- Addresses issue #15115
- mach_absolute_time can be misused for fingerprinting. This is bad.
- Apple docs prefer clock_gettime_nsec_np(CLOCK_UPTIME_RAW) in time.h
- Since HAVE_NANOSLEEP is defined, time.h is included
Before, MetalFence was implemented as simply a busy loop on an atomic
int on metal, meaning the cpu would busy wait on the gpu to finish
taking power from it and decreasing battery life. This was the only kind
of cpu-gpu syncing (apart from requesting a swapchain)
The HIDAPI backend table used function pointers that didn't match the
macro-renamed backend function types, which trips Clang's function sanitizer.
Adding small wrappers so the backend table has the correct function types and
the cast to the backend-specific device type happens inside a direct call.
fixes#15821.
in SDL2 SDL_ThreadID() was a function that's now
SDL_GetCurrentThreadID(), but in SDL3 SDL_ThreadID is a type, so
in C++ `x = SDL_ThreadID()` is valid code (default constructor which
in case of integers means 0), so that's a massive footgun.
See the big comment in SDL_oldnames.h for more details.
Added `#undef SDL_ThreadID` in SDL_dynapi.c because it has one of the
(quite rare) cases where "SDL_ThreadID" followed by a "(" is actually
correct and necessary (function pointer returning SDL_ThreadID).
GetTempPath2() is only available on Windows 11 and Windows 10 systems with full updates. We want to be compatible back to earlier versions of Windows and the only difference between the two calls is the behavior for processes running as SYSTEM, which we don't expect for SDL applications using notifications.
Amazon's store link was still "http://" instead of "https://", and since they
don't have the physical CD in stock anymore (and probably won't ever again), I
added a link to the album on Amazon Music, for those that want to access it.
It does better version checking and has better compatibility.
This also fixes a crash in GameInputRedist.dll when attempting to load v3 when v2 is installed on the system. In this case, a thread is created in GameInputCreate() which is not cleaned up when the object is released, and can crash later with a NULL pointer dereference.