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ce8aae1419
With the introduction of this function, it is possible that for certain monitor and window configurations, creating an SDL window will cause a native crash. ``` Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000050 Exception Codes: 0x0000000000000001, 0x0000000000000050 Exception Note: EXC_CORPSE_NOTIFY Termination Reason: Namespace SIGNAL, Code 11 Segmentation fault: 11 Terminating Process: exc handler [56627] VM Region Info: 0x50 is not in any region. Bytes before following region: 140737486737328 REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION DETAIL UNUSED SPACE AT START ---> VM_ALLOCATE 7fffffe75000-7fffffe76000 [ 4K] r-x/r-x SM=ALI Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 libSDL2.dylib 0x10247f665 SDL_UpdateFullscreenMode + 357 1 libSDL2.dylib 0x10247ec70 SDL_CreateWindow_REAL + 1504 2 ??? 0x111262de8 ??? 3 ??? 0x110c39fff ??? 4 libcoreclr.dylib 0x101fdf2a9 CallDescrWorkerInternal + 124 ``` Tracking thread from our end: https://github.com/ppy/osu-framework/issues/5190 Regressed with: https://github.com/libsdl-org/SDL/pull/5573 In testing, the window would not find a valid screen if created "hanging" off a primary display with a secondary display below it. In checking why this was the case, the `display_centre` was being calculated with a negative y origin, causing a final negative value falling outside all display bounds: ``` SDL error log [debug]: display_centre.y = -1296 + 1296 / 2 SDL error log [debug]: Display rect 0: 0 0 2560 1440 SDL error log [debug]: Display rect 1: 2560 -625 1080 2560 SDL error log [debug]: Display rect 2: 0 1440 1728 1296 ``` The method that was being used to find the current window using the frame origin/size seems unreliable, so I have opted to replace it with with a tried method (https://stackoverflow.com/a/40891902). Initial testing shows that this works with non-standard DPI screens, but further testing would be appreciated (cc @sezero / @misl6 from the original PR thread). |
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.github | ||
acinclude | ||
android-project | ||
android-project-ant | ||
build-scripts | ||
cmake | ||
docs | ||
include | ||
mingw/pkg-support/cmake | ||
src | ||
test | ||
VisualC | ||
VisualC-GDK | ||
VisualC-WinRT | ||
visualtest | ||
wayland-protocols | ||
Xcode | ||
Xcode-iOS | ||
.clang-format | ||
.editorconfig | ||
.gitignore | ||
.wikiheaders-options | ||
Android.mk | ||
autogen.sh | ||
BUGS.txt | ||
cmake_uninstall.cmake.in | ||
CMakeLists.txt | ||
configure | ||
configure.ac | ||
CREDITS.txt | ||
INSTALL.txt | ||
LICENSE.txt | ||
Makefile.in | ||
Makefile.minimal | ||
Makefile.os2 | ||
Makefile.pandora | ||
Makefile.w32 | ||
README-SDL.txt | ||
README.md | ||
sdl2-config-version.cmake.in | ||
sdl2-config.cmake.in | ||
sdl2-config.in | ||
sdl2.m4 | ||
sdl2.pc.in | ||
SDL2.spec.in | ||
SDL2Config.cmake.in | ||
TODO.txt | ||
WhatsNew.txt |
Simple DirectMedia Layer (SDL) Version 2.0
Simple DirectMedia Layer is a cross-platform development library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D. It is used by video playback software, emulators, and popular games including Valve's award winning catalog and many Humble Bundle games.
More extensive documentation is available in the docs directory, starting with README.md
Enjoy!
Sam Lantinga (slouken@libsdl.org)