 566164)

RGBA8888 -> BGR24 :  faster x3   (2166355 -> 561381)
RGBA8888 -> RGB24 :  faster x3   (2170322 -> 566729)

RGBX8888 -> BGR24 :  faster x3   (2168524 -> 564072)
RGBX8888 -> RGB24 :  faster x3   (2163680 -> 566956)

===== BlitNtoN ========

BGR24 -> BGRA8888 :  faster x3   (2458958 -> 797557)
BGR24 -> BGRX8888 :  faster x3   (2486085 -> 797745)
BGR24 -> RGBA8888 :  faster x3   (2422116 -> 797637)
BGR24 -> RGBX8888 :  faster x3   (2454426 -> 799085)

BGRA8888 -> BGR24 :  faster x4   (2468206 -> 524486)
BGRA8888 -> RGB24 :  faster x4   (2463581 -> 525561)

BGRX8888 -> BGR24 :  faster x4   (2583355 -> 524468)
BGRX8888 -> RGB24 :  faster x4   (2477242 -> 524284)

RGB24 -> BGRA8888 :  faster x2   (2453414 -> 818415)
RGB24 -> BGRX8888 :  faster x3   (2414915 -> 800863)
RGB24 -> RGBA8888 :  faster x3   (2461114 -> 798148)
RGB24 -> RGBX8888 :  faster x3   (2400922 -> 799203)

RGBA8888 -> BGR24 :  faster x4   (2494472 -> 526428)
RGBA8888 -> RGB24 :  faster x4   (2462260 -> 526791)

RGBX8888 -> BGR24 :  faster x4   (2541115 -> 524390)
RGBX8888 -> RGB24 :  faster x4   (2469059 -> 525416)
2019-02-09 17:20:53 +01:00
Sylvain Becker
604b44f20f Fix wrong access and simplify 2019-02-08 17:15:30 +01:00
Sylvain Becker
5ed30f844d Some simplification of previous commit 2019-02-07 22:45:50 +01:00
Sylvain Becker
5fd228921c Faster blit with CopyAlpha, no ColorKey
Applied to following formats:

ABGR8888 -> BGRA8888 :  faster x3   (2727179 -> 704761)
ABGR8888 -> RGBA8888 :  faster x3   (2707808 -> 705309)

ARGB8888 -> BGRA8888 :  faster x3   (2745371 -> 712437)
ARGB8888 -> RGBA8888 :  faster x3   (2746230 -> 705236)

BGRA8888 -> ABGR8888 :  faster x3   (2745026 -> 707045)
BGRA8888 -> ARGB8888 :  faster x3   (2752760 -> 727373)
BGRA8888 -> RGBA8888 :  faster x3   (2769544 -> 704607)

RGBA8888 -> ABGR8888 :  faster x3   (2725058 -> 706669)
RGBA8888 -> ARGB8888 :  faster x3   (2704866 -> 707132)
RGBA8888 -> BGRA8888 :  faster x3   (2710351 -> 704615)
2019-02-07 22:03:30 +01:00
Sylvain Becker
704e62bbf4 Code factorization of the pixel format permutation 2019-02-07 21:49:24 +01:00
Sylvain Becker
0a007a9bea Fix wrong comment 2019-02-07 18:52:49 +01:00
Sylvain Becker
e5192384d0 Faster blit with no ColorKey
Applied to following formats:

ABGR8888 -> BGRX8888 :  faster x5   (3177493 -> 630439)
ABGR8888 -> RGBX8888 :  faster x5   (3178104 -> 628925)

ARGB8888 -> BGRX8888 :  faster x4   (3141089 -> 629448)
ARGB8888 -> RGBX8888 :  faster x5   (3216413 -> 630465)

BGR888 -> BGRA8888 :  faster x4   (3145403 -> 637701)
BGR888 -> BGRX8888 :  faster x4   (3142106 -> 630144)
BGR888 -> RGBA8888 :  faster x4   (3202685 -> 649384)
BGR888 -> RGBX8888 :  faster x4   (3170617 -> 658670)

BGRA8888 -> BGR888 :  faster x4   (3203308 -> 657697)
BGRA8888 -> RGB888 :  faster x5   (3201475 -> 631747)
BGRA8888 -> RGBX8888 :  faster x5   (3274544 -> 630409)

BGRX8888 -> ABGR8888 :  faster x4   (3149753 -> 638682)
BGRX8888 -> ARGB8888 :  faster x5   (3164101 -> 631273)
BGRX8888 -> BGR888 :  faster x4   (3144454 -> 630712)
BGRX8888 -> RGB888 :  faster x4   (3160490 -> 638047)
BGRX8888 -> RGBA8888 :  faster x5   (3308988 -> 631232)
BGRX8888 -> RGBX8888 :  faster x5   (3216775 -> 638065)

RGB888 -> BGRA8888 :  faster x4   (3143135 -> 655146)
RGB888 -> BGRX8888 :  faster x4   (3141790 -> 653771)
RGB888 -> RGBA8888 :  faster x5   (3214402 -> 637001)
RGB888 -> RGBX8888 :  faster x4   (3143082 -> 630009)

RGBA8888 -> BGR888 :  faster x3   (3157048 -> 920375)
RGBA8888 -> BGRX8888 :  faster x5   (3196692 -> 632996)
RGBA8888 -> RGB888 :  faster x4   (3141570 -> 652151)

RGBX8888 -> ABGR8888 :  faster x5   (3175401 -> 631218)
RGBX8888 -> ARGB8888 :  faster x4   (3144690 -> 639440)
RGBX8888 -> BGR888 :  faster x4   (3144250 -> 630171)
RGBX8888 -> BGRA8888 :  faster x5   (3220321 -> 630731)
RGBX8888 -> BGRX8888 :  faster x4   (3178453 -> 637445)
RGBX8888 -> RGB888 :  faster x5   (3203623 -> 632596)
2019-02-07 18:51:14 +01:00
Sylvain Becker
7372295ec9 Faster blit when using No Alpha or Set Alpha, + ColorKey
Applied to following formats:

ABGR8888 -> BGRX8888 :  faster x4   (2794295 -> 610587)
ABGR8888 -> RGB888 :  faster x4   (2835693 -> 615561)
ABGR8888 -> RGBX8888 :  faster x4   (2880475 -> 610479)

ARGB8888 -> BGR888 :  faster x4   (2802718 -> 610702)
ARGB8888 -> BGRX8888 :  faster x4   (2792481 -> 606311)
ARGB8888 -> RGBX8888 :  faster x4   (2821621 -> 624745)

BGR888 -> ARGB8888 :  faster x4   (2791705 -> 637889)
BGR888 -> BGRA8888 :  faster x4   (2793195 -> 652299)
BGR888 -> BGRX8888 :  faster x4   (2800713 -> 609326)
BGR888 -> RGB888 :  faster x4   (2812260 -> 610471)
BGR888 -> RGBA8888 :  faster x4   (2792327 -> 629288)
BGR888 -> RGBX8888 :  faster x4   (2799224 -> 607073)

BGRA8888 -> BGR888 :  faster x4   (2800520 -> 606897)
BGRA8888 -> RGB888 :  faster x4   (2825274 -> 616156)
BGRA8888 -> RGBX8888 :  faster x4   (2812530 -> 610340)

BGRX8888 -> ABGR8888 :  faster x4   (2793940 -> 628596)
BGRX8888 -> ARGB8888 :  faster x4   (2822686 -> 638899)
BGRX8888 -> BGR888 :  faster x4   (2818141 -> 613659)
BGRX8888 -> RGB888 :  faster x4   (2929017 -> 611794)
BGRX8888 -> RGBA8888 :  faster x4   (2799709 -> 629750)
BGRX8888 -> RGBX8888 :  faster x4   (2911010 -> 605640)

RGB888 -> ABGR8888 :  faster x4   (2800671 -> 631542)
RGB888 -> BGR888 :  faster x4   (2802644 -> 604461)
RGB888 -> BGRA8888 :  faster x4   (2801919 -> 628729)
RGB888 -> BGRX8888 :  faster x4   (2938244 -> 604135)
RGB888 -> RGBA8888 :  faster x4   (2912447 -> 642185)
RGB888 -> RGBX8888 :  faster x4   (2831676 -> 634293)

RGBA8888 -> BGR888 :  faster x4   (2928896 -> 614960)
RGBA8888 -> BGRX8888 :  faster x4   (2821422 -> 608146)
RGBA8888 -> RGB888 :  faster x4   (2825927 -> 617184)

RGBX8888 -> ABGR8888 :  faster x4   (2803852 -> 654129)
RGBX8888 -> ARGB8888 :  faster x4   (2923615 -> 642644)
RGBX8888 -> BGR888 :  faster x4   (2806523 -> 610447)
RGBX8888 -> BGRA8888 :  faster x4   (2813388 -> 630305)
RGBX8888 -> BGRX8888 :  faster x4   (2800052 -> 607881)
RGBX8888 -> RGB888 :  faster x4   (2807722 -> 610263)
2019-02-07 17:52:28 +01:00
Sylvain Becker
bb9a9080dc Fix pointer warnings 2019-02-07 16:13:25 +01:00
Sylvain Becker
3543a44ae4 Faster blit when using CopyAlpha + ColorKey
Applied to following formats:

ABGR8888 -> ARGB8888 :  faster x7   (3959672 -> 537227)
ABGR8888 -> BGRA8888 :  faster x7   (4008716 -> 532064)
ABGR8888 -> RGBA8888 :  faster x7   (3998576 -> 530964)

ARGB8888 -> ABGR8888 :  faster x7   (3942420 -> 532503)
ARGB8888 -> BGRA8888 :  faster x7   (3995382 -> 527722)
ARGB8888 -> RGBA8888 :  faster x7   (4259330 -> 543033)

BGRA8888 -> ABGR8888 :  faster x7   (4110411 -> 529402)
BGRA8888 -> ARGB8888 :  faster x7   (4071906 -> 538393)
BGRA8888 -> RGBA8888 :  faster x6   (4038320 -> 585141)

RGBA8888 -> ABGR8888 :  faster x7   (3937018 -> 534127)
RGBA8888 -> ARGB8888 :  faster x7   (3979577 -> 537810)
RGBA8888 -> BGRA8888 :  faster x7   (3975656 -> 528355)
2019-02-07 15:12:17 +01:00
Sylvain Becker
03cbac4040 Android/openslES: fix warnings, comment out un-used interface 2019-02-05 15:14:15 +01:00
Sylvain Becker
614c8aea20 Android/openslES: set number of buffers of DATALOCATOR to internal NUM_BUFFER
If we increase NUM_BUFFER, Enqueue won't fail with SL_RESULT_BUFFER_INSUFFICIENT
2019-02-05 15:09:41 +01:00
Sylvain Becker
bf823bf2dc Android/openslES: prevent to run out of buffers if Enqueue() fails. 2019-02-05 15:05:32 +01:00
Ryan C. Gordon
40781dfb15 opengles2: patched to compile. 2019-02-04 23:35:18 -05:00
Ryan C. Gordon
b7504f311b opengles2: keep cached texturing state correct. 2019-02-04 23:32:28 -05:00
Ryan C. Gordon
a609c03ac6 opengles1: keep cached texturing state correct. 2019-02-04 23:24:10 -05:00
Ryan C. Gordon
40a52ceef7 render: Fix OpenGL draw state cache for various points of texture binding. 2019-02-04 18:55:39 -05:00
Sylvain Becker
670f3d3327 Fixed bug 4484 - use SIMD aligned memory for SDL_Surface
Surfaces are allocated using SDL_SIMDAlloc()
They are marked with SDL_SIMD_ALIGNED flag to appropriatly free them with SDL_SIMDFree()
(Flag is cleared when pixels is free'd in RLE, in case user would hijack the pixels ptr)

When providing its own memory pointer (SDL_CreateRGBSurfaceFrom()) and clearing
SDL_PREALLOC  to delegate to SDL the memory free, it's the responsability of the user
to add SDL_SIMD_ALIGNED or not, whether the pointer has been allocated with SDL_malloc() or
SDL_SIMDAlloc().
2019-02-04 09:11:07 +01:00
Sylvain Becker
9292dc7ca1 Fix include path compilation 2019-02-04 08:43:37 +01:00
Sylvain Becker
9a98dcc516 Rename surface aligned memory flag to SDL_SIMD_ALIGNED 2019-02-04 08:34:24 +01:00
Alex Szpakowski
65e07b3884 iOS/tvOS: fix support for SDL_GameControllerGetButton(controller, GUIDE) with MFi controllers (thanks Caleb!)
Fixes bug #4463.
2019-01-31 19:52:47 -04:00
Sylvain Becker
e5d194e902 Add SDL_MEMALIGNED flag for SDL_Surface using aligned memory.
If an SDL_Surface has an aligned memory pointers, it should be freed
using SDL_SIMDFree() (will be used by SDL_ttf).
2019-01-31 11:45:31 +01:00
Sylvain Becker
7b8bac5958 Add fast paths in BlitNtoNKey
All following conversions are faster (with colorkey, but no blending).
(ratio isn't very accurate)

ABGR8888 -> BGR888 :  faster x9   (2699035 -> 297425)

ARGB8888 -> RGB888 :  faster x8   (2659266 -> 296137)

BGR24 -> BGR24 :  faster x5   (2232482 -> 445897)
BGR24 -> RGB24 :  faster x4   (2150023 -> 448576)

BGR888 -> ABGR8888 :  faster x8   (2649957 -> 307595)

BGRA8888 -> BGRX8888 :  faster x9   (2696041 -> 297596)

BGRX8888 -> BGRA8888 :  faster x8   (2662011 -> 299463)
BGRX8888 -> BGRX8888 :  faster x9   (2733346 -> 295045)

RGB24 -> BGR24 :  faster x4   (2154551 -> 485262)
RGB24 -> RGB24 :  faster x4   (2149878 -> 484870)

RGB888 -> ARGB8888 :  faster x8   (2762877 -> 324946)

RGBA8888 -> RGBX8888 :  faster x8   (2657855 -> 297753)

RGBX8888 -> RGBA8888 :  faster x8   (2661360 -> 296655)
RGBX8888 -> RGBX8888 :  faster x8   (2649287 -> 308268)
2019-01-30 22:50:20 +01:00