Commit graph

1180 commits

Author SHA1 Message Date
Sam Lantinga 9bd483439e Fixed code signing release frameworks 2014-07-07 23:40:10 -07:00
Andreas Schiffler 962c9911ce Update audio testautomation: more coverage; added SDL_PauseAudio test /w callback coverage 2014-07-07 23:33:57 -07:00
Sam Lantinga d23d9c88e5 Fixed bug 2421 - SDL_RenderCopyEx off by one when rotating by 90 and -90
chasesan

When using SDL_RenderCopyEx, I get a problem on some platforms where the output is offset by +/-1 on other platforms and not on others. I tried it with a center of both 0,0 (and offsetting by width/height) and NULL (for centered).

The rotation involved is 90, and/or -90 rotation. The rotation was a constant, no arithmetic was involved when inputting it into SDL_RenderCopyEx.

This occurred with 32x32, 24x24, and 16x16 texture sizes. I apologize that I don't have more precise information, as I received the information as a bug report myself. But I have tracked the problem down to here.

My program requires pixel perfect alignment on several different platforms, so this is something of a showstopper for me.

--

Sylvain

It appears the RenderCopyEx is done as expected,
this is the red rectangle which is not correctly positionned !

So, here's patch with a 0.5 float increment, like for opengles2, for DrawLines, and also Draw Points.
2014-07-07 23:26:34 -07:00
Sam Lantinga ef39d1d1ff Updated configure after removing pthread spinlock support 2014-07-07 21:34:04 -07:00
Sam Lantinga 8077bf3d10 Fixed bug 2618 - incomplete pthread-based lock support should be removed
binarycrusader

Since changeset 358696c354a8, SDL 2.0 has been broken on Solaris when compiling with the Solaris Studio compiler (which uses the pthread implementation of SDL_AtomicLock).

Notably, it gets stuck at the MemoryBarrierRelease in SDL_GetErrBuf:

6585 # 218
6586     if (!tls_errbuf && !tls_being_created) {
6587          SDL_AtomicLock_REAL ( & tls_lock );
6588         if (!tls_errbuf) {
6589             SDL_TLSID slot;
6590             tls_being_created = SDL_TRUE;
6591             slot =  SDL_TLSCreate_REAL ( );
6592             tls_being_created = SDL_FALSE;
6593              { SDL_SpinLock _tmp = 0 ; SDL_AtomicLock_REAL ( & _tmp ) ; SDL_AtomicUnlock_REAL ( & _tmp ) ; };
^^^ loops forever above
6594             tls_errbuf = slot;
6595         }
6596          SDL_AtomicUnlock_REAL ( & tls_lock );
6597     }


Running: testthread
(process id 28926)
^Cdbx: warning: Interrupt ignored but forwarded to child.
signal INT (Interrupt) in __nanosleep at 0xfe52a875
0xfe52a875: __nanosleep+0x0015: jae      __nanosleep+0x23   [ 0xfe52a883, .+0xe ]
Current function is SDL_Delay_REAL
  204           was_error = nanosleep(&tv, &elapsed);
(dbx) where
  [1] __nanosleep(0xfeffe848, 0xfeffe850, 0xfe75a5ac, 0xfe5169d8), at 0xfe52a875
  [2] nanosleep(0xfeffe848, 0xfeffe850), at 0xfe516a3b
=>[3] SDL_Delay_REAL(ms = 0), line 204 in "SDL_systimer.c"
  [4] SDL_AtomicLock_REAL(lock = 0xfeffe88c), line 104 in "SDL_spinlock.c"
  [5] SDL_GetErrBuf(), line 225 in "SDL_thread.c"
  [6] SDL_ClearError_REAL(), line 216 in "SDL_error.c"
  [7] SDL_InitSubSystem_REAL(flags = 0), line 116 in "SDL.c"
  [8] SDL_Init_REAL(flags = 0), line 244 in "SDL.c"
  [9] SDL_Init(a = 0), line 89 in "SDL_dynapi_procs.h"
  [10] main(argc = 1, argv = 0xfeffe948), line 65 in "testthread.c"

As far as I can tell, this is because pthread_spin_trylock() always returns EBUSY for this particular lock; since it works in other places, I'm suspicious.

Different Solaris Studio compiler versions seem to make no difference.

I've verified this is broken on Linux as well if SDL_spinlock.c is modified to use the pthread implementation.

This appears to be because pthread_spin_init() and pthread_spin_destroy() are not used with the locks as required.
2014-07-07 21:27:42 -07:00
Sam Lantinga 0c8e33764c Fixed bug 2628 - invalidate surface->map in SDL_SurfacePalette()
Wei Mingzhi

surface->map should be invalidated in SDL_SetSurfacePalette(), otherwise the palette would not be effective when blitting to another non-8bit surface which we previously blitted to.
2014-07-07 21:21:05 -07:00
Andreas Schiffler 97bdefe2ab Enable 2 disabled audio tests (since bug 1396 is fixed and they pass now) 2014-07-07 20:26:21 -07:00
Sam Lantinga cd8f63f280 Hopefully fixed Cygwin build 2014-07-07 13:21:54 -07:00
Sam Lantinga a2d5dd0234 Removed useless assert 2014-07-07 13:19:53 -07:00
Sam Lantinga fc4e798d79 Fixed bug 2631 - Mac: minor code cleanup
Alex Szpakowski

Some minor changes to the Mac-specific backend code:

- Fixed up some code style issues (mostly brace style inconsistencies).

- Fixed a compiler warning in SDL_cocoaevents.m.

- Removed some useless code now that the 10.7 SDK is required to build SDL.

- Removed Gestalt(gestaltSystemVersion, ...) call and switched to NSAppKitVersionNumber for version checking code. Using Gestalt with gestaltSystemVersion will give 0x1090 in Mac OS 10.10+, and the whole Gestalt function was deprecated in Mac OS 10.8.
2014-07-07 12:48:25 -07:00
Sam Lantinga febc47976b SDL_SYS_IsXInputGamepad_DeviceIndex() is only available if SDL_JOYSTICK_XINPUT is true. 2014-07-07 11:44:14 -07:00
Sam Lantinga c1d29725a8 Fixed indentation for pnacl configuration 2014-07-07 11:13:19 -07:00
Sam Lantinga 7187b74cf4 Fixed compiler warnings on iOS 2014-07-07 11:00:25 -07:00
Sam Lantinga 017c5dc381 Fixed bug 2626 - iOS: fix test and template Xcode projects and build scripts to link with CoreMotion
Alex Szpakowski

Now that SDL on iOS requires CoreMotion to be linked, some of the Xcode projects included with the SDL source (such as the iOS tests and the iOS app template) as well as the premake and automake scripts need to be updated.

I've attached a patch which does so. It also fixes the SDL Xcode project to build for 64-bit ARM as well as armv7 by default (or whatever the default ARM targets are for the Xcode version used), which is what the iOS app template expects.
2014-07-07 10:42:19 -07:00
Sam Lantinga de1b22e74e Fixed compiler warning 2014-07-07 10:39:02 -07:00
Sam Lantinga 73cb234b5c Fixed compiler warning on Mac OS X 2014-07-07 10:38:10 -07:00
Shawn Walker c5812c5511 2620 solaris port missing atomics if not using gcc 2014-07-05 16:11:23 -07:00
Sam Lantinga d44f392265 Fixed bug 2629 - Mac: crash when calling SDL_DestroyWindow with an active OpenGL context
Alex Szpakowski

Since this commit https://hg.libsdl.org/SDL/rev/59b543340d63 , calling SDL_DestroyWindow will crash the program if the window has an active OpenGL context.

This is because the Cocoa_DestroyWindow code sets the window's driverdata to NULL and then calls [context setWindow:NULL], which tries to access the window's driverdata, resulting in a null pointer dereference.

I have attached a patch which fixes the issue by moving the line which sets the driverdata to NULL to after the lines which call functions that use the driverdata pointer.
2014-07-07 10:33:32 -07:00
Alex Baines 1c6cd67819 Call dbus_shutdown to make valgrind happy. 2014-07-06 22:15:31 +01:00
Sam Lantinga 1ee96bb994 Fixed mingw64 build and warnings 2014-07-07 10:26:28 -07:00
Andreas Schiffler ac112e5f09 Fix option for forced run of disabled tests in test harness 2014-07-06 20:41:39 -07:00
Sam Lantinga 9b1b74e6c0 Fixed haptic refcount bug (thanks David Ludwig!) 2014-07-04 17:20:22 -07:00
David Ludwig cf4ff728a0 Made the latest XInput + Haptic changes compile and run on WinRT
Notes:
- Support for the 'Guide' button does not seem to be possible, as
  XInputGetStateEx is not available on WinRT.
- Haptic support appears to be working on WinRT now!
- SDL/WinRT does not allow calls to LoadLibrary or LoadLibraryEx.  The calls
  to those were removed by this change, but only when compiling for WinRT.
  Non-WinRT Windows will continue to detect and load XInput via LoadLibrary and
  GetProcAddress calls.
2014-07-04 18:20:23 -04:00
Sam Lantinga b79e7f32cc Split the XInput and DirectInput code so Windows RT can use the existing XInput support. 2014-07-03 15:39:55 -07:00
Gabriel Jacobo 5a3c553d0a Maybe fixes bug #2291 (red tinted screen on some Samsung Android devices)
Then again, maybe not!
2014-07-03 17:36:08 -03:00
Alfred Reynolds 321af03ff9 add a comment to SDL_InitSubSystem explaining its refcounting behavior 2014-07-03 10:22:26 -07:00
Alfred Reynolds 2748e28230 The YUV offset is 16 / 255, not 16 / 256 2014-07-03 10:22:12 -07:00
J?rgen P. Tjern? 744d4f02e6 Apply WIN32_LEAN_AND_MEAN redefine fix to SDL_syswm.h too.
This is related to 36ffc47b6033, which fixes bug 2508.
2014-06-30 17:22:08 -07:00
Sam Lantinga 610225b451 Fixed null terminating the X11 error string 2014-06-28 19:51:26 -07:00
Gabriel Jacobo 765894e3cd Better fix to support EGL_KHR_create_context and not fail to build on Android
...or Raspberry Pi (EGL < 1.4 systems)
2014-06-28 13:05:16 -03:00
Gabriel Jacobo 9dc2614e7d Another fix to prevent dereferencing a null window pointer in SDL_mouse.c 2014-06-28 12:50:17 -03:00
Gabriel Jacobo a9bb889864 Disable desktop OpenGL for EGL under Android 2014-06-28 12:48:29 -03:00
Gabriel Jacobo 1ed1f7f2e3 Fixes #2611 #2610, Touch events cause crash on Android, thanks Alvin & Sylvain
This bug was introduced on this rev: https://hg.libsdl.org/SDL/rev/42f6bd8c8575
2014-06-28 12:36:44 -03:00
Knut Andre Tidemann 02e9f81ebe SDL_egl: allow creation of versioned OpenGL contexts with EGL_KHR_create_context
If the EGL extension EGL_KHR_create_context is available, we can use it to
set the core/compatability profile and the minimum OpenGL version.

Use this if it is available to get the context requested by the GL attributes.
2014-06-28 12:17:29 -03:00
Sam Lantinga e592b04683 Fixed compiler warning on Android 2014-06-26 12:42:15 -07:00
Sam Lantinga 82849f0733 Updated the template project for iOS, thanks to Davide Coppola 2014-06-25 21:40:56 -07:00
Sam Lantinga 3d5f4a6901 Fixed YUV texture update with a subrect in OpenGL ES 2.0 - thanks Sylvain! 2014-06-25 21:06:47 -07:00
David Ludwig 65023e0767 WinRT: Fixed game controller axis mappings
SDL/WinRT currently uses a separate XInput backend from SDL/Win32, as WinRT
has no support for DirectInput.  This change makes SDL/WinRT's XInput
code snag some recently-changed bits from the Win32-specific,
DirectInput + XInput backend, in order to get the SDL_GameController API
working again on WinRT, insofar that axes map to the correct parts.

TODO:
 - test all buttons, making sure WinRT maps buttons the same way that Win32 does
 - consider making the Win32 and WinRT codebases share more stuff, minus
   the sort of duplication happening via this change.  Maybe simulate, or
   stub-out, DirectInput calls when on WinRT?
2014-06-25 22:38:40 -04:00
David Ludwig a838a56d45 WinRT build fix 2014-06-25 22:03:05 -04:00
Ryan C. Gordon 95864f86d8 Patched to compile on Windows. 2014-06-25 17:24:06 -04:00
Ryan C. Gordon 4318910e02 Whoops, lost this in the merge. 2014-06-25 17:20:22 -04:00
Ryan C. Gordon 84cb232067 Patched to compile with -Werror=declaration-after-statement 2014-06-25 17:13:43 -04:00
Ryan C. Gordon b29740b88f Merged Ryan's SDL-gui-backend branch.
Adds three APIs, and implements them on X11, Cocoa, and Windows:

- SDL_CaptureMouse()
- SDL_GetGlobalMouseState()
- SDL_SetWindowHitTest()
2014-06-25 17:06:12 -04:00
Ryan C. Gordon 8436956711 Changed SDL_GetAbsoluteMouseState() to SDL_GetGlobalMouseState().
This matches naming conventions in the main repository, between
 SDL_GetRelativeMouseState() and SDL_WarpMouseGlobal().
2014-06-25 16:16:55 -04:00
Sam Lantinga 704d9bd30d Fixed bug 2525 - Keyboard focus crash
Todd Seiler

Call Stack:
#0  0x0000000101c29291 in Cocoa_StartTextInput at /Users/Todd/Desktop/codes/sources/SDL/src/video/cocoa/SDL_cocoakeyboard.m:512
#1  0x0000000101c110c5 in SDL_SetKeyboardFocus at /Users/Todd/Desktop/codes/sources/SDL/src/events/SDL_keyboard.c:643
#2  0x0000000101c32be4 in SetupWindowData at /Users/Todd/Desktop/codes/sources/SDL/src/video/cocoa/SDL_cocoawindow.m:981
#3  0x0000000101c32d2a in Cocoa_CreateWindowFrom at /Users/Todd/Desktop/codes/sources/SDL/src/video/cocoa/SDL_cocoawindow.m:1092
#4  0x0000000101c99999 in SDL_CreateWindowFrom_REAL at /Users/Todd/Desktop/codes/sources/SDL/src/video/SDL_video.c:1338
#5  0x0000000101ce1484 in SDL_CreateWindowFrom at /Users/Todd/Desktop/codes/sources/SDL/src/dynapi/SDL_dynapi_procs.h:547
#6  0x0000000100018a5e in SceneRenderer at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/SceneRenderer.cpp:138
#7  0x0000000100017ca5 in SceneRenderer at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/SceneRenderer.cpp:145
#8  0x000000010000cd96 in App::execute(int, char**) at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/App.cpp:28
#9  0x0000000100004402 in main at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/main.cpp:8


This issue occurred when using Ogre3D Graphics engine on Mac (cocoa) to create the window. Then handing the window handle off to SDL_CreateWindowFrom().

In Ogre3D application you do the following:
        window_ = root_->initialise(true, "Ogre Window 2");
        loadOgreResources();
        Ogre::WindowEventUtilities::addWindowEventListener(window_, this);

#if OGRE_PLATFORM == OGRE_PLATFORM_APPLE
        NSWindow* Data = 0;
        window_->getCustomAttribute("WINDOW", &Data);
        sdl_window_ = SDL_CreateWindowFrom((void*)Data);
#endif

It results in a crash in this function:
SDL_cocoakeyboard.m

void
Cocoa_StartTextInput(_THIS)
{
    SDL_VideoData *data = (SDL_VideoData *) _this->driverdata;
    NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
    SDL_Window *window = SDL_GetKeyboardFocus();
    NSWindow *nswindow = nil;
    if (window)
        nswindow = ((SDL_WindowData*)window->driverdata)->nswindow;

    // ...
}

The crash occurred because "driverdata" was nil. Before this function call, a call to SetupWindowData is called:

SDL_cocoawindow.m

static int
SetupWindowData(_THIS, SDL_Window * window, NSWindow *nswindow, SDL_bool created)
{
    // ...

    if ([nswindow isKeyWindow]) {
        window->flags |= SDL_WINDOW_INPUT_FOCUS;
        SDL_SetKeyboardFocus(data->window);
    }

    /* Prevents the window's "window device" from being destroyed when it is
     * hidden. See http://www.mikeash.com/pyblog/nsopenglcontext-and-one-shot.html
     */
    [nswindow setOneShot:NO];

    /* All done! */
    [pool release];
    window->driverdata = data;
    return 0;
}

As you can see: "window->driverdata = data" is performed after the "SDL_SetKeyboardFocus()" call, which eventually leads to "Cocoa_StartTextInput()" where the crash occurs.
2014-06-25 02:08:37 -07:00
Sam Lantinga 724d9380ba Fixed compiler warning - HRESULT is set to FFERR_* values, but is an int 2014-06-25 01:43:58 -07:00
Sam Lantinga a8955f2640 Made the RLE code (semi) readable again 2014-06-25 01:35:17 -07:00
Sam Lantinga b4deeeba05 Fixed bug 2595 - Padded, non-contiguous YUV does not display correctly using OpenGL ES 2.0 renderer
Sylvain

Ok, I found out : GLES2_UpdateTexture is just not handling the YUV, I will attach a patch.
2014-06-25 00:58:40 -07:00
Sam Lantinga afe14829b8 Fixed bug 2556 - add compilation flag -Wshadow
Sylvain

here's the full patch for Blit + RLE.
2014-06-25 00:43:10 -07:00
Sam Lantinga 6a632eb23c Fixed bug 2603 - iOS: update joystick accelerometer code to use CoreMotion instead of the deprecated UIAccelerometer
Alex Szpakowski

SDL's code for exposing the accelerometer as a joystick on iOS currently uses UIAccelerometer, which was superseded by the CoreMotion framework and deprecated since iOS 5.

The UIAccelerometer code still works (for now), but it also throws deprecation warnings whenever SDL is built for iOS, since SDL's deployment target is no longer below iOS 5.

I've created a patch which replaces the old UIAccelerometer code with a replacement based on the CoreMotion framework. It has identical functionality (to SDL users), however iOS apps are now required to link to the CoreMotion framework when using SDL.
2014-06-25 00:20:21 -07:00