Jeremy Demeule
6ff31e10cf
metal: Add hint to select low power device instead of the default one ( #8182 )
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On some system like MacBook Pro Intel with AMD card, asking for the default device will always return the AMD GPU.
This is not an issue for 99% of the case when the renderer context is here to provide the maximum performance level like for game.
However, for video application using GPU for 1 quad and 1 texture, using the discrete GPU for that lead to an important power consumption (4 to 8W), heat increase, and fan noise.
With this patch, I successfully amend ffplay to only use the integrated GPU (i.e. the Intel one), instead of the discrete GPU (i.e. the AMD one).
2023-08-31 01:23:45 -07:00
Sam Lantinga
8a8aed477d
Make sure that we process touch events that position the mouse
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Fixes https://github.com/libsdl-org/SDL/issues/8176
2023-08-30 21:31:19 -07:00
Sam Lantinga
a7eea9997d
macOS: Don't raise the parent top-level window when raising a child window, only raise the child window to the top of the parent
2023-08-30 20:29:57 -07:00
Sam Lantinga
a5e7214795
Add SDL_WINDOW_NOT_FOCUSABLE flag to set that the window should not be able to gain key focus
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- Also adds SDL_SetWindowFocusable() to set/clear flag on existing windows
2023-08-30 20:29:51 -07:00
Ryan C. Gordon
b385dc3b68
n3dsaudio: Patched to compile.
2023-08-30 19:53:54 -04:00
Ryan C. Gordon
4e0c7c91fc
audio: PlayDevice() should return an error code.
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Higher level code treats errors as fatal and disconnects the device.
2023-08-30 19:17:19 -04:00
Anonymous Maarten
a94d724f17
wayland: add SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_EGL
2023-08-30 23:03:03 +02:00
Anonymous Maarten
da5d93d3da
wayland: don't define SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_* macro's
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They mess with #ifdef conditional in headers.
2023-08-30 13:43:50 -07:00
Ryan C. Gordon
3699b12ed0
audio: Fixed some "is_*" variables to be cleaner and/or more specific.
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Requested at https://github.com/libsdl-org/SDL/pull/8165#discussion_r1306700881_
2023-08-29 10:46:14 -04:00
Ryan C. Gordon
2471d8cc2a
audio: Fixed logic error in SDL_OpenAudioDeviceStream.
2023-08-27 19:30:47 -04:00
Sam Lantinga
82db2b58f9
Renamed audio stream callback and moved the userdata parameter first
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In general SDL API callbacks are called with the userdata paramter first, to mimic C++ method call convention
2023-08-27 14:43:21 -07:00
Ryan C. Gordon
58c859f64d
audio: Rename SDL_GetAudioStreamBinding to SDL_GetAudioStreamDevice.
2023-08-27 16:54:30 -04:00
Ryan C. Gordon
1e775e0eef
audio: Replace SDL_CreateAndBindAudioStream with SDL_OpenAudioDeviceStream.
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This is meant to offer a simplified API for people that are either migrating
directly from SDL2 with minimal effort or just want to make noise without
any of the fancy new API features.
Users of this API can just deal with a single SDL_AudioStream as their only
object/handle into the audio subsystem.
They are still allowed to open multiple devices (or open the same device
multiple times), but cannot change stream bindings on logical devices opened
through this function.
Destroying the single audio stream will also close the logical device behind
the scenes.
2023-08-27 16:54:30 -04:00
Sam Lantinga
bd088c2f99
Revert "Clarify whether an audio function expects a physical or logical device ID"
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This reverts commit 506a133d84 .
Physical and logical audio devices are intended to be interchangeable at the API level.
2023-08-27 13:42:20 -07:00
Brick
82e481b520
Added --randmem test parameter
2023-08-27 13:08:15 -07:00
Brick
f8286df167
Fixed ResampleFrame_SSE doing unnecessary work
2023-08-27 13:08:15 -07:00
Sam Huang
c191d6c306
Better Win32 transparent window support
2023-08-27 13:06:42 -07:00
Ozkan Sezer
923d612ca1
hidapi: sync macOS code with mainstream.
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this merges mainstream commit 4009466d59c41f (mainstream PR/611)
2023-08-27 22:33:32 +03:00
Ozkan Sezer
363f4fa9c1
avoid type redefinition errors after commit ee806597b9.
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(Reference issue: https://github.com/libsdl-org/SDL/issues/8142 )
2023-08-27 22:22:10 +03:00
Sam Lantinga
506a133d84
Clarify whether an audio function expects a physical or logical device ID
2023-08-26 17:03:01 -07:00
Ozkan Sezer
3b1d1e4e31
hidapi: sync the hidraw changes with mainstream
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Apply mainstream commit 8a4de63b (mainstream PR/601) to our hidapi.
The patch is a direct apply of the mentioned commit, with one sdl-
specific part guarded by HIDAPI_IGNORE_DEVICE adapted accordingly.
2023-08-26 08:09:10 -07:00
Brick
041dbd6b5f
Fixed GetResamplerAvailableOutputFrames
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Non-euclidean division is a pain
2023-08-26 09:04:47 -04:00
Ryan C. Gordon
b49d0a607e
x11: Avoid including full Vulkan headers.
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This dramatically improves compile times of the X11 backend.
Reference Issue #8142 .
2023-08-25 19:45:45 -04:00
Ryan C. Gordon
4d2f9f3a32
yuv_rgb: Comment out unused code.
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This drops literal seconds off compiling this one C file!
Reference Issue #8142 .
2023-08-25 19:42:46 -04:00
Ryan C. Gordon
3c3486e2ac
wayland: Don't include full Vulkan headers when not necessary.
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Reference Issue #8142 .
2023-08-25 19:42:08 -04:00
Ryan C. Gordon
f066bbe98a
x11: Don't include system headers twice.
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SDL_x11dyn.h also handles this.
2023-08-25 19:41:18 -04:00
Ozkan Sezer
d86d02bbbf
updated dynapi after SDL_GDKGetDefaultUser addition
2023-08-25 19:03:32 +03:00
Sam Lantinga
4355f9cec5
Fixed warning C4389: '!=': signed/unsigned mismatch
2023-08-25 08:49:49 -07:00
Sam Lantinga
5755de07a6
Fixed build warnings
2023-08-25 08:45:33 -07:00
Sam Lantinga
0f80d47bbd
Fixed thread-safety warning
2023-08-25 08:21:54 -07:00
Sam Lantinga
ee806597b9
Removed SDL_vulkan_internal.h from SDL_sysvideo.h
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Reference: https://github.com/libsdl-org/SDL/issues/8142
2023-08-25 08:18:29 -07:00
Ethan Lee
6f8a6a31ca
gdk: GetBasePath should be a UTF8 version of Win32 GetBasePath
2023-08-25 10:47:16 -04:00
Ethan Lee
c0cd8c8142
gdk: Add SDL_GDKGetDefaultUser, SDL_GetPrefPath implementation
2023-08-25 10:40:16 -04:00
Brick
106abce69f
Refactored GetAudioStreamDataInternal buffer handling
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The final conversion step should now always go straight into the output buffer.
2023-08-25 08:43:56 -04:00
Brick
e44f54ec54
Avoid using hex-floats
2023-08-25 08:43:56 -04:00
Brick
5b696996cd
Added ResampleFrame_SSE
2023-08-25 08:43:56 -04:00
Brick
ab83f75bb9
Make sure GetAudioStreamDataInternal is called with a valid length
2023-08-25 08:43:56 -04:00
Brick
6a73f74b6b
Rebuild full ResamplerFilter (left wing + right wing) at runtime
2023-08-25 08:43:56 -04:00
Brick
0c15ce0060
Add a missing int cast
2023-08-25 08:43:56 -04:00
Brick
b74ee86b1d
Optimized ResampleAudio, with special cases for 1 and 2 channels
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This would also benefit from some SIMD, since it's just a bunch of multiply-adds
2023-08-25 08:43:56 -04:00
Brick
fba6e1e3d3
Removed ResamplerFilterDifference
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It takes 1 extra multiply to calculate the correct interpolation,
but I think the improvement in cache locality (and binary size) outweighs that.
2023-08-25 08:43:56 -04:00
Brick
9f7a22fa45
Removed 64-bit handling from AudioConvertByteswap
2023-08-25 08:43:56 -04:00
Brick
1f5327a9fb
Removed future_buffer, left_padding, and right_padding from SDL_AudioStream
2023-08-25 08:43:56 -04:00
Brick
71ad52d6db
Lowered SDL_GetAudioStreamData to 32 KB
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No particular reason for this number, but 1 MB was a bit silly
2023-08-25 08:43:56 -04:00
Sam Lantinga
69aec8c915
Fixed the report format for the Razer Wolverine V2 Pro
2023-08-24 11:37:50 -07:00
Sam Lantinga
8924d0d927
Added missing function prototype for SDL_WriteS64BE()
2023-08-23 21:19:25 -07:00
Sam Lantinga
845f3c7450
Fixed mismatch between stdlib calloc() and SDL free()
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Fixes https://github.com/libsdl-org/SDL/issues/8145
2023-08-23 14:49:29 -07:00
Ryan C. Gordon
fb79211732
emscriptenaudio: Fire the capture silence_callback at an interval.
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Previously it was using setTimeout, not setInterval, so it would only fire
once, which was obviously a mistake.
2023-08-23 16:12:30 -04:00
Ryan C. Gordon
5191b20541
emscriptenaudio: Don't bother undefining things about to be unreachable.
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Since the top-level table is getting undefined, all the things in it will
be unreachable and eligible for garbage collection without explicitly
nulling them out.
2023-08-23 16:11:08 -04:00
Ryan C. Gordon
fd75a4ca05
emscriptenaudio: Deal with blocked audio devices better.
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Now, if the AudioContext starts in a "suspended" state, because the browser
blocked it from playing by default, we we run the audio "thread" in a timer
and throw away the generated audio. Once the AudioContext is allowed to
resume, we clear this timer.
The end result is that the app will continue to drain its audio queue
instead of consuming more memory over time (and, if it relies on an audio
callback to make progress, continue to run!), with the effect that the
page is merely silent but otherwise functioning as intended.
Once the user interacts with the page and the browser permits the the
AudioContext to run for real, audio should still be in sync, instead of
just starting to play audio that might now be at least several seconds behind.
2023-08-23 14:32:23 -04:00