When attaching a renderer (GL based specifically) to a window that was not created with the appropriate flags, the window would be destroyed and recreated to configure it for the desired rendering backend. While most of the issues with this have been mitigated over time, there can still be some undesirable side effects from doing so on certain platforms.
If the window was just created and was never configured for any graphics context, it is possible that the reconfiguration can be done without destroying the window first.
The Wayland implementation fixes an issue when creating a window with the fullscreen flag on wlroots based Wayland compositors, and can likely be extended to other platforms to avoid unnecessarily destroying/recreating a window in the very common case where a window is created, followed immediately by attaching a renderer.
This is a dirty hack, but it currently works for our purposes. We just refuse
to link an eligible string (like, say...`SDL_shadercross`), if there's a '['
character right before it.
This WILL NOT WORK if the string is in the middle of a link! For example, if
you had `[please refer to SDL_shadercross](https://example.com/)`, this will
still fail in the usual ways, but we're not building out a robust parser here
at the moment, and this catches the most common problem.
Fixes#13160.
Fixes https://github.com/libsdl-org/sdlwiki/issues/752
Closes https://github.com/libsdl-org/sdlwiki/pull/725
If a bound keymap is being destroyed, unbind it to ensure that the keyboard state won't be left pointing to an invalid keymap. Backends now no longer need to manually do this when destroying keymaps during keyboard removal and shutdown.
The dongle appears to stop sending input reports with some combination of rumble patterns, easily reproduced with Forza Horizon 5. We'll disable rumble temporarily until @8BitDo can investigate.
This correctly sets the xdg portal fields for targeting a specific
new filename or existing file.
"current_name" sets the dialogs placeholder name.
"current_file" targets an existing file.
"current_folder" for when the target is a folder.
We previously thought this wasn't possible because constant buffer offsets and
partial updates were unavailable, but we were reading the wrong table - this is
only the case for D3D11...
https://learn.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3d-11-devices-downlevel-intro
... while 12 doesn't list this feature at all:
https://learn.microsoft.com/en-us/windows/win32/direct3d12/hardware-feature-levels
We double checked and Jesse Natalie confirmed that this feature is required for
D3D12 even for 11_0 drivers. (Thanks Jesse!)
Additionally, D3D12 requires that UAVs are accessible from all shader stages,
meaning Tier 2 is enough to support the number of UAVs we need. Tier 1 could be
a property to lower the requirements, but that can be done later.