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586 commits

Author SHA1 Message Date
Sam Lantinga c26946e9f2 Fixed bug 3792 - [KMS/DRM] Wrong GBM format
Romain Tisserand

Using KMS/DRM driver from WIP SDL2.0.6 on Linux/ARM SoC RockChip RK3328 (ARM Mali 450 MP2 GPU).

The current code is using GBM_BO_FORMAT_XRGB8888 as GBM buffer format specifier.

The Mali driver (it has been confirmed some other vendor implementations too) expects GBM_FORMAT_XRGB8888.

The Mesa implementation is actually handling both values as the same, but it's not implemented like this into every gbm.h vendor header.

https://github.com/ideak/mesa/blob/master/src/gbm/backends/dri/gbm_dri.c

So with stock SDL2 on my card (Mali vendor implementation), it does not work, eglCreateWindowSurface fails, and gbm_is_format_supported fails too (with the BO variant).
It runs fine with GBM_FORMAT_XRGB8888.

Here is a link of the gbm.h from Mali user-space driver :

https://github.com/rockchip-linux/libmali/blob/rockchip/include/gbm.h
2017-09-01 12:54:38 -07:00
Ryan C. Gordon 74043994b8 x11: Correctly restore previous GL context after sacrificial context is done. 2017-09-01 14:08:09 -04:00
Ryan C. Gordon a3dda100f4 x11: don't try to make a NULL GL context current when we already did that. 2017-09-01 14:00:11 -04:00
Ryan C. Gordon 4649ac463c x11: Clean up sacrificial GL context code.
Check for failures, restore any previously-current context.
2017-09-01 13:57:40 -04:00
Ryan C. Gordon 507659c6ac x11: Make a sacrificial glX context to check for extensions during init.
This is necessary because we need to see if GLES compat extensions exist.

All of this code (including ShouldUseTextureFramebuffer()) should be
revisited after 2.0.6 ships; ideally we don't make throwaway contexts if
we can avoid it...but maybe we can't. I hear Vulkan is pretty cool.

Fixes Bugzilla #3725.
2017-09-01 13:27:53 -04:00
Alex Szpakowski d7ae313134 macOS: Fix menubar items being enabled when they shouldn't be. 2017-08-31 21:34:29 -03:00
Alex Szpakowski b959be2569 Code style cleanup in the Cocoa and UIKit vulkan files. 2017-08-31 21:26:13 -03:00
Alex Szpakowski cfd7a7fac6 macOS: Prevent unwanted native fullscreen (Spaces) toggles when the window is in fullscreen or isn't resizable. Fixes bug #3691. 2017-08-31 21:13:32 -03:00
Sam Lantinga 2d10a3f2b9 The dummy video driver check is now covered by explicitly checking for cocoa above. 2017-08-29 22:24:59 -07:00
Sam Lantinga 92bf608527 Fixed bug 3616 - SDL_GL_CreateContext fails with SDL_GL_CONTEXT_DEBUG_FLAG and ANGLE/GLES 2.0
Colin Barrett

Using the pre-built x86 devel libs from here:
https://www.libsdl.org/release/SDL2-devel-2.0.5-VC.zip

If I have:

SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);

and I'm using ANGLE/(a GL driver that doesn't provide an ES2 context) such that SDL_EGL_CreateContext is called by SDL_GL_CreateContext, I get the error "Could not create EGL context (context attributes are not supported)" and no context is created.

Looking at the code in SDL_EGL_CreateContext - if gl_config.flags is non-zero, it looks like the code in the section guarded with "#ifdef EGL_KHR_create_context" should be executed - but it apparently isn't.

Is it possible this section hasn't been compiled into the pre-built libraries? If I build SDL2.dll myself using the Visual C++ solution (VS2015 Community Update 3) then the call succeeds as I expect
2017-08-29 22:04:43 -07:00
Sam Lantinga 8fc1fb0805 Fixed bug 3719 - Cocoa - Incorrect window size when leaving fullscreen
bastien.bouclet

When exiting a "fullscreen space" on OS X, windows don't go to their defined "windowed mode size", but go back to their previous size.

Steps to reproduce:
1. Create a windowed mode SDL window
2. Toggle it to fullscreen with the SDL_WINDOW_FULLSCREEN_DESKTOP flag
3. While in fullscreen, change the windowed mode size using SDL_SetWindowSize
4. Toggle the window back to windowed mode

Expected result:
- The window has the size specified during step 3.

Actual result:
- The window has the size specified when creating the window in step 1.

Attached is a minimal reproduction test case.
The attached test case works as expected on X11 and Windows.
2017-08-29 21:42:22 -07:00
Ryan C. Gordon 21e32bac10 egl: Cast to size_t, in case platform's NativeDisplayType isn't a pointer.
(fixes compiler warnings on QNX.)
2017-08-29 16:30:49 -04:00
Sam Lantinga 130138fa59 Fixed bug 3785 - fix windows build after revision 11382
Ozkan Sezer

fix windows build after revision 11382: commit 2026e42e377a renamed
_SDL_msctf_h to SDL_msctf_h_ . SDL_windowskeyboard.c relies on that
macro, so update it accordingly.
2017-08-28 22:44:48 -07:00
Sam Lantinga 8ac85744cd Fixed Vulkan configure check for Android and added one for Mac OS X 2017-08-28 22:36:45 -07:00
Sam Lantinga 90b38a5d61 Fixed bug 3786 - building against a Mac OS X SDK < 10.11 fails since the vulkan merge
Ozkan Sezer

Since the Vulkan merge, building against a Mac OS X SDM older than
10.11 fails in SDL_cocoametalview.m because Metal.framework is not
present. There is no conditional compiling in SDL_cocoametalview.m
either, so --disable-video-vulkan doesn't help with anything. (The
configury doesn't check darwin for x86_64 either, but it's another
story.)

I cross-build against 10.8 SDK on linux using clang-3.4.2 and this
is a problem for me.  Will this be fixed?
2017-08-28 22:13:45 -07:00
Sam Lantinga 1067b528d3 Fixed building with an older Mac OS X SDK 2017-08-28 20:52:05 -07:00
Sam Lantinga 9341589925 Removed unneeded Vulkan symbol definitions 2017-08-28 13:40:32 -07:00
Sam Lantinga 0560544d1c Fixed 3783 - Default libGL path for directFB on Linux differs from x11 path
Clayton Craft

The default path used by directfb for libGL is different than the default path used by x11 in SDL2:

./src/video/directfb/SDL_DirectFB_opengl.c:
path = "libGL.so";

./src/video/x11/SDL_x11opengl.c:
#define DEFAULT_OPENGL  "libGL.so.1"

On at least one distro (Alpine Linux), libGL.so is not created (or more accurately the symlink to libGL.so.1 is not created). For consistency, the 'path' variable in SDL_DirectFB_opengl.c should patch the DEFAULT_OPENGL in SDL_x11opengl.c ("libGL.so.1")
2017-08-28 09:51:25 -07:00
Sam Lantinga 959ae9019d Instantiate the CAMetalLayer so SDL_Vulkan_CreateSurface() doesn't fail
Error message was:
[mvk-info] MoltenVK version 0.18.2. Vulkan version 1.0.51.
[***MoltenVK ERROR***] VK_ERROR_INITIALIZATION_FAILED: On-screen rendering requires a view that is backed by a layer of type CAMetalLayer.
2017-08-28 02:17:29.579 testvulkan[95627:1716939] ERROR: SDL_Vulkan_CreateSurface(): vkCreateMacOSSurfaceMVK failed: VK_ERROR_INITIALIZATION_FAILED
2017-08-28 02:30:41 -07:00
Sam Lantinga ff8d2e1493 Fixed build when Wayland is dynamically loaded 2017-08-28 01:42:18 -07:00
Sam Lantinga edaa0ef53f Fixed analyzer warning "Call to 'calloc' has an allocation size of 0 bytes" 2017-08-28 00:54:02 -07:00
Sam Lantinga 3c7f9d692a Fixed redefinition of typedef warnings and errors on BSD 2017-08-28 00:51:14 -07:00
Sam Lantinga 50efbda736 Fixed mingw Windows build, since SDL_vulkan_internal.h includes windows.h 2017-08-28 00:43:14 -07:00
Sam Lantinga 0d011ec66d Renaming of guard header names to quiet -Wreserved-id-macro 2017-08-28 00:22:23 -07:00
Sam Lantinga ce2b16445e Be clear that disabling Vulkan surface support disables the entire SDL Vulkan integration 2017-08-28 00:11:38 -07:00
Sam Lantinga 5cd1a95910 Fixed Android build with Vulkan support 2017-08-27 23:53:09 -07:00
Sam Lantinga 0cebef607b Fixed code style for new Vulkan API functions 2017-08-27 23:39:55 -07:00
Sam Lantinga 37ce9f2773 Fixed typedef redefinition errors when including both SDL_vulkan.h and vulkan.h
You should always include vulkan/vulkan.h first, then include SDL_vulkan.h
2017-08-27 23:13:15 -07:00
Sam Lantinga 9da4717d12 Fixed Windows warning 2017-08-27 22:36:03 -07:00
Sam Lantinga 82ffabc86a Fixed Android build 2017-08-27 22:34:15 -07:00
Ryan C. Gordon c722e58d1f vulkan: Include a copy of vulkan.h and vk_platform.h.
Now we can provide Vulkan support in the build even if the build box doesn't
have a Vulkan SDK, since we dynamically link to the library anyhow.
2017-08-27 23:25:12 -04:00
Ryan C. Gordon 25e3a1ec90 vulkan: Initial Vulkan support!
This work was done by Jacob Lifshay and Mark Callow; I'm just merging it
into revision control.
2017-08-27 22:15:57 -04:00
Sam Lantinga 003d491f86 Fixed bug 3724 - Allow Angle Static Link
Carlos

We would like to add a switch (define) that allows us to compile Angle statically with SDL. That is, getting rid of the OpenGL DLL. Usually you need OpenGL to be loaded dynamically as DLL because implementation is provided by the system but no need with Angle.

Only 2 files need modification and it shouldn't affect current behaivor:
include/SDL_egl.h and src/video/SDL_egl.c, as in here

https://github.com/native-toolkit/sdl/pull/10/files

The flag name could be SDL_VIDEO_STATIC_ANGLE (instead of NATIVE_TOOLKIT_STATIC_ANGLE) as discussed here https://github.com/native-toolkit/sdl/pull/10

We have tested this with both Windows and UWP, using NME engine (https://github.com/haxenme/nme).

Releated issue: https://bugzilla.libsdl.org/show_bug.cgi?id=1820
2017-08-27 19:05:57 -07:00
Ryan C. Gordon 73f866cf0a windows: Attempt to make Visual Studio not hardcode a call to memset(). 2017-08-25 15:16:39 -04:00
Ryan C. Gordon e58c7920bf x11: Patched to compile with DEBUG_XEVENTS defined. 2017-08-25 12:51:42 -04:00
Ethan Lee 685890a229 Fix KHR_no_error support 2017-08-24 22:57:42 -04:00
Ryan C. Gordon d8fc70ea1e opengl: add support for GL_KHR_no_error.
This is completely untested!

Fixes Bugzilla #3721.
2017-08-24 21:30:53 -04:00
Brandon Schaefer 17453d495a x11: Move screen_w/h inside the only ifdef they are referenced in to avoid compiler warnings 2017-08-21 23:44:46 -07:00
Brandon Schaefer a6dc4ed568 kmsdrm: Remove moved file 2017-08-21 17:22:00 -07:00
Brandon Schaefer 1171718473 kmsdrm: Cleanup unused headers, rename SDL_kmsdrmevents_c.h -> SDL_kmsdrmevents.h 2017-08-21 17:20:50 -07:00
Sam Lantinga 834ab350e5 Fixed bug 3644 - Wayland touch event support
Moritz Bitsch

Attached is a small patch which enables multitouch events on Wayland.
2017-08-21 11:19:38 -07:00
Ryan C. Gordon f5a38f234b x11: specify event mask for buttons when grabbing pointer (thanks, Stas!).
This fixes a strange corner case (notes appended below), and should be
safe to do anyhow.

Fixes Bugzilla #3674.

"I did more tests.
It appears the bug only happens if there is
another window on the screen that has "always
on top" property. For me it is xawtv - it is
always opened in a screen corner. Closing
xawtv or removing "always on top" property
from it makes the problem to go away.
Plus, it doesn't appear like the buttons are
not delivered at all. It appears that instead
the button presses are delivered on some mouse
positions, but not delivered when you move the
mouse to other part of the window... So this is
really weird and is likely somewhere deep in the
Xorg.
Maybe somehow it happens that the cursor is
actually above the xawtv window, but, because
my app uses grab, it is not visible there, and
in that case the events are not delivered to
my app?
But with my patch the button events are
always delivered flawlessly, it seems.

Hmm, and that indeed seems to explain my problem:
if the mask is set properly and my app uses
grab, then, even if the mouse is above some
other window, the events would still be delivered
to the grabbing app, which is what actually wanted
because my app uses relative mouse mode, so it
doesn't know the pointer can cross some other window
(my app draws the pointer itself).
So my current theory is that my patch only enforces
the mouse grab, which otherwise can be tricked by
some other window preventing the button events
delivery (but motion events are still delivered
via xinput2, which makes it all look very obscure)."
2017-08-21 00:42:06 -04:00
Ryan C. Gordon 5574b43376 x11: Pass generic XEvents by pointer instead of copying to stack for XInput2. 2017-07-31 12:22:18 -04:00
Ryan C. Gordon 01e0d8fc85 opengl: Add support for [GLX|WGL]_ARB_create_context_robustness.
This patch was originally written by Marc Di Luzio for glX and enhanced by
Maximilian Malek for WGL, etc. Thanks to both of you!

Fixes Bugzilla #3643.
Fixes Bugzilla #3735.
2017-08-19 15:02:03 -04:00
Alex Szpakowski 3d0f521be5 iOS 10: Work around screen bounds orientation bug. Fixes bugs #3465 and #3505. 2017-08-18 23:23:30 -03:00
Alex Szpakowski a0a09f646c Improve iOS keyboard demo code a bit. 2017-08-15 22:53:57 -03:00
Alex Szpakowski 2e4248ed44 Address a compiler warning. 2017-08-15 18:29:47 -03:00
Sam Lantinga e83764a5e0 Fixed bug 2137 - SDL Message Boxes don't cope with fixed width fonts (in windows at least)
Pegasus Epsilon

With the system dialog font set to Arial or Tahoma or another variable-width font, everything works just as expected. When using a fixed-width font, like Courier or DejaVu Sans Mono, the text gets cut off. Example screenshots attached.
2017-08-14 23:45:06 -07:00
Sam Lantinga 1d0584d558 Hopefully fixed Wayland build 2017-08-14 21:35:16 -07:00
Sam Lantinga a4cfa93670 Fixed bug 2293 - Precise scrolling events
Martijn Courteaux

I implemented precise scrolling events. I have been through all the folders in /src/video/[platform] to implement where possible. This works on OS X, but I can't speak for others. Build farm will figure that out, I guess. I think this patch should introduce precise scrolling on OS X, Wayland, Mir, Windows, Android, Nacl, Windows RT.

The way I provide precise scrolling events is by adding two float fields to the SDL_MouseWheelScrollEvent datastructure, called "preciseX" and "preciseY". The old integer fields "x" and "y" are still present. The idea is that every platform specific code normalises the scroll amounts and forwards them to the SDL_SendMouseWheel function. It is this function that will now accumulate these (using a static variable, as I have seen how it was implemented in the Windows specific code) and once we hit a unit size, set the traditional integer "x" and "y" fields.

I believe this is pretty solid way of doing it, although I'm not the expert here.

There is also a fix in the patch for a typo recently introduced, that might need to be taken away by the time anybody merges this in. There is also a file in Nacl which I have stripped a horrible amount of trailing whitespaces. (Leave that part out if you want).
2017-08-14 21:28:04 -07:00