Hiding the decorations while not unreferencing the frame was a workaround for an internal libdecor use-after-free bug that was fixed some time ago. Revert to unreferencing the window when hiding to ensure that it is properly destroyed.
Reverts dd2e318
Previously, if acting on a surface with less than 32 bits per pixel,
this code was placing the pixel value from the surface in the first
few bytes of the Uint32 to be decoded, and unrelated data from a
subsequent pixel in the remaining bytes.
Because SDL_GetRGBA takes the bits to be decoded from the
least-significant bits of the given value, ignoring the higher-order
bits if any, this happened to be correct on little-endian platforms,
where the first few bytes store the least-significant bits of an
integer.
However, it was incorrect on big-endian, where the first few bytes are
the most-significant bits of an integer.
The previous implementation also assumed that unaligned access to a
32-bit quantity is possible, which is not the case on all CPUs (but
happens to be true on x86).
These issues were not discovered until now because
SDLTest_CompareSurfaces() is only used in testautomation, which until
recently was not being run routinely at build-time, because it contained
other assumptions that can fail in an autobuilder or CI environment.
Resolves: https://github.com/libsdl-org/SDL/issues/8315
Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit d95d2d7051e23271db7cec43134582834fb3ac8b)
The data device leave function is intended for drag offers, not selections, and the function as was previously written was a no-op.
(cherry picked from commit 52efefca0450758848859b67c14fd853e3ddcf4d)
Battle for Wesnoth apparently relies on being able to disable rendering
of UI elements by setting the clip rectangle to be empty.
Resolves: https://github.com/libsdl-org/SDL/issues/6896
Fixes: 00f05dcf "render: only enable clipping when the rectangle is valid"
Signed-off-by: Simon McVittie <smcv@collabora.com>
If a compositor tries to change the decoration mode when initially creating a window, the hidden flag might not yet be unset if the decoration mode is changed during the initial roundtrip in Wayland_ShowWindow(). As hiding the window destroys the decoration manager object, the hidden flag check is unnecessary, as the decoration configuration listener will never be entered when the window is hidden.
(cherry picked from commit 37e1fc3b5894f379f4f8253b867a76a135213a7d)
G923 have two different versions - Xbox version is already present in the wheel list, but not the PS version.
(cherry picked from commit 266b91d2fd2b3362d1828f8a6b58589bdaa4f75d)
Logitech PRO Racing Wheel have two different versions - for Playstation and Xbox. Vendor + Product ID for Playstation version already present in SDL sources, but not an Xbox version
(cherry picked from commit cde67ea49ad812088bd5c8cfd67ef090ac1c1d86)
On some system like MacBook Pro Intel with AMD card, asking for the default device will always return the AMD GPU.
This is not an issue for 99% of the case when the renderer context is here to provide the maximum performance level like for game.
However, for video application using GPU for 1 quad and 1 texture, using the discrete GPU for that lead to an important power consumption (4 to 8W), heat increase, and fan noise.
With this patch, I successfully amend ffplay to only use the integrated GPU (i.e. the Intel one), instead of the discrete GPU (i.e. the AMD one).
Previously it was using setTimeout, not setInterval, so it would only fire
once, which was obviously a mistake.
(cherry picked from commit fb79211732d0cdf17a250a43c619b6938842cfaf)
Since the top-level table is getting undefined, all the things in it will
be unreachable and eligible for garbage collection without explicitly
nulling them out.
(cherry picked from commit 5191b20541fce0e3b3071124ced69c31fcaeb783)