Commit Graph

16849 Commits

Author SHA1 Message Date
Sam Lantinga dfcabc3db8 Fixed drawing debug text 2024-08-29 18:21:48 -07:00
Sam Lantinga f1b4c2bbbb Removed Unicode BOM from SDL_gpu.h 2024-08-29 18:03:59 -07:00
Sam Lantinga 980a67d5e2
Added configuration dependencies for SDL_RENDER_GPU (#10627) 2024-08-29 17:58:54 -07:00
SDL Wiki Bot 9f0b23d3ad Sync SDL3 wiki -> header 2024-08-30 00:35:24 +00:00
Sam Lantinga 683e5b8d52 Removed Unicode BOM 2024-08-29 17:33:52 -07:00
Sam Lantinga 858589919a Temporarily use the GPU renderer by default so we get testing feedback 2024-08-29 17:33:52 -07:00
Sam Lantinga d86f504637 Fix potential cases where we define SDL_GPU_* as an undefined symbol 2024-08-29 17:33:52 -07:00
Sam Lantinga b356c65005 Sort exported symbols 2024-08-29 17:33:52 -07:00
Sam Lantinga 62f6e6b701 Removed the preferLowPower parameter from SDL_CreateGPUDevice() 2024-08-29 17:33:52 -07:00
Sam Lantinga 3046335f28 Fixed device creation property documentation formatting 2024-08-29 17:33:52 -07:00
Sam Lantinga b8e7ef27f3 Renamed GPU device creation properties 2024-08-29 17:33:52 -07:00
Sam Lantinga d70578b9aa Renamed Gpu to GPU 2024-08-29 17:33:52 -07:00
SDL Wiki Bot 717f4f6fb4 Sync SDL3 wiki -> header 2024-08-29 23:54:57 +00:00
Ryan C. Gordon 8ea38ebedc gpu: Fix wiki category capitalization. 2024-08-29 19:45:03 -04:00
SDL Wiki Bot 68038394d1 Sync SDL3 wiki -> header 2024-08-29 22:58:01 +00:00
cosmonaut 2e7d5bb429 Add the SDL_GPU API
Project Lead: Evan Hemsley <evan@moonside.games>

Co-designer, Metal Port, Console Ports:

Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>

Production, QA, Debug:

Co-authored-by: Ethan Lee <flibitijibibo@gmail.com>

SDL_Render Driver, Bugfixes:

Co-authored-by: Andrei Alexeyev <akari@taisei-project.org>

Additional D3D12 Programming, Bugfixes:

Co-authored-by: Bart van der Werf <bluelive@gmail.com>

Bugfixes and Feedback:

Co-authored-by: Zakary Strange <zakarystrange@gmail.com>
Co-authored-by: meyraud705 <meyraud705@gmail.com>
Co-authored-by: Joshua T. Fisher <playmer@gmail.com>
Co-authored-by: Topi Ritala <ritalat@fastmail.com>
Co-authored-by: David Gow <david@ingeniumdigital.com>

Original API Proposal:

Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
2024-08-29 15:57:29 -07:00
Sam Lantinga 8ddb099d3e testautomation: use a larger destination buffer than needed in audio_resampleLoss
This is a common way to use the API and tickles the same automation failure that sdl2-compat runs into.
2024-08-29 10:59:18 -07:00
Anonymous Maarten d6ad28a4cb Dynamically generate __main__.py of Android aar package 2024-08-29 13:57:29 +02:00
Anonymous Maarten a5866809bb cmake: also test ARM neon on non-gcc compilers 2024-08-29 12:38:56 +02:00
Mārtiņš Možeiko d9b3b9ad91 Add neon SIMD alpha blending blitter 2024-08-28 21:37:55 -07:00
Ethan Lee 9ab140fad8 offscreen: Fix bogus surface pointer assignment 2024-08-28 21:31:24 -04:00
Sam Lantinga 1a007ab88d Fixed SDL_GetDisplayIndex() 2024-08-28 16:30:21 -07:00
Sam Lantinga 7055001d85 Fixed SDL_GetPrimaryDisplay() 2024-08-28 15:59:13 -07:00
Sam Lantinga 0cdb4833d5 Removed unnecessary inclusion of stdint.h 2024-08-28 15:54:56 -07:00
Sam Lantinga 37b4aac3ac Removed unnecessary inclusion of stdbool.h 2024-08-28 13:58:03 -07:00
Sam Lantinga 91eabf1b4d Fixed SDL_EGL_ChooseConfig() 2024-08-28 13:37:00 -07:00
Sam Lantinga 3bf7b4ff31 Fixed SDL_EGL_LoadLibrary() 2024-08-28 13:21:02 -07:00
Mārtiņš Možeiko 8d65942b9c Faster sse4 and avx2 SIMD blitters 2024-08-28 10:40:44 -07:00
Sam Lantinga c4b35488c2 Fixed warning C6385: Reading invalid data from 'one_blitkey'. 2024-08-28 10:40:14 -07:00
Sam Lantinga abd8ea09de Fixed warning C6001: Using uninitialized memory 'devices'. 2024-08-28 10:34:34 -07:00
hwsmm 940f7535ef Remove SDL_PEN hints that are no longer used 2024-08-28 07:04:48 -07:00
Sam Lantinga ace6920d44 Fixed returning -1 in a function returning bool 2024-08-27 22:35:09 -07:00
Sam Lantinga 36a091cc43 Use SDL_GetError() for SDL_ttf errors 2024-08-27 19:02:28 -07:00
Ryan C. Gordon 5dc5b4b83c
pthread: Fixed logic bug in SDL_WaitConditionTimeoutNS due to boolization work. 2024-08-27 17:00:47 -04:00
Maia a24c164956 Fix trailing doc comments 2024-08-27 13:23:26 -07:00
SDL Wiki Bot 85bbc6028a Sync SDL3 wiki -> header 2024-08-27 17:33:28 +00:00
Sam Lantinga 47926d7bd0 Added a cleanup function for virtual joysticks 2024-08-27 10:31:46 -07:00
Sam Lantinga 00c409cff8 Additional cleanup exposed by building with a C++ compiler 2024-08-27 10:31:46 -07:00
Sam Lantinga f08ac438ed Use stdbool for SDL_bool
This helps the compiler warn people when they're doing something like "if (SDL_Init(0) < 0)"
2024-08-27 10:31:46 -07:00
Sam Lantinga 9ff3446f03 Use SDL_bool instead an int return code in the SDL API
Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool.

Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test:
@ bool_return_type  @
identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$";
@@
(
  func(
  ...
  )
- == 0
|
- func(
+ !func(
  ...
  )
- < 0
|
- func(
+ !func(
  ...
  )
- != 0
|
- func(
+ !func(
  ...
  )
- == -1
)
2024-08-27 10:31:46 -07:00
Caleb Cornett d9a5ed75b9 GDK: Xbox should have input focus by default 2024-08-25 22:12:02 -04:00
Ryan C. Gordon d118af53a1
dummyaudio: single-threaded Emscripten support.
On Emscripten without pthreads, this would fail because SDL can't spin the
audio device thread, and the dummy backend didn't manage a thread itself.

With this patch, we use setInterval to fire the usual audio thread iterators
between iterations of the Emscripten mainloop on the main thread.

Fixes #10573.
2024-08-25 15:23:21 -04:00
Ozkan Sezer 845212388e RAWINPUT_JoystickOpen: add missing SDL_stack_free() calls.
Fixes https://github.com/libsdl-org/SDL/issues/10574.
2024-08-25 11:05:40 +03:00
Anonymous Maarten 38815c22cd cmake: build uclibc as a static library 2024-08-24 05:21:02 +03:00
Francisco Javier Trujillo Mata aa527dd0c2 Allow MessageBox to work without window 2024-08-23 11:52:19 -07:00
Sam Lantinga fa2c9c46c5 Default SDL_HINT_JOYSTICK_GAMEINPUT to SDL_FALSE
This was causing crashes in IGameInput_RegisterSystemButtonCallback(), presumably on older systems with runtimes using a different function signature. We'll just disable it for now until the GameInput runtime has stabilized and we can tell when it's safe to use.
2024-08-23 11:34:15 -07:00
Anonymous Maarten 8bcfdb0c92 cmake: fix SDL3-x.y.z.jar installation on Windows 2024-08-23 03:20:39 +02:00
Anonymous Maarten c298d2024a Include SDL_build_config.h without a 'build_config/' prefix 2024-08-23 00:51:35 +00:00
Anonymous Maarten 702abfe7d5 cmake: only build uclibc when building without external libc 2024-08-23 00:40:19 +00:00
Sam Lantinga 3e60fb4223 VULKAN_UpdateVertexBuffer() should return true if there's nothing to do 2024-08-22 13:30:02 -07:00