Commit graph

102 commits

Author SHA1 Message Date
Sam Lantinga 2423c51471 Work around hang in AAudioStream_write() during extended shared object loading while running in a debugger. Observed on a OnePlus 8T (KB2005) running Oxygen OS 11.0.10.10.KB05AA.
The observed behavior is that any nonzero timeout value would hang until the device was paused and resumed. And a zero timeout value would always return 0 frames written even when audio fragments could be heard. Making a manual timeout system unworkable.
None of the straightforward systems imply that there's a detectable problem before the call to AAudioStream_write(). And the callback set within AAudioStreamBuilder_setErrorCallback() does not get called as we enter the hang state.
I've found that AAudioStream_getTimestamp() will report an error state from another thread. So this change codifies that behavior a bit until a better fix or more root cause can be found.
2021-10-13 09:33:51 -07:00
Sylvain 98a966d1c2
Android: don't need to set the SurfaceHolder format from java code
It's already set with ANativeWindow_setGeometry, and eventually set/changed also by eglCreateWindowSurface.
 - avoid issues with older device where SurfaceView cycle create/changed/destroy appears broken:
   calling create/changed/changed, and leading to "deuqueBuffer failed at server side, error: -19", with black screen.
 - re-read the format after egl window surface is created, to report the correct one (sometimes, changed from RGBA8888 to RGB24)
2021-04-22 18:06:17 +02:00
Sylvain b4f89c56c6
AAudio: add aaudio pause/resume function to android events loop 2021-04-15 21:16:10 +02:00
Ryan C. Gordon 65fbf36c9e Cleaned up a few more Bugzilla mentions. 2021-02-12 14:46:49 -05:00
Sam Lantinga 9130f7c377 Updated copyright for 2021 2021-01-02 10:25:38 -08:00
Sam Lantinga cb36189692 Fixed bug 5235 - All internal sources should include SDL_assert.h
Ryan C. Gordon

We should really stick this in SDL_internal.h or something so it's always available.
2020-12-09 07:16:22 -08:00
Sylvain Becker 955f3184f9 Fixed bug 5239 - Play audio on Android while backgrounded (Thanks Superfury)
Add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO not to pause audio when
the app goes to background.
(It requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
2020-09-25 10:14:42 +02:00
M Stoeckl 052a13738d Merge VideoBootStrap::available into VideoBootStrap::create
The two are only ever called together, and combining them makes it possible
to eliminate redundant symbol loading and redundant attempts to connect
to a display server.
2020-07-12 19:11:15 -04:00
Sam Lantinga b6afbe6317 Added SDL_log.h to SDL_internal.h so logging is available everywhere 2020-04-07 09:38:57 -07:00
Sylvain Becker 005e2dff21 Android: prevents rare crashes when app goes to background or ends.
Make sure the thread is actually paused, and context backep-up, before
SurfaceView is destroyed (eg surfaceDestroyed() actually returns).

Add a timeout when surfaceDestroyed() is called, and check 'backup_done' variable.

It prevents crashes like:

  #00  pc 000000000000c0d0  /system/lib64/libutils.so (android::RefBase::incStrong(void const*) const+8)
  #01  pc 000000000000c7f4  /vendor/lib64/egl/eglSubDriverAndroid.so (EglAndroidWindowSurface::UpdateBufferList(ANativeWindowBuffer*)+284)
  #02  pc 000000000000c390  /vendor/lib64/egl/eglSubDriverAndroid.so (EglAndroidWindowSurface::DequeueBuffer()+240)
  #03  pc 000000000000bb10  /vendor/lib64/egl/eglSubDriverAndroid.so (EglAndroidWindowSurface::GetBuffer(EglSubResource*, EglMemoryDesc*)+64)
  #04  pc 000000000032732c  /vendor/lib64/egl/libGLESv2_adreno.so (EglWindowSurface::UpdateResource(EsxContext*)+116)
  #05  pc 0000000000326dd0  /vendor/lib64/egl/libGLESv2_adreno.so (EglWindowSurface::GetResource(EsxContext*, EsxResource**, EsxResource**, int)+56)
  #06  pc 00000000002ae484  /vendor/lib64/egl/libGLESv2_adreno.so (EsxContext::AcquireBackBuffer(int)+364)
  #07  pc 0000000000249680  /vendor/lib64/egl/libGLESv2_adreno.so (EsxContext::Clear(unsigned int, unsigned int, unsigned int, EsxClearValues*)+1800)
  #08  pc 00000000002cb52c  /vendor/lib64/egl/libGLESv2_adreno.so (EsxGlApiParamValidate::GlClear(EsxDispatch*, unsigned int)+132)
2020-01-17 12:41:54 +01:00
Sylvain Becker d52ba78b29 Fixed bug 4246 - Android: orientation between portrait<->landscape doesn't work
Improve handling of landscape/portrait orientation. Promote to SCREEN_ORIENTATION_SENSOR_* when needed.
Android window can be somehow resizable.
If SDL_WINDOW_RESIZABLE is set, window size change is allowed, for instance when orientation changes (provided the hint allows it).
2020-01-17 12:04:18 +01:00
Sam Lantinga a8780c6a28 Updated copyright date for 2020 2020-01-16 20:49:25 -08:00
Sylvain Becker d004cc7050 Android: same way as in nativePause(), resume events are sent from SDL thread 2019-12-21 22:40:33 +01:00
Sylvain Becker 45a9b5fa2e Android: fix call of glFinish without context.
Message in the log, when going to background:
"call to OpenGL ES API with no current context (logged once per thread)"

Because of SDL_WINDOWEVENT_MINIMIZED is sent from the Java Activity thread.
It calls SDL_RendererEventWatch(), _WindowEvent() and glFinish() without context.

Solution is to move sending of SDL_WINDOWEVENT_MINIMIZED to the SDL thread.
2019-12-21 21:18:02 +01:00
Sam Lantinga 54748a39be Fixed bug 4890 - Add hint for SDL that the graphics context is externally managed
Aaron Barany

Add SDL_HINT_VIDEO_EXTERNAL_CONTEXT hint to notify SDL that the graphics context is external. This disables the automatic context save/restore behavior on Android and avoids using OpenGL by default when SDL_WINDOW_VUKLAN isn't set.

When the application wishes to manage the OpenGL contexts on Android, this avoids cases where SDL unbinds the context and creates new contexts, which can interfere with the application's operation.

When using Vulkan and Metal renderer implementations, this avoids SDL forcing OpenGL to be enabled on certain platforms. While using the SDL_WINDOW_VULKAN flag can be used to achieve the same thing, it also causes Vulkan to be loaded. If the application uses Vulkan directly, this is not necessary, and fails window creation when using Metal due to Vulkan not being present. (assuming MoltenVK isn't installed)
2019-12-08 11:33:06 -08:00
Sylvain Becker 303646a697 Android: some readability: redundant casts, deads stores, redundant control flow 2019-10-31 15:53:10 +01:00
Sylvain Becker 70dc8d1648 Android: fix corresponding warnings 2019-08-30 08:55:20 +02:00
Alex Szpakowski d5ec735a33 Add a windowID field to SDL_TouchFingerEvent (bug #4331).
This is unimplemented on some platforms and will cause compile errors when building those platform backends for now.
2019-08-01 18:22:12 -03:00
Sylvain Becker 22a2decf64 Android: concurrency issues, make sure Activity is in running State when calling
functions like SDL_CreateWindow, SDL_CreateRenderer, Android_GLES_CreateContext

Bugs 4694, 4681, 4142
2019-06-28 16:38:42 +02:00
Sylvain Becker aa45af7fcb Android: explicitly expand Android_GLES_MakeCurrent/Android_GLES_CreateContext
from SDL_egl_c.h
2019-06-28 16:05:20 +02:00
Sylvain Becker e96d4760ac Android: resize with software rendering, reverted again (Bug 4669) 2019-06-18 18:53:58 +02:00
Sylvain Becker 12b92260cc Android: try to fix resize with software rendering (bug 4669) 2019-06-18 18:40:40 +02:00
Sylvain Becker a55c0e1479 Android: revert previous commit (Bug 4669)
(Refs #1)
2019-06-18 10:23:19 +02:00
Sylvain Becker f2157b6c25 Fixed bug 4669: Android software renderer, black screen when window resizes
Using the software SDL_Renderer on Android leads to GL errors & black screen when window resizes
2019-06-17 22:31:36 +02:00
Sylvain Becker f9a9193e2c Android: add MinimizeWindow function (Bug 4580, 4657)
shouldMinimizeOnFocusLoss is un-activated (return false)
2019-06-10 21:58:03 +02:00
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
Sylvain Becker 2c92c8e85a Android: add static variable initialization in non blocking event loop 2019-04-23 14:24:58 +02:00
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
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 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 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
Sam Lantinga d05eec7207 Fixed initial display orientation at Android app start 2019-03-12 14:44:25 -07:00
Sam Lantinga 61827c6d1a Fixed compiler warning on Android 2019-01-20 12:02:12 -08:00
Sylvain Becker e5f8801f55 Android: prevent concurrency in Android_SetScreenResolution() when exiting
by checking Android_Window validity

- SDLThread: user application is exiting:
    SDL_VideoQuit() and clearing SDL_GetVideoDevice()

- ActivityThread is changing orientation/size
    surfaceChanged() > Android_SetScreenResolution() > SDL_GetVideoDevice()

- Separate function into Android_SetScreenResolution() and Android_SendResize(),
    formating, and mark Android_DeviceWidth/Heigh as static
2019-01-17 11:05:05 +01:00
Sylvain Becker e994be5833 Android: move static variable isPaused/isPausing to SDL_VideoData structure
- remove unneed check to Android_Window->driverdata
- add window check into context_backup/restore
2019-01-16 10:31:51 +01:00
Sylvain Becker dc263450ff Android: create Pause/ResumeSem semaphore at higher level than CreateWindow()
- If you call onPause() before CreateWindow(), SDLThread will run in infinite loop in background.

- If you call onPause() between a DestroyWindow() and a new CreateWindow(), semaphores are invalids.

SDLActivity.java: the first resume() starts the SDLThread, don't call
nativeResume() as it would post ResumeSem. And the first pause would
automatically be resumed.
2019-01-14 23:33:48 +01:00
Sylvain Becker 955d87894b Android/openslES: set audio in paused/resumed state for Android event loop
And also in "stopped" state before closing the device.
2019-01-14 12:33:29 +01:00
Sam Lantinga fb8cb95fbc Fixed compiler warning 2019-01-12 12:12:43 -08:00
Sylvain Becker 7a1d1baefc Android: add name for Touch devices and simplification, from bug 3958 2019-01-10 21:40:57 +01:00
Sylvain Becker 02f292eb13 Android: add some SetError for Android_SetWindowFullscreen
First error could happen if Android_SetWindowFullscreen somehow gets
called between SurfaceDestroyed() and SurfaceCreated()

Second error should not happen has native_window validity is guaranteed.
(It would happens previously with error -19)
2019-01-09 22:49:49 +01:00
Sylvain Becker 1803944bb2 Android: concurrency issue for Android_SetWindowFullscreen()
It accesses data->native_window, which can be changed by onNativeSurfacedChanged().

Currently, Android_SetWindowFullscreen() may access data->native_window after it
has been released, and before a new reference is acquired.

(can be reproduced by adding some SDL_Delay() in onNativeSurfacedChanged and
Android_SetWindowFullscreen() ).
2019-01-09 15:18:41 +01:00
Sylvain Becker 462e62e154 Android: better fix for bug 3186. Run those commands from SDL thread. 2019-01-06 20:25:54 +01:00
Sylvain Becker e4f558a50c Android: un-needed check of "isPausing" and minor typos 2019-01-05 22:46:52 +01:00
Sylvain Becker 35722b6423 Android: fix wrong state after immediate sequence pause() / resume() / pause()
It may happen to have the sequence pause()/resume()/pause(), before polling
any events.

Before, it ends in 'resumed' state because as the check is greedy.
Now, always increase the Pause semaphore, and stop at each pause.
It ends in 'paused' state.

Related to bug 3250: set up a reconfiguration of SurfaceView holder.
Turn the screen off manually before the app starts
(repro rate is not 100%..)
2019-01-05 22:27:25 +01:00
Sam Lantinga 5e13087b0f Updated copyright for 2019 2019-01-04 22:01:14 -08:00
Sylvain Becker 2a885eb036 Android: fixed immediate transition to pause and resume.
"Pause" transition will add events:
 SDL_WINDOWEVENT_ENTER
 SDL_WINDOWEVENT_FOCUS_LOST
 SDL_WINDOWEVENT_MINIMIZED
 SDL_APP_WILL ENTER BACKGROUND
 SDL_APP_DID ENTER BACKGROUND

"Resume" transition will add events:
 SDL_APP_WILL ENTER FOREGROUND
 SDL_APP_DID ENTER FOREGROUND
 SDL_WINDOWEVENT_FOCUS_GAINED
 SDL_WINDOWEVENT_RESTORED

If Android application doesn't empty the event loop in between, it enters in
"paused" state when SDL_WINDOWEVENT_RESTORED is fetched.

See bug 3250 for pratical case.
2019-01-04 23:39:27 +01:00
Sylvain Becker cf12234454 Android: make Android_PumpEvents() more readable
No behavior change in this commit.
2019-01-04 23:11:21 +01:00
Sylvain Becker ca184ac386 Android: concurrency issue with egl_surface EGL_BAD_SURFACE - (bug 4142)
Occurs when application goes to background:
- Java activity is destroying SurfaceView holder and "egl_surface" (in onNativeSurfaceDestroyed())
- While native thread is in Android_GLES_SwapWindow(), prepared to call SDL_EGL_SwapBuffers()

The error is "call to eglSwapBuffers failed, reporting an error of EGL_BAD_SURFACE"

It an be reproduced easily by adding a SDL_Delay(100) at the begining of SDL_EGL_SwapBuffers(),
and putting the application into background.
2019-01-03 23:22:50 +01:00
Sylvain Becker 2e19343df6 Android: use Mutex instead of Semphore for bug 4142 2019-01-03 20:18:29 +01:00