Commit graph

2093 commits

Author SHA1 Message Date
Ryan C. Gordon b262b0ebc9 Small stack allocations fall back to malloc if they're unexpectedly large. 2018-10-22 20:50:32 -04:00
Ryan C. Gordon eedf2c965d opengles2: Fixed several incorrect things. 2018-10-06 17:08:04 -04:00
Ryan C. Gordon 6ecd0b2c35 opengles2: removed useless memcpy. 2018-10-04 21:10:42 -04:00
Ryan C. Gordon ef3d970ace opengles2: Fixed incorrect cliprect state. 2018-10-04 20:22:28 -04:00
Ryan C. Gordon 208c4b0361 metal: CopyEx transform matrix must be aligned for constant buffer access. 2018-10-04 20:21:58 -04:00
Ryan C. Gordon 638d624f5a metal: Don't try to create a zero-byte vertex buffer.
(Which will cause a crash in Metal, or an assert in the validation layer.)
2018-10-04 20:21:23 -04:00
Ryan C. Gordon 1ecf4dfc5f render: Added SDL_RenderFlush(). 2018-10-04 16:34:44 -04:00
Ryan C. Gordon 09140bd8bc render: Move PSP backend to new interface.
I have no idea if this works (or if it ever worked, having now examined this
code), as I have no way to compile or test this.

If it's broken, send patches.  :)
2018-10-04 16:11:43 -04:00
Ryan C. Gordon 9fedff997b render: moved software renderer to new interface. 2018-10-03 23:37:29 -04:00
Ryan C. Gordon bd08a4e6b1 render: D3D11 now cycles through 8 vertex buffers.
This means it doesn't have to block while the current frame finishes using the
vertex buffer; it just moves on to the next, probably-not-in-use buffer.
2018-10-03 19:05:20 -04:00
Ryan C. Gordon a9094a21a8 render: D3D11 renderer patched to compile. 2018-10-03 18:23:53 -04:00
Ryan C. Gordon 6e6f7382a7 render: first (untested!) shot at converting D3D11 renderer to new interfaces.
Probably doesn't even compile yet.
2018-10-03 00:52:37 -04:00
Ryan C. Gordon 0c2e10dce4 render: Make the GL backends cache and defer more state changes. 2018-10-01 22:53:45 -04:00
Ryan C. Gordon fcb4681336 render: D3D9 doesn't need to check for stream offset support anymore.
We don't use offsets at all now. Too slow.
2018-10-01 13:41:15 -04:00
Ryan C. Gordon 709f5ee417 render: Set the D3D9 stream source once and choose offsets during draw calls.
This is _much_ faster than setting the offsets with SetStreamSource!
2018-10-01 11:32:08 -04:00
Ryan C. Gordon 9870746bd9 render: Patched to compile. 2018-10-01 03:02:54 -04:00
Ryan C. Gordon 5e644cfdfb render: first shot at moving Direct3D 9 backend to new interface. Untested! 2018-10-01 01:23:02 -04:00
Ryan C. Gordon fdc52a65dd render: patched to compile on C89 compilers, other untested code fixes. 2018-09-29 04:00:38 +00:00
Ryan C. Gordon daad53af13 opengles1: set some non-zero drawstate defaults. 2018-09-28 19:48:14 -04:00
Ryan C. Gordon c20a858da5 render: moved opengles2 over to new interface. 2018-09-28 19:47:44 -04:00
Ryan C. Gordon 22475bf3f0 cocoa: Force an OpenGL context update when the window becomes key.
Fixes missing rendering on macOS 10.14 ("Mojave").

Fixes Bugzilla #4272.
(transplanted from aee4797c84ef90464e270b1f6095a6dd7ce280c1)
2018-09-26 20:10:32 -04:00
Ryan C. Gordon 0d588cc4c9 render: Do state cache improvements for GLES1, too. 2018-09-25 21:35:09 -04:00
Ryan C. Gordon d04e55240e render: OpenGL renderer now caches some state, to improve non-batching mode.
(other minor bug fixes in here, too)
2018-09-25 19:20:31 -04:00
Ryan C. Gordon 06461bba73 render: Move non-batching flushes to different place.
This lets us batch up a few commands that are all related to the same API
call.
2018-09-25 17:04:47 -04:00
Ryan C. Gordon 43f15e05dd render: opengles renderer actually works now. :) 2018-09-25 16:17:10 -04:00
Ryan C. Gordon b2db99cb9f render: First shot at converting opengles renderer to new interfaces. 2018-09-25 10:41:25 -04:00
Ryan C. Gordon c01da21756 render: get rid of the predeclared functions in the GL and Metal renderers.
(others to come as I continue to update render backends!)
2018-09-24 12:30:47 -04:00
Ryan C. Gordon 051d1cfcd1 render: Make opengl backend take advantage of new high-level features. 2018-09-24 02:08:34 -04:00
Ryan C. Gordon 8ac5c00a43 render: Add command queue debug logging. 2018-09-24 02:07:35 -04:00
Ryan C. Gordon 2241b33f55 render: Update Metal and GL backends to use new high-level features, etc.
Now nothing is uploaded as dynamic data with Metal's setVertexBytes, etc; it's
all in the one big vertex buffer, now.
2018-09-23 23:22:56 -04:00
Ryan C. Gordon cc56de44a4 render: A bunch of high-level improvements.
- high-level filters out duplicate render commands from the queue so
  backends don't have to.
- Setting draw color is now a render command, so backends can put color
  information into the vertex buffer to upload with everything else instead
  of setting it with slower dynamic data later.
- backends can request that they always batch, even for legacy programs,
  since the lowlevel API can deal with it (Metal, and eventually Vulkan
  and such...)
- high-level makes sure the queue has at least one setdrawcolor and
  setviewport command before any draw calls, so the backends don't ever have
  to manage cases where this hasn't been explicitly set yet.
- backends allocating vertex buffer space can specify alignment, and the
  high-level will keep track of gaps in the buffer between the last used
  positions and the aligned data that can be used for later allocations
  (Metal and such need to specify some constant data on 256 byte boundaries,
  but we don't want to waste all that space we had to skip to meet alignment
  requirements).
2018-09-23 23:20:40 -04:00
Ryan C. Gordon 8955fb9b31 render: First shot at moving metal backend over to new batching system. 2018-09-20 16:40:04 -04:00
Ryan C. Gordon 55cb9966db render: first shot at reworking opengl backend for new batching system. 2018-09-20 16:36:54 -04:00
Ryan C. Gordon 5fb67f9f55 render: Move to a batching system for rendering (work in progress). 2018-09-20 15:46:02 -04:00
Ryan C. Gordon a2f7af9a47 gles2: Make render command queue dynamic.
It now uses a growable linked list that keeps a pool of allocated items for
reuse, and reallocs the vertex array as necessary. Testsprite2 can scale to
20,000 (or more!) draws now without drama.
2018-09-09 15:09:38 -04:00
Ryan C. Gordon 0d3275297d gles2: Major renderer optimization. Work in progress!
This moves all the rendering to a command list that is flushed to the GL as
necessary, making most common activities upload a single vertex buffer per
frame and dramatically reducing state changes. In pathological cases,
like Emscripten running on iOS's Safari, performance can go from a dozen
draw calls killing your performance to 1000 draw calls running smoothly.

This is work in progress, and not ready to ship. Among other things, it has
a hardcoded array that isn't checked for overflow. But the basic idea is
sound!
2018-09-08 18:26:11 -04:00
Ryan C. Gordon 264b81b481 metal: Make sure layer drawableSize is adjusted on resize.
Fixes Bugzilla #4250.
2018-09-06 00:56:13 -04:00
Sam Lantinga 80021c21b6 Speculatively disable rumble on the Razer Panthera Evo, which doesn't have rumble motors and probably hangs in the same way the Panthera does. 2018-09-05 15:28:06 -07:00
Sam Lantinga 96259f1f85 Don't overwrite the default binding when changing the binding for a controller that was using the default. 2018-09-05 12:16:01 -07:00
Sam Lantinga 963e74d68c Added binding for Mad Catz FightStick TE S+ (PS3) on Mac OS X 2018-09-05 11:24:23 -07:00
Sam Lantinga c152e380be Added support for the Razer Panthera Fightstick
Fixed bindings for the Mad Catz FightStick TE S+
2018-09-05 11:18:50 -07:00
Ryan C. Gordon 3634e563c4 metal: SDL_UpdateYUVTexture shouldn't swap planes based on format. 2018-09-01 20:47:12 -04:00
Sam Lantinga 34237b80f4 Better fix to make sure we're only returning controllers from the HIDAPI joystick API 2018-08-31 18:10:21 -07:00
Sam Lantinga 4ffcd88ca2 Removed VID/PID 0x1532/0x0037, which was listed in the Linux kernel as a Razer Sabertooth, because at least one variant of the Razer DeathAdder mouse shows up with this VID/PID. 2018-08-31 17:47:34 -07:00
Sam Lantinga 5ef8eb49be Don't show the Razer Raiju sound interface as a game controller 2018-08-29 20:55:02 -07:00
Sam Lantinga 90a5607d32 Fixed compiler warning and use higher precision in angle calculation 2018-08-29 20:23:42 -07:00
Sam Lantinga 207428b444 Don't rumble Bluetooth PS4 controllers by default, as that switches the controller into extended input report mode, which breaks games that use DirectInput. 2018-08-29 20:23:39 -07:00
Sam Lantinga 16ccff3c56 Fixed whitespace 2018-08-29 20:23:36 -07:00
Sam Lantinga fda14741ac Fixed Xbox One S Bluetooth support on Mac OS X 2018-08-29 18:56:54 -07:00
Ozkan Sezer b6aaefc791 SDL_evdev.c: undefine _THIS before redefining it.
src/core/linux/SDL_evdev.c:104:1: warning: "_THIS" redefined
In file included from src/core/linux/../../events/SDL_events_c.h:26,
                 from src/core/linux/SDL_evdev.c:45:
src/core/linux/../../events/../video/SDL_sysvideo.h:146:1: warning: this is the location of the previous definition
2018-08-29 11:04:02 +03:00
Sam Lantinga 92396f7d74 Fixed Windows build 2018-08-28 16:19:31 -07:00
Sam Lantinga 404ba5eea8 Fixed bug 4229 - Add support for ABGR format in DirectFB renderer
Alexandre

DirectFB supports 32-bit ABGR pixel format via DSPF_ABGR, but SDL doesn't map SDL_PIXELFORMAT_ABGR8888 to DSPF_ABGR.

A patch is attached and should add support for ABGR pixel format devices.
2018-08-28 13:37:11 -07:00
Andreas M?ller 87bc1fb552 GLES2: Get sin/cos out of vertex shader
The only place angle is activated and causes effect is RenderCopyEx. All other
methods which use vertex shader, leave angle disabled and cause useless sin/cos
calculation in shader.

To get around shader's interface is changed to a vector that contains results
of sin and cos. To behave properly when disabled, cos value is set with offset
-1.0 making 0.0 default when deactivated.

As nice side effect it simplifies GLES2_UpdateVertexBuffer: All attributes are
vectors now.

Additional background:

* On RaspberryPi it gives a performace win for operations. Tested with
  [1] numbers go down for 5-10% (not easy to estimate due to huge variation).
* SDL_RenderCopyEx was tested with [2]
* It works around left rotated display caused by low accuracy sin implemetation
  in RaspberryPi/VC4 [3]

[1] https://github.com/schnitzeltony/sdl2box
[2] https://github.com/schnitzeltony/sdl2rendercopyex
[3] https://github.com/anholt/mesa/issues/110

Signed-off-by: Andreas M?ller <schnitzeltony@gmail.com>
2018-08-28 12:57:51 -07:00
Sam Lantinga a1ca84411e Update the cursor clipping each frame, in case it was stolen by another application. 2018-08-26 20:37:23 -07:00
Sam Lantinga 15b3794f11 Only reset the clip rect if it's currently the rect we previously clipped.
This prevents us from clearing the clip rect globally when another application has set it.

There's also an experimental change to regularly update the clip rect for a window defensively, in case someone else has reset it. It works well, but I don't know if it's cheap enough to call as frequently as it would be called now, and might have other undesirable side effects.

Also fixed whitespace and SDL coding style
2018-08-26 10:34:23 -07:00
Sam Lantinga 09ab752aa3 Implement SDL_HapticStopEffect on Android (thanks Rachel!) 2018-08-24 10:41:57 -07:00
Jeremy Ong a794126d56 vulkan: SDL_Vulkan_GetInstanceExtensions should accept a NULL window.
Fixes Bugzilla #4235.
2018-08-24 09:49:48 -04:00
Sam Lantinga a003fa0a05 Implemented SDL_GetDisplayOrientation() on Android (thanks Rachel!) 2018-08-23 14:05:25 -07:00
Thomas Perl 84e7832018 Fix "unresponsible application" issues in Wayland
Polling without wl_display_flush() never responds to ping requests.
In that case ping-pong works only on other events, such as user input
or on frame swapped.

From https://git.merproject.org/mer-core/libsdl/merge_requests/3
Original author: Alexander Akulich <a.akulich@omprussia.ru>
2018-08-23 14:47:38 +02:00
Ryan C. Gordon f677377339 cocoa: Fix OpenGL rendering on macOS 10.14 ("Mojave").
Fixes Bugzilla #4272.
2018-10-18 12:05:05 -04:00
Ryan C. Gordon eac3fd28d8 cocoa: GL_GetDrawableSize only uses -[NSView convertRectToBacking] for highDPI.
On Mojave, this will report large numbers for retina displays in fullscreen
mode, which isn't how it works on previous versions.
2018-10-18 11:59:48 -04:00
Sam Lantinga 708ad1fd8d Fixed updating the rumble parameters on Linux 2018-10-16 14:58:07 -07:00
Sam Lantinga b0c48dd9dd Support vibration magnitude on Android 8.0 (thanks Rachel!) 2018-10-16 08:29:27 -07:00
Ozkan Sezer 7be4fca62c SDL_power.c: Adjust SDL_POWER_DISABLED ifdefs to avoid zero-size array
Otherwise if SDL_POWER_DISABLED is disabled (eg with --disable-power):

... with clang -pedantic:
src/power/SDL_power.c:48:50: warning: use of GNU empty initializer extension [-Wgnu-empty-initializer]
static SDL_GetPowerInfo_Impl implementations[] = {
                                                 ^
src/power/SDL_power.c:48:50: warning: zero size arrays are an extension [-Wzero-length-array]
2 warnings generated.

... with gcc -pedantic:
src/power/SDL_power.c:48:50: warning: ISO C forbids empty initializer braces [-Wpedantic]
src/power/SDL_power.c:48:50: warning: ISO C forbids empty initializer braces [-Wpedantic]
 static SDL_GetPowerInfo_Impl implementations[] = {
                                                  ^
src/power/SDL_power.c:48:30: error: zero or negative size array ?implementations?
 static SDL_GetPowerInfo_Impl implementations[] = {
                              ^~~~~~~~~~~~~~~

... with Watcom:
./src/power/SDL_power.c(85): Error! E1112: Initializer list cannot be empty
2018-10-15 11:01:00 +03:00
Ryan C. Gordon dae4a01361 x11: Don't hardcode limit on lines of text in message boxes.
Plus other text parsing fixes.

Fixes Bugzilla #4306.
2018-10-15 00:46:43 -04:00
Ozkan Sezer 703361e47d SDL_GetPowerInfo_Hardwired is static in SDL_power.c
.. therefore, comment out its extern declaration in SDL_syspower.h.
2018-10-14 23:55:02 +03:00
Ozkan Sezer cbacb0f1ea add missing include. 2018-10-14 23:50:50 +03:00
Alex Szpakowski e2ad654f2e iOS: Don't ignore the requested alpha bit size when determining whether to use an RGBA8 backbuffer. 2018-10-14 17:26:10 -03:00
Charlie Birks cd63709ed8 Emscripten: Load eglQueryString and eglGetError
This prevents an assertion on context creation failure (calling a null
function pointer).
2018-10-13 17:18:59 +01:00
Alex Szpakowski 8c41e2624e metal: Fix SDL_RenderReadPixels to wait for the GPU to finish rendering to the active texture before reading its pixels. 2018-10-13 03:36:42 -03:00
Alex Szpakowski d8022d19b4 macOS: Fixed MoltenVK dynamic library loading code. 2018-10-12 23:23:52 -03:00
Alex Szpakowski d9094421e1 metal: Fix high dpi and resizing on macOS, and clean up iOS code. Fixes bug #4250. 2018-10-12 17:55:42 -03:00
Sam Lantinga 9a98e4b647 Allow Android haptics to work when SDL is reinitialized (thanks Rachel!) 2018-10-11 15:14:48 -07:00
Ryan C. Gordon acb05f50d8 thread: make SDL_CreateThreadWithStackSize() a public API. 2018-10-11 16:40:01 -04:00
Cameron Gutman eff5f65096 Implement SuspendScreenSaver for Win32
Creating a full-screen SDL renderer on Windows will keep the screensaver
suspended by DirectX, as is default for full-screen DX applications. However,
for applications that render in windowed-mode, the screensaver will
still kick in, even if SDL_DisableScreenSaver() is called or
SDL_HINT_VIDEO_ALLOW_SCREENSAVER is set to 0 (default). Implementing
a SuspendScreenSaver() function for Win32 fixes this behavior.
2018-10-09 23:01:43 -07:00
Ryan C. Gordon 04cbf13261 audio: All device names reported by SDL must be unique.
This means that if you have two devices named "Soundblaster Pro" in your
machine, one will be reported as "Soundblaster Pro" and the other as
"Soundblaster Pro (2)".

This makes it so you can't into a position where one of your devices can't
be opened because another is sitting on the same name.
2018-10-10 15:20:56 -04:00
Ryan C. Gordon 0378529e1e audio: clean_out_device_list() already sets this flag to false for us. 2018-10-10 14:55:24 -04:00
Sam Lantinga f5a21ebf0c Added support for surround sound and float audio on Android 2018-10-09 20:12:43 -07:00
Sam Lantinga 82c2f04e61 Fixed bug 4188 - Software renderer SDL_RenderCopyEx blits corrupt image under certain cases
duckgrease

SDL_RenderCopyEx blits wrong image (in some cases it's bunch of alternating horizontal lines, some cases it's image from the wrong coordinate, and in some cases it's just a bunch of garbled pixels), when the following conditions are met:
- Use software renderer.
- Enable either horizontal or vertical flip.
- source and destination rectangles must have same width and height, and must be smaller than the size of the texture.
- source rectangle's X and Y coordinates must be 0.
2018-10-09 17:41:40 -07:00
Ryan C. Gordon 88b3252555 kmsdrm: find available card if called without index.
This work was done by Michael Grzeschik, I just cleaned up the patch a little.

Fixes Bugzilla #4241.
2018-10-09 00:27:55 -04:00
Sam Lantinga 62f806ed6c This device gets Xinput driver loaded on windows. 2018-10-08 19:46:01 -07:00
Sam Lantinga 337cea4411 Fixed life-cycle issues with two activities sharing HIDDeviceManager 2018-10-08 12:49:30 -07:00
Sam Lantinga 4d771c598a Don't flash the navigation bar when destroying a fullscreen SDL window 2018-10-08 12:49:25 -07:00
Sam Lantinga 53260b31b5 There are legitimate reasons to skip full cleanup at shutdown, don't assert in that case. 2018-10-08 12:49:23 -07:00
Sam Lantinga 3ac9e2aa4e Fixed bug 4296 - kmsdrm video driver leaks 1 bo in KMSDRM_GLES_SetupCrtc()
Icenowy Zheng

One front buffer is locked in GLES_SetupCrtc() and overrides the next_bo just locked in KMSDRM_GLES_SwapWindow, then the next_bo gets lost and is not released even when quitting the video.

It may leads to problems with GLES drivers that doesn't clean up GBM correctly if there's any bo left (e.g. the Mali Utgard r6p2 blob). In the case of Mali Utgard r6p2 blob, the DRM device file is still hold by the blob, and if you try to SDL_Quit to let another program to run (this is done by EmulationStation), the new program will fail to open DRM device.
2018-10-05 17:06:05 -07:00
Ryan C. Gordon 367f9b915c wayland: Fixed missing window sizing events.
Fixes Bugzilla #4242.
2018-10-05 17:24:03 -04:00
Sam Lantinga f01cdcedbc It turns out HIDAPI for Xbox controllers doesn't allow background input, so we won't enable it by default on Windows. 2018-10-05 01:41:59 -07:00
Sam Lantinga 41ee51b9a8 Fixed updating bindings for controllers using the wildcard mappings 2018-10-04 15:23:42 -07:00
Ryan C. Gordon 93fb710a46 evdev: Don't initialize struct sigaction with "{ 0 }".
It causes warnings on some platforms, depending on the actual definition of
sigaction, and since this is static data, it'll be zero'd out anyhow.
2018-10-03 16:54:24 -04:00
Sam Lantinga 1944556171 Make sure we don't read and write to HIDAPI at the same time, it's not thread-safe on Windows 2018-10-02 20:51:33 -07:00
Sam Lantinga 6e35e42145 Working on bug 3921 - Add some Fastpath to BlitNtoNKey and BlitNtoNKeyCopyAlpha
Sylvain

I did various benches. with clang 6.0.0 on linux, and ndk-r16b on android (NDK_TOOLCHAIN_VERSION=clang).

- still see a x10 speed factor.
- with duff_loops, it does not use vectorisation (but doesn't seem to be a problem).

on linux my patch is already at full speed on -O2, whereas the duff_loops need -O3 (200 ms at -03, and 300ms at -02).

I realized that on Android, I had a slight variation which fits best.
both on linux with -O2 and -O3, and on android with 02/03 and armeabi-v7a/arm64.

Here's the patch.
2018-10-01 14:43:03 -07:00
Ozkan Sezer 922623e1b6 SDL_blit_N.c (BlitNtoNKeyCopyAlpha): fix -Wshadow warnings by adding _
suffix to the temp Pixel local in the DUFFS_LOOP.
SDL_blit.h (ASSEMBLE_RGB):  add _ prefix to temp Pixel locals to avoid
  any possible shadowings.


The warnings were like the following:

In file included from src/video/SDL_blit_N.c:26:0:
src/video/SDL_blit_N.c: In function 'BlitNtoNKeyCopyAlpha':
src/video/SDL_blit_N.c:2421:24: warning: declaration of 'Pixel' shadows a previous local [-Wshadow]
                 Uint32 Pixel = ((*src32 & rgbmask) == ckey) ? *dst32 : *src32;
                        ^
src/video/SDL_blit.h:475:21: note: in definition of macro 'DUFFS_LOOP8'
     case 0: do {    pixel_copy_increment; /* fallthrough */             \
                     ^
src/video/SDL_blit_N.c:2419:13: note: in expansion of macro 'DUFFS_LOOP'
             DUFFS_LOOP(
             ^
src/video/SDL_blit_N.c:2399:12: warning: shadowed declaration is here [-Wshadow]
     Uint32 Pixel;
            ^
2018-10-01 21:29:11 +03:00
Sam Lantinga b251876126 commit c6b28f46b8116552ec2b38d1d3c8535df28ba7a1
Author: Anthony Pesch <inolen@gmail.com>
Date:   Fri May 4 20:21:21 2018 -0400

    Added SDL_AUDIO_ALLOW_SAMPLES_CHANGE flag enabling users of SDL_OpenAudioDevice to get
    the sample size of the actual hardware buffer vs having a stream created to handle the
    delta
2018-10-01 09:47:10 -07:00
Sam Lantinga 50d5002533 Fixed build 2018-08-23 02:21:17 -07:00
Sam Lantinga 088070e5a8 Moved display orientation handling on iOS out to a separate function for Qt apps 2018-08-22 23:47:29 -07:00
Sam Lantinga f225af0c1e Added SDL_GetDisplayOrientation() to get the display orientation, and added a new event SDL_DISPLAYEVENT to notify the application when the orientation changes.
Documented the values returned by the accelerometer and gyroscope sensors
2018-08-22 21:48:28 -07:00
Sam Lantinga f1bc1c1274 Fixed crash trying to open HIDAPI controller as a haptics device on Windows 2018-08-22 17:44:28 -07:00
Sam Lantinga 6f758ad25f Moved SDL_IsTablet() to a cross-platform API function 2018-08-21 20:03:54 -07:00
Sam Lantinga e9f6805fc6 Removed dependency on C++ runtime on iOS 2018-08-21 19:42:19 -07:00
Sam Lantinga c6647bf9c9 Added the iOS sensor implementation 2018-08-21 17:24:12 -07:00