If a device has disconnected, and the app has quit the audio subsystem before
the queued main thread function has run, the pointer will be bogus by the time
the run occurs. So now it looks up the object from its device ID, and if the
lookup returns NULL, it returns immediately and everything works out.
Reference Issue #14856.
(which might be fixed by this or not.)
(cherry picked from commit 774728b6ff)
`Wayland_CreateAnimatedCursor` calls `SDL_qsort` on an array of
type `**SDL_Surface`, not on an array of `*SDL_Surface`. As such the void
pointers in the callback need to be casted to `SDL_Surface **` not
`SDL_Surface *`.
This was likely not caught since it's very unlikely that reading a few
bytes past the end of this array results in reading unreadable memory,
so the only side effect was invalid sort results, which is a bit subtle.
I caught this because I build SDL with UBSAN enabled in my debug builds,
and it trapped when the multiplication of the garbage `SDL_Surface*`
width and heights overflowed. I validated that the change is correct by
adding logs (that have then since been removed) demonstrating that it
was previously comparing garbage, and is now comparing the actual cursor
surfaces.
(cherry picked from commit a168e96cbc)
The event coordinates returned by GetMessagePos() for WM_NCACTIVATE are out of date if the cursor moved while an overlay was active, and may indicate that the cursor is still in the window when it is not. Always use the current cursor coordinates when processing this message to avoid incorrectly setting mouse focus if the cursor is no longer within the window.
(cherry picked from commit 0a8ccb11eb)
Add AndGAMER/Void Gaming USB IDs for Void GENESIS.
Recognize the Void GENESIS SInput VID/PID pair and set its device name.
Add DirectInput gamepad mappings for the wired and dongle DirectInput modes.
(cherry picked from commit 111bb79bf8)
libdecor is required for window decorations on Wayland when the toplevel decoration protocol is not supported, such as on GNOME and Weston. Warn if the development library can't be found, unless it was explicitly disabled.
(cherry picked from commit 607eb5206e)
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.
(cherry picked from commit 46d0ecead0)
Always pass the EGL platform type for Wayland and X11, or the driver could potentially select the wrong backend if certain envvars are misconfigured.
(cherry picked from commit 34af24276f)
A number of third party Xbox controllers are not supported by macOS, but work with libusb and the SDL HIDAPI driver.
(cherry picked from commit 18fc4d931a)
Otherwise, a device that is disconnected in the standard audio device thread
might keep failing WaitDevice() in a tight loop, each one generating a new
main thread callback. In normal situations, this is wasteful, but if the
app isn't pumping the event loop quickly (or at all!), this will quickly eat
up all the memory in a machine.
Now we note that the device is zombified right away, and device thread
iteration will use this to replace the implementation with the Zombie
equivalents once it owns the device lock.
The main thread callback will progress to device->zombie==2, which it uses to
decide if this is a duplicate disconnect notification. Since it also owns the
lock at this point, it takes the moment to set the Zombie implementation up,
too.
This allows things (like the WASAPI backend) to check for a non-zero zombie
state immediately without having to worry if the main thread callback ran, and
for the standard audio threads to also move to the Zombie implementation
without waiting on that callback.
(The Zombie implementation is used to make a dead device keep processing, so
things that need the audio device to make progress to function will keep
working, and things blindly pushing to an audio stream won't queue up endless
data that isn't being consumed.)
Fixes#15745.
(cherry picked from commit 6136358840)
Originally, macOS had opposite Y axis inversion as every other platform, likely to correct for an issue with the virtual gamepad reported by the old 360Controller driver.
Wired Xbox 360 controllers using native macOS drivers were first reported to be broken in https://github.com/libsdl-org/SDL/issues/11002. The inversion was removed in 7da728a642, presumably breaking 360Controller usage, but fixing wired 360 controller using the new native support in macOS 15 and above. However, this change was reverted without explanation in d7b1ba1bfc which added explicit support for the Steam Virtual Gamepad. Presumably, Steam on macOS reports inverted Y axes to match what SDL expected on the platform. However, this reversion broke the native macOS controller support. The incorrect inversion also breaks using off-brand 360-class gamepads via the libusb backend of HIDRAW.
(cherry picked from commit 157c839139)
From @AntTheAlchemist:
This is an interesting one, on a Xiaomi MiTV. Caused by a camera device, full stack:
android.app.LoadedApk$ReceiverDispatcher$Args.lambda$getRunnable$0$LoadedApk$ReceiverDispatcher$Args -> org.libsdl.app.HIDDeviceManager$1.onReceive -> handleUsbDeviceAttached -> connectHIDDeviceUSB -> getSerialNumber -> android.hardware.usb.UsbDevice.getSerialNumber -> android.hardware.usb.IUsbSerialReader$Stub.onTransact -> com.android.server.usb.UsbSerialReader.getSerial -> UsbUserPermissionManager.checkPermission -> hasPermission -> isCameraDevicePresent
(cherry picked from commit 42fc082b5e)
We're still seeing this frequently when unregistering PlayStation controller sensors. We don't know what else is modifying the sensor list, but if we end up getting this exception we'll retry after a short sleep.
(cherry picked from commit 75270a4264)
The experimental Steam Linux Runtime 3.0 (arm64) container is being
phased out, so games that want native arm64 binaries should upgrade to
Steam Linux Runtime 4.0.
steamrt/tasks#1032
Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit d834351d69)
Some sensors will occasionally report two identical timestamps in a row.
This leads to the timestamp wrapping calculation to underflow, subtracting
0x80000000 from the timestamp whenever it happens. By adjusting the wrap
test, we can just directly add zero to the timestamp, fixing the underflow.
(cherry picked from commit 687a59f277)
This reverts commit 6b4ae68460.
It turns out this deadlock is possible for any joystick event delivery combined with an event watcher that locks joysticks. I'm reverting this change for now, and will be working on a better global solution for this problem.
(cherry picked from commit 76560f9e47)
There's no need to use the "A" version of GetModuleFileName on GDK; it returns
a UTF-8 string directly on this platform, but we can still use the UTF-16 "W"
version and cut down on code duplication.
This code runs once and caches the results, so we can take the one-time string
conversion overhead.
(cherry picked from commit 6b780c5ff9)
This could set the pending flag even if there was no state change requested, which would cause errant sync timeouts in certain situations.
(cherry picked from commit 6a3b0413dc)
(for SDL_PROP_APP_METADATA_NAME_STRING if unset. If SDL_GetExeName() returns
NULL, it'll fallback to good ol' "SDL Application", as usual.)
Fixes#15692.
(cherry picked from commit a49ba90257)
core/unix had a more-limited copy of filesystem/unix's implementation, called
SDL_GetExeName(). Replace that with a real implementation in filesystem, and
allow each platform to implement it as appropriate.
Implemented for Unix and Windows; most implementations are currently FIXME
stubs at the moment.
Reference Issue #15692.
(cherry picked from commit 7d29ce8e31)
If a mode with a closer refresh was found, but it had the same color depth as the current best match, it was being dropped. Only ignore the new mode if the color depth is below the current best match.
(cherry picked from commit cd0b796a6e)
This product doesn't appear to use the DualSense protocol. On Android this shows up as two interfaces that don't send reports that we can parse.
(cherry picked from commit a84dafd5b9)
If the VM was already running, and then a file failed to open at all (a
directory was dropped on the window, etc), this wouldn't go back to showing
the help text.
(cherry picked from commit 6c55fad411)
This doesn't need a render target to function. The comment suggested it was
needed to make debug text look better when scaled, but maybe logical
presentation used to do linear scaling exclusively at the time?
(cherry picked from commit 800f347e5e)
This prevents them from being interpreted as keyboard keys by the Java code, and if internally we are treating them as keyboard keys, they'll be repeated properly.
Fixes https://github.com/libsdl-org/SDL/issues/15664
(cherry picked from commit 3545bad589)
XInput2 can send slave button presses before FocusIn events, which can confuse the click-through suppression logic. A window must have keyboard focus to grab the mouse anyway, so ignore slave presses when lacking keyboard focus.
(cherry picked from commit ef9a5b7040)
XInput2 may send mouse buttons presses on both the master and slave devices, and the click-through button event should be ignored on both if required.
(cherry picked from commit 8371c09aa7)
It turns out this change causes a deadlock:
The main UI thread calls synchronized handleMotionEvent() which then calls SDL_LockJoysticks()
The main app thread calls SDL_LockJoysticks() and then synchronized pollInputDevices()
(cherry picked from commit 8c89a076a7)
This reverts commit c362f1341f.
It turns out this change causes a deadlock:
The main UI thread calls synchronized handleMotionEvent() which then calls SDL_LockJoysticks()
The main app thread calls SDL_LockJoysticks() and then synchronized pollInputDevices()
(cherry picked from commit 02975994c1)
This simply toggles a flag that rejects DnD offers if false. Events were previously dropped silently, but rejecting the offer makes some desktops display a proper icon when the drop will not work.
(cherry picked from commit 336d07c2b7)
Safari's older Gamepad API exposes `vibrationActuator` with `playEffect`
and `reset` but no `effects` enumeration array. The probe added in
651136ac7 dereferences `vibrationActuator['effects']['includes']`
unconditionally, throwing `TypeError: undefined is not an object` on
every Safari client that opens a connected gamepad. Add the missing
`['effects']` null check so the probe returns false on Safari instead
of aborting.
(cherry picked from commit db7ac820f9)
start/end should be FriBidiStrIndex here -- using FriBidiLevel makes
them `signed char` and the loop here will become infinite if `end` is
> 127.
(cherry picked from commit 0ffb0bdd87)
This fixes a UBSAN warning later in this function where it calculates
(1 << SDL_BITSPERPIXEL(surface->format)). The bpp might be >= 32 and
out of range for a bit shift.
(cherry picked from commit d5af35e3fb)
libusb-1.0-0 is needed to enable SDL_HIDAPI_LIBUSB. It does not work with the `libusb-dev` package on Ubuntu, which is for the older version.
(cherry picked from commit c247f06f01)
Because the blend mode is explicitly set to SDL_BLENDMODE_NONE, it doesn't matter if there's a transparency channel in the texture format or not for opaque windows. This ensures that a 32-bit format is used with Metal instead of SDL_PIXELFORMAT_RGB565.
(cherry picked from commit b1f390255a)
This fixes faults when loading from read-only memory and avoids
cache line bouncing across cores which reduces performance.
(cherry picked from commit 7439a94ed2)
Now this keeps one FBO for each SDL_TEXTUREACCESS_TARGET texture, and doesn't
reuse it. We check if the FBO is "complete" once, at creation time, and
setting a render target merely has to bind the right FBO and never look back.
This simplifies the code and removes a guaranteed pipeline stall when setting
a new render target.
Fixes#15524.
(cherry picked from commit 56e0d052f1)
Some compositors may dispatch this too early, during the initial empty commit, when subsurfaces are attached to a toplevel window, but a buffer has yet to be committed to the parent surface. Don't set the frame callback until the initial empty commit is done, so it will be called when the actual parent surface frame is committed.
(cherry picked from commit e3393e6304)
Some compositors send the frame callback as part of the initial configuration sequence, so the window may already be past the "waiting for frame" state. Ensure that the exposure event is always sent.
(cherry picked from commit 1ac0ae9224)
Under the right conditions, this extension can result is smoother resizing when rendering with OpenGL, however, it is known to cause problems in certain cases, such as when handling presentation externally.
Gate it behind a hint, and disable it by default. Developers can selectively enable it when they verify that they meet the criteria for using it, and that it behaves correctly in their apps/games.
(cherry picked from commit b8545fce54)
If the cursor was created with a temporary surface that was pointing at external memory, then when the cursor is used it might be referencing memory that had already been freed.
(cherry picked from commit f6f4664ed1)
This was added so that the new thread definitely has its threadid set, via
SDL_GetCurrentThreadID(), before SDL_CreatThread returns, but this broke
Emscripten, which can't wait on a newly-created thread, since the thread won't
start until a later mainloop iteration.
Now we have the creating thread set this id in SDL_SYS_CreateThread, where
platform-specific logic can figure out how to calculate the new thread's ID
from the parent thread, without using SDL_GetCurrentThreadID().
Fixes#15509.
(cherry picked from commit 922b872b4f)
Natural scrolling affects both axes, and the compositor may not send the vertical axis orientation if the frame has no vertical scroll motion, so purely horizontal events need to be flagged as inverted as well.
(cherry picked from commit 3ee0439ae5)
controller.vendorName returns a generic name for Xbox controllers ("Controller"), so we have to give them proper names.
(cherry picked from commit c805a4d632)
The code is using `controls.window` before checking if it isn't null.
I found this bug by accident when I tried to run `SDL_ShowSimpleMessageBox`.
It first tried using Wayland with `zenity`, but since I don't have `zenity`, it fallbacked to `X11_ShowMessageBoxImpl`.
For some reason it couldn't create a window, maybe something related to XWayland, so `controls.window` was `NULL`.
(cherry picked from commit e70f1bfc29)
Without this lock, a concurrent call to SDL_ReleaseGPUBuffer, SDL_ReleaseGPUTransferBuffer or SDL_ReleaseGPUTexture can cause one of the arrays to be reallocated while METAL_INTERNAL_PerformPendingDestroys is iterating over it, causing a bad day all around.
(cherry picked from commit 1492911c7d)
Only parse when necessary, which it isn't when opening a file, so this is now
separated from creating the cached AAssetManager object.
(cherry picked from commit 9235ac4efd)
The AAssetManager won't supply this information to us, but it's just a zip
file, so we can read its central directory ourselves. We can still use
AAssetManager for file i/o to the APK's assets, so we don't have to deal with
compression and other zipfile features.
Fixes#15220.
Reference Issue #15347.
(cherry picked from commit bb4332bdc2)
- Add missing SDL_MemoryBarrierRelease() in the generic codepath
- Remove MSVC x86/x64 case which is now identical to the generic codepath
- Fix Solaris barrier to ensure prior stores are visible before unlocking
(cherry picked from commit 95ae0c194e)
On some platforms, SDL_MemoryBarrierRelease() is defined to
SDL_CompilerBarrier(). If SDL_CompilerBarrier() is also defined to
the fallback spinlock acquire/release, then we will infinitely
recurse in SDL_UnlockSpinlock(). Avoid this by not unlocking the
temporary spinlock we create.
(cherry picked from commit 66e98b5598)
If a size change occurs, the sdl2-compat event handler will flush the renderer, which will cause the software renderer to re-acquire a surface that was invalidated due to the size change. However, if the OnWindowPixelSizeChanged handler is called afterward, the invalid flag will be set on the surface, causing presentation to fail.
Check both for a null surface pointer and an invalid surface flag when checking surface validity in the software renderer.
(cherry picked from commit 73fc274ef7)
This way you can always safely use SDL_GetError() in your formatted string:
```c
SDL_SetError("Couldn't open '%s': %s", filename, SDL_GetError());
```
This problem was hidden on platforms that use the dynamic API, because it
would format the new error string to a separate buffer first, to deal with
the varargs entry point.
Fixes#15456.
(cherry picked from commit 559d226fc6)
The OS reports the button state as of macOS 11.0, iOS 14.0, and tvOS 14.0, so use that instead of the deprecated pause handler.
(cherry picked from commit 1146ea484a)
Only send the unblocking exposure event once per frame, so that clients using an event watcher won't redraw excessively.
Also ensure that the unblocking exposure is always sent on the libdecor path.
(cherry picked from commit 01a7588f8e)
This is a little more efficient than a DMB ISH and matches what
GCC, Clang, and MSVC generate for a C++11 acquire fence.
(cherry picked from commit f2206974b0)
This avoids requiring inline assembly for each architecture.
It also fixes some weakly ordered architectures which lacked
said inline assembly (RISC-V, MIPS, LoongArch, etc) and were
thus disasterously broken.
(cherry picked from commit 2858a32723)
This reverts commit 0231ff03de.
This causes SDL to return 1024x768 when asking for a best fit to 640x480 (thanks @AJenbo), so I'm reverting this until we can investigate more.
(cherry picked from commit 7b23cd62ca)
This PR modifies the Emscripten joystick backend to detect the user's OS and store its ID in the GUID, because different OSes might need different mappings for the same controllers.
I'm not sure if different browsers on the same OS can also have different mappings, but if they can, browser detection can be added to the GUID too if needed.
This PR also makes the GUID use `SDL_HARDWARE_BUS_USB` instead of `SDL_HARDWARE_BUS_UNKNOWN`, similarly to how Android and MFI backends always use `SDL_HARDWARE_BUS_BLUETOOTH` and GameInput, XInput, and RawInput backends always use `SDL_HARDWARE_BUS_USB`.
(cherry picked from commit 60a59fa557)
On most implementations, filter pattern matching is case-sensitive. For case-insensitive matching of a pattern such as '*.png', the pattern *.[pP][nN][gG]' must be used.
(cherry picked from commit 387439d009)
Returning true with an unavailable interface in no-op cases can prevent fallback to other inhibition methods. If the inhibitor interface was previously tried and marked as unavailable, just return false.
(cherry picked from commit 125ed508c2)
Support for this hint was removed from Wayland shortly after it was added, but the documentation was never updated to reflect this.
(cherry picked from commit 76aa12701a)
When the pointer isn't being scaled, make sure the cursor scale factor is set to that of the window to avoid blurry cursors on high-DPI desktops, and use the inverse of the pointer scale value when selecting buffers for size-adjusted cursors. Fixes a regression from adjusting custom cursor sizes when using scale to display mode, and ensures that the best buffer size for the scaled cursor is always selected.
(cherry picked from commit 03f1a84302)
__sync_lock_test_and_set() is designed for creating locks, not as
a general atomic exchange function. As a result, it only provides
an acquire memory barrier and isn't guaranteed to actually store
the provided value (though it does on architectures we care about).
__atomic_exchange_n() is supported on GCC/Clang for the last ~10
years, so let's use that instead if available. We will keep the
__sync_lock_test_and_set() fallback around for ancient platforms,
but add a full memory barrier to match the documented behavior.
(cherry picked from commit 509a36db16)
Someone mentioned that Claude sees this file's previous text and adds "look at
AGENTS.md" to it's TODO list instead of treating it as the thing it should do
first.
If everything decides to prefer AGENTS.md at some point, we'll delete this
file.
A symlink would apparently also work, but it would be the only symlink in the
SDL git repo, so it seemed less disruptive to just copy the file over for now.
(cherry picked from commit 847fc72b1b)
Apparently Claude Code won't read AGENTS.md by default at this moment, but
since that's the direction we're moving, let's just add the file Claude
currently looks for and tell it that the actual instructions are in AGENTS.md.
I thought these things were supposed to be less complicated that interacting
with humans, lol.
(cherry picked from commit 1124e44e4c)
Even without the text input protocol, basic text can still be obtained from individual keys and the composition system.
(cherry picked from commit dd6d49afbd)
All locked front buffers must be released prior to destroying
the EGL surface to avoid causing a UAF in libnvidia-egl-gbm.so.
(cherry picked from commit 463b6be133)
When a window has the pointer grabbed, the X server will grab all master device events, and XInput2 will continue to deliver slave events to the window immediately under the pointer, regardless of grab status. Only send slave pointer events to the focused window, and fall back to the core X events to catch button presses missed when the pointer is over another window.
(cherry picked from commit 0fc9db9b82)
Previously we weren't doing drawing, but we were enqueuing viewport commands and so forth, which were causing GPU permission errors on iOS. We really don't want to be sending any work to the GPU when we're in the background.
(cherry picked from commit 57f3d2ea0a)
On Android, backgrounding and foregrounding an app causes the Vulkan
surface to be destroyed. vkAcquireNextImageKHR returns
VK_ERROR_SURFACE_LOST_KHR, but the acquire while(true) loop only calls
RecreateSwapchain which doesn't recreate the surface, resulting in an
infinite retry loop and a black screen.
Handle VK_ERROR_SURFACE_LOST_KHR by setting both needsSurfaceRecreate
and needsSwapchainRecreate, then returning to let the existing
recreation path handle it on the next call.
Fixes#15322
(cherry picked from commit c98b36ff03)
This works inside of containers, and supports passing an activation token with the request, which is needed on Wayland to transfer focus to the browser.
(cherry picked from commit 682da4ee98)
CMAKE_COMPILER_IS_GNUCC is obsolete variable and can be replaced with
CMAKE_C_COMPILER_ID (also available since early CMake versions).
In the past CMake versions also LCC and QCC compilers had this varible
set to boolean true but these aren't relevant here.
(cherry picked from commit 25aa1c643f)
navigator.getGamepads() can return null for a slot if the gamepad
disconnects between the gamepadconnected event and the proxied
MAIN_THREAD_EM_ASM_INT call. This causes a TypeError when accessing
gamepad.id. Add null guards matching the pattern already used in
EMSCRIPTEN_JoystickOpen and EMSCRIPTEN_JoystickRumble.
(cherry picked from commit 59602fb473)
The three EM_JS functions (SDL_GetEmscriptenJoystickVendor,
SDL_GetEmscriptenJoystickProduct, SDL_IsEmscriptenJoystickXInput)
call navigator.getGamepads() which is only available on the main
browser thread. With PROXY_TO_PTHREAD, the joystick callbacks are
dispatched to a worker where the Gamepad API is not available,
causing a TypeError.
Convert these from EM_JS to static functions using
MAIN_THREAD_EM_ASM_INT, which proxies the JavaScript execution to
the main browser thread. This matches the pattern already used by
other navigator.getGamepads() calls in the same file.
(cherry picked from commit be8643f739)
The rest of the atomic codepath is still enabled and usable.
This fixes missing and weird mouse cursors. We'll debug this code later on.
Reference Issue #15242.
(cherry picked from commit f423a2ae34)
Apparently this _can_ happen under load, or maybe some other weird condition.
Hopefully this will encourage PipeWire to fire output_callback again, and
we'll just try again later.
Reference Issue #14916.
(cherry picked from commit 32ef82caaf)
- Initialize some out variables that are annotated inout in the function setting them.
- Fix 'dwVerHandle' might not be '0' warning from msvc analyzer calling GetFileVersionInfoA. MSDN says that
the lpdwHandle param to GetFileVersionInfoSize is optional (set to zero) and the dwHandle param to
GetFileVersionInfoA is ignored. msvc goes a step further and explicitly warns if dwHandle is not provably 0.
Fixes the following:
SDL3\src\stdlib\SDL_string.c(2359): warning C6054: String 'text' might not be zero-terminated.
SDL3\src\video\windows\SDL_windowsevents.c(897): warning C6001: Using uninitialized memory 'devName'.
SDL3\src\video\windows\SDL_windowskeyboard.c(644): warning C6388: 'dwVerHandle' might not be '0': this does not adhere to the specification for the function 'GetFileVersionInfoA'.
(cherry picked from commit b878ab1691)
Fixes#15285
Missing Metal GPU block in CMakeLists.txt prevents `HAVE_SDL_GPU` from being set when only Metal is enabled.
(cherry picked from commit e66f1b5162)
Now apps can have persistent files available during SDL_main()/SDL_AppInit()
and don't have to mess with Emscripten-specific code to prepare the filesystem
for use.
(cherry picked from commit dcc177faa4)
If the modern implementation of file dialogs on Windows fails, it will invoke the callback on error and report an error, then SDL would attempt invoking the dialog again using an older implementation, which would call the callback again.
This is not desired behavior, so it has been changed as follows:
- If the modern dialog fails before showing (missing library/symbol), don't call the callback and try the older dialogs in case we're on an old platform.
- If the dialog fails while or after showing, assume the error is a normal invocation error (such as an invalid path), call the callback and don't show the older dialogs to prevent showing two dialogs in succession to the user.
(cherry picked from commit a54dd7ba45)
Visual Studio _still_ doesn't report itself as C99 compatible, afaict, but
does support the syntax as of VS2017 15.6, apparently.
This page mentions the first version of Visual Studio that handles hexidecimal
float notation:
https://stackoverflow.com/questions/18180116/vc-rejecting-hexadecimal-floating-point-constant?utm_source=chatgpt.com
If not Visual Studio, we also take the messier path for things that don't
report themselves as C99. Most things will take the cleaner path, though.
Closes#15276.
(cherry picked from commit a157d96de8)
Caps the sample rate at 200kHz so that SDL's mixer will downsample any streams which are higher than that.
My Mega Drive emulator outputs at 223721Hz (the sample rate of the PSG chip), and `SDL_OpenAudioDeviceStream` fails due to DirectSound's `CreateSoundBuffer` returning an 'invalid parameter' error code. Lowering the sample rate makes the error go away.
Reported to me by @B3HKO in this issue:
https://github.com/Clownacy/clownmdemu-frontend/issues/60
The 200kHz limit is documented here:
https://learn.microsoft.com/en-us/previous-versions/windows/desktop/ee419022(v=vs.85)
DirectSound's Wikipedia article mentions that problems may occur with sample rates above 192kHz, but no source is provided, so I am unsure whether to take it seriously.
(cherry picked from commit 6efe0e19a7)
Fixes a crash when calling SDL_RenderGeometryRaw() with both `texture`
and `uv` set to `NULL`, and with geometry that is laid out in a way
that passes the quad checks.
(cherry picked from commit 989de77f4f)
When SIGCHLD is blocked, some executables (for example CMake) do not exit properly when executed using `SDL_CreateProcess` from any SDL thread (not main thread). `SDL_CreateProcessWithProperties` docs say that `SIGCHILD` should not be ignored or handled, therefore blocking it during thread creation is a likely reason for the bug. Should fix#15210.
Signed-off-by: Konstantin Tomashevich <konstantin.tomashevich@gmail.com>
(cherry picked from commit 291d1b6491)
When emulating display modes or using display scaling, custom cursors need to be scaled, or they can appear too large or small relative to the window size.
(cherry picked from commit 3d21b3bc68)
The SDL keyboard and mouse will be removed when destroying the seat, so there is no need to preemptively remove them.
(cherry picked from commit 566448d95a)
Technically we only want to do this for controllers that are opened, but we don't have a way to match up controllers using other APIs with individual GCControllers.
(cherry picked from commit 11adfd2008)
Some compositors will send a configure event immediately after a scale event, however, this event can contain the old logical size, and should be ignored, or the window will incorrectly change size when moved between displays with differing scale factors.
Store the last requested logical size as the last configure size when resizing a floating window due to a scale change, so a configure event immediately following with the old size will be ignored.
(cherry picked from commit 18219d5b53)
This PR makes the GameInput joystick backend ignore non-gamepad controllers if DirectInput or XInput backends are enabled. This is done to prevent possible bugs and/or regressions.
(cherry picked from commit 419dcfe747)
(This was corrected in main, but there isn't a clean cherry-pick we can do for
the release-3.4.x branch at this point, since various pieces of the sRGB work
made it in here in a different order, but this is the one crucial line that
appears to be missing.)
Reference Issue #14898.
This PR includes small improvements to the GameInput joystick backend:
- Device subtypes
- Compatibility with DirectInput joystick mappings (if the controller is not a gamepad, i.e. `GAMEINPUT_InternalIsGamepad()` returns `false`)
- Fallback to DirectInput/XInput for currently unsupported devices (force feedback ones and the ones that are neither gamepads nor controllers, I'm not sure if that's possible, but maybe racing wheels and other device subtypes would count?)
(cherry picked from commit 0138843eb7)
PS4/5 controllers put device specific data into a specific region in the report, so we have to extract it separately.
No known guitars use the right stick on the guitar, so to keep things working similarly to PS3, i have opted to map whammy and tilt the same way as the PS3 rb guitars.
(cherry picked from commit 94f17d6c61)
Apparently, because PlaneSlice wasn't initialized, we couldn't use SDL_GPU_TEXTURETYPE_2D_ARRAY and SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE together, as the error d3d12:
"ID3D12Device::CreateUnorderedAccessView occurred: The PlaneSlice -858993460 is invalid when the resource format is R8G8B8A8_UNORM and the view format is R8G8B8A8_UNORM. Only Plane Slice 0 is valid when creating a view on a non-planar format. [ STATE_CREATION ERROR #344: CREATEUNORDEREDACCESSVIEW_INVALIDPLANESLICE]"
(cherry picked from commit 89cab56536)
SDL normalizes the super/GUI modifier away, so adding a key with this modifier will overwrite the base, unmodified value.
(cherry picked from commit 8c8efd4ccd)
- Use exact numerator/denominator from spec for CMTime to avoid rounding errors.
- Wrap frame rate setting in @try-catch to prevent crashes on strict drivers.
(cherry picked from commit e2a2e2c31e)
Don't disable this functionality when defining SDL_LEAN_AND_MEAN, but if you need to, you can define SDL_DISABLE_STB if you want to compile this out.
Fixes https://github.com/libsdl-org/SDL/issues/15139
(cherry picked from commit 72d5fe213f)
We have an implementation that uses 128-bit math and one that handles large values without it (thanks @jessechounard and @rabbit-ecl!)
Fixes https://github.com/libsdl-org/SDL/issues/15042
(cherry picked from commit 24404d9047)
V4L2 is able to advertise that a video device is able to display any frame
interval within a continuous range. SDL does not allow advertising this and
only exposes discrete frame intervals. To work around this, SDL attempted to
generate a subset of the range with a fixed interval. Unfortunately, the way
this was accomplish is inherently broken and led to attempting to allocate a
very large number of formats per resolution and colorspace. With the Magewell
Pro Capture HDMI, which can expose FRMSIZE_TYPE_CONTINUOUS as well, this can
expose a truly astronomical number of formats, exceeding 1 PB of RAM. This will
lead to an OOM kill for any process that tries to initialize the camera
subsystem.
This patch just tests to see if some common frame rates are within the
contiuous range and expose those. SDL still does not handle
FRMSIZE_TYPE_CONTINUOUS in a graceful way so it still uses over a gigabyte of
RAM for each possible combination of sizes, but with this patch it no longer
leads to an OOM kill. The API will need amending for proper support for both
continuous frame sizes and frame intervals.
(cherry picked from commit ab6dd970ac)
to eliminate discrepancies between release-3.4.x and main branches.
(cherry picked from commit 165bfd3e83)
(cherry picked from commit 90aaa23977)
(cherry picked from commit 7d27ca282e)
(cherry picked from commit 6fc31b7f0b)
(cherry picked from commit c71c53c406)
(cherry picked from commit c9b7ca0c42)
(cherry picked from commit e2bc4be482)
(cherry picked from commit ae4fb50316)
(cherry picked from commit 6f45f97af0)
(cherry picked from commit d2ca570050)
(cherry picked from commit 73500019ea)
(cherry picked from commit 72ed7d0f87)
(cherry picked from commit 2aacf018f0)
[ci skip]
This is only useful if the application knows to add the flag introduced by this
extension, and at that point the application can also include the extension
themselves.
Case in point: SDL_gpu_vulkan was already doing this!
DSV creation was missing a TEXTURE2DARRAY branch for array, cube, and
cube-array depth textures. It fell through to TEXTURE2D, so
FirstArraySlice was never set and all layers' DSVs targeted layer 0.
This caused incorrect rendering when using depth textures with multiple
layers, such as cubemap shadow maps.
Previously it would have reported success but not returned a valid string, and
didn't check for the (probably extremely unlikely) case of overflowing our
locale list array.
(cherry picked from commit 3aa531000a)
SDL_GetGrabbedWindow() can be called when the video system is uninitialized, and, since there is no window parameter, _this must be checked for validity to avoid a segfault.
(cherry picked from commit be82f316c4)
It SDL_SYS_EnumerateDirectory was changing the path string and passing it to
the callback, causing chaos in the glob handler, which expected the original
string to pass through.
Fixes#15057.
(cherry picked from commit a3b0403412)
Fixes browsers on phone that change screen orientation during fullscreen not
getting a resize event.
Fixes#15024.
(cherry picked from commit 0f2d415dee)
Avoids a null dereference of currentRegion->vulkanTexture->container in DefragmentMemory:
} else if (!currentRegion->isBuffer && !currentRegion->vulkanTexture->markedForDestroy) {
...
¤tRegion->vulkanTexture->container->header.info
... (among others)
by not "VULKAN_Submit"ting (and thus adding it to the defrag pool) before setting the container.
Although rare (defrag almost never ran), this crash happened in a real-world application.
(cherry picked from commit 06bf8d1924)
Getting device names can hang for a long time on certain devices, so make sure this is done on a separate thread to avoid blocking initialization and the main loop.
Fixes https://github.com/libsdl-org/SDL/issues/12913
(cherry picked from commit bc623d1af6)
Some devices with broken drivers hang when their name is queried, so added a workaround for applications that don't need input device details. The long term fix is to move the hotplug detection into a separate thread.
(cherry picked from commit a66988621a)
It's now SDL_HINT_OPENGL_FORCE_SRGB_FRAMEBUFFER, since it does more than mess
with the srgb-capable context attribute now.
Reference Issue #14898.
(cherry picked from commit 10b524c7cc)
The default varies between OpenGL and OpenGL ES, so try to force it to what
the app actually requested with SDL_GL_FRAMEBUFFER_SRGB_CAPABLE.
Fixes#14898.
(cherry picked from commit 083c6b8872)
FS.mkdir() will throw a javascript exception if the scratch directory already
exists, so catch/ignore that.
Wrap the rest of the scratch i/o in a try/catch block; the event will only
send if everything works out.
Wrap some calls from Javascript to the C runtime's free() in an
EMSCRIPTEN_KEEPALIVE function, so that the compiler doesn't optimize the
function out and crash at runtime.
Fixes#14999.
(cherry picked from commit 267e681a0b)
This controller has 3 interfaces, one for the Xbox gamepad protocol, and two HID interfaces. We should only handle the Xbox interface in the Xbox driver.
(cherry picked from commit 9f8c70713a)
Removed obsolete documentation that shows this usage and macros that attempt it.
Also allow SDL_FUNCTION to be redefined by the application.
Fixes https://github.com/libsdl-org/SDL/issues/15004
(cherry picked from commit 6feb0e1333)
In SDL_audio.c:OpenPhysicalAudioDevice, an attempt is made to SDL_CreateThread
if ProvidesOwnCallbackThread is false, but SDL_CreateThreadWithPropertiesRuntime
is not implemented for Emscripten, so this always fails. I'm not sure if/when
this ever worked, but it simply cannot work in its current state.
(cherry picked from commit 8ee7dc2f9f)
The patterns we were using don't match the official patterns, which fill up as
many lights as players instead of just using the nth player LED. Above 4,
there are some special patterns, as documented on Nintendo's Singaporean site:
https://www.nintendo.com/sg/support/qa/detail/33822
(cherry picked from commit 017d950b6b)
This hint is documented to not just turn off fullscreen windows going into a
new Fullscreen Space, but also to make the green button on a resizeable
window's title bar do a maximize/zoom instead of make the window fullscreen.
Previously, this only did the former and not the latter (or perhaps it worked
and the defaults changed in a newer macOS, we aren't sure).
Fixes#7470.
(cherry picked from commit 50f3adec77)
This also delays pen proximity out events to make sure that the pen is really gone before delivering them. On Android, you get a HOVER_EXIT event when the pen contacts the surface, which we don't want to treat as the pen leaving proximity.
(cherry picked from commit bddf6d3e2a)
In this case, it's available via both libusb and hidraw, but the hidraw device isn't usable. If a device needs to be opened via libusb, don't expose it via hidraw enumeration.
(cherry picked from commit f60231759d)
On Windows there is a separate HIDAPI device for each slot. On Linux and macOS, there is a single HIDAPI device and the slot is included in the report.
(cherry picked from commit cdffbdfeaf)
We still need the task to go through the IoRing, even though the flush
operation we use to get it there will always fail on a read-only file. So
check for this specific case and don't report failure.
Fixes#14878.
(cherry picked from commit 4df13e8806)
Transform clearing of arrays into SDL_zeroa(), and
clearing through a T* with size(T) into SDL_zerop().
Extends commit 83fb7b6636.
(cherry picked from commit 248223592a)
This reverts commit cd31381185.
Linking libbrcmEGL.so explicitly breaks (causes segmentation faults) in other code that links and runs the X11 EGL.
Reopens https://github.com/libsdl-org/SDL/issues/14749
At least in my Raspbian Stretch build environment, the vc_dispmanx symbols that were missing are found in libbcm_host.so, which is linked by default.
(cherry picked from commit 7fe30b04bf)
This avoids some misleading error messages when running unit tests with
the dummy driver: on a typical desktop Linux system, it's normal for
opening keyboards and mouse in `/dev/input/*` to fail with `EACCES`,
and in container technologies that share `/sys` but not `/dev` with the
container, we can find that we fail to open them with `ENOENT`.
Resolves: https://github.com/libsdl-org/SDL/issues/14872
Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit 9ceb982a63)
Make use of check_include_files to be able to also include
stdint.h when checking for the headers. Fixes detection of
usbhid.h on OpenBSD.
/usr/include/usbhid.h:40:2: error: unknown type name 'uint32_t'
40 | uint32_t _usage_page;
| ^
(cherry picked from commit 410a35fbee)
Otherwise, the quit event can be sent prematurely. The topmost status must be queried and cached before sending the close request event, as the window may be destroyed in an event handler.
(cherry picked from commit 34b620c3f8)
Stop the frame callback and flag the cursor for a refresh when the pointer re-enters the surface, but don't set a null cursor, as it may have already been set after entering a surface that is part of the window decorations, resulting in an unwanted invisible cursor.
(cherry picked from commit 5e2977709b)
Avoids UBSan warning (among other similar ones in SDL_thread.c):
src/thread/SDL_thread.c:109:13: runtime error: index 1 out of bounds for type 'struct (unnamed struct at src/thread/SDL_thread_c.h:70:5)[1]'
SUMMARY: UndefinedBehaviorSanitizer: undefined-behavior src/thread/SDL_thread.c:109:13
(cherry picked from commit f9395a766f)
Requesting certain MIME types (e.g. EPS formats offered by KDE) can be *very* slow, on the order of multiple seconds, due to requiring significant processing. Only try to load image MIME types that SDL is known to support (BMP and PNG).
(cherry picked from commit 32747ceb84)
The default timeout value of 14ms is ideal when querying clipboard data while polling events, to prevent excessive lag if the source takes a long time to respond, however, when reading from SDL_GetClipboardData(), the timeout can be too short if a large amount of data must be processed or transferred. SDL_GetClipboardData() is not called while polling events, so using a longer read timeout to greatly increase the chance of success is acceptable.
Use a 5 second timeout when reading from SDL_GetClipboardData() and GetPrimarySelectionText() to greatly increase the chances of a successful read, even if the requested format requires heavy processing.
(cherry picked from commit 2a0d04613c)
Clients that defer repainting may hang in SDL_WaitEvent() while interactively resizing if they only redraw when an appropriate event is received, as resizing defers the new state until a frame callback is received, and if too much time elapsed since the last redraw, the last frame callback may have already occurred. Send an exposure event when deferring resizes so the client will make forward progress and trigger a frame callback to ack the pending configure state.
(cherry picked from commit 2212c4f085)
Prevent mouse and keyboard events from being processed twice by
skipping [super sendEvent:] for events SDL has already handled via
Cocoa_DispatchEvent. Other event types still go through AppKit's
normal handling.
(cherry picked from commit dd52dd8995)
Older versions of XInput2 do not declare struct XIGesturePinchEvent
in XInput2.h, causing compilation failure in SDL_x11xinput2.c
Check for XIGesturePinchEvent in the test for enabling
SDL_VIDEO_DRIVER_X11_XINPUT2_SUPPORTS_GESTURE
(cherry picked from commit 7690e00f42)
In rare cases, a leave event can be grouped with relative motion in a frame. Ensure a valid focus window when dispatching relative motion.
(cherry picked from commit fab42a1432)
hid.dll simply cannot send 7 bytes reports unlike other platforms
It enforces full length repots of 17 from the device's descriptor,
which does not work on the device.
This breaks ffb and led control, so we disable this by default on
windows.
(cherry picked from commit 6c2f9bc41e)
CGDisplayPixelsHigh(kCGDirectMainDisplay) involves an IPC call to the
Window Server on each invocation. Cache the main display height in
SDL_CocoaVideoData and update it only when display configuration changes,
reducing overhead during high-frequency mouse event processing.
(cherry picked from commit 3ee8d1406c)
`target_get_dynamic_library` should not be called if `SDL_HIDAPI_LIBUSB_SHARED` is set to OFF, it otherwise causes a warning at best, or a build failure if libusb is provided by a parent project and not installed on the system
(cherry picked from commit 4a29b6a651)
It turns out the reason this function was having so many overread issues was because our row copies were wrong - for compressed images we also need to reduce the row count based on the block size, similar to what we already do for pitch calculation - these copies are byte copies, not pixel copies!
(cherry picked from commit f472f93db8)
The event core will do so automatically, and this may end up dropping events in rare cases when exiting fullscreen if an event with the final bordered window size is sent before the event notifying that the borders have come back on.
Don't decide if the button is pressed by the `buttons` bitmask, but rather by
event type. On macOS, the trackpad might produce a mousedown event with taps
instead of full clicks--if tapping is enabled in System Preferences--and in
this case might not set the flag in the bitmask.
Fixes#14640.
Events won't be delivered to the regular event watcher list callbacks if a client event filter discards events. Use the special window event watcher list to watch for resizes in the GPU renderers, as events are delivered to this list before a client can potentially discard them.
Anecdotally, some force-feedback wheels have been reported to experience a
reduced "definition", "texture", "precision", or "je ne sais quoi", which
appears to be caused by sending more update flags than necessary to
DirectInput.
This may be related to the fact that there are two USB PID packets that are
sent when updating a device: One contains the "general" force data, and the
other contains the "type-specific" data. My speculation is that many wheels
expect to only receive the latter, and misbehave when receiving both.
This has been tested and validated anecdotally by others who have received
a hacked-together version of PCSX2 that corrects the flags sent to DirectInput,
who noted a significant improvement in the "feeling" of the FFB effects.
The only way to validate this at a technical level is to grab a wheel that uses
the "generic" DirectInput FFB drivers (which map nearly 1:1 with the USB PID
specification), and inspect the USB packets (e.g. with USBPcap) to check whether
redundant data is being sent.
This upsets things, because you end up calling a javascript function with
more arguments than it expects, and if asserts are enabled, Emscripten notices
this and aborts the program when you hit this code.
Reference Issue #14670.
Wayland icons must be square, so scale non-square images to fit a square region instead of failing. This matches X11 behavior.
A warning that the image will be scaled will be logged.
As in the previous commit, loading GTK while setuid or setgid would
result in the process exiting. This is equally true if it's loaded
indirectly, for a libdecor plugin.
libdecor doesn't currently have any API by which it can be asked to
avoid specific plugins, but its GTK plugin declines to initialize if it
detects a non-main thread (because GTK documents that it must only be
used from the main thread), resulting in libdecor falling back to the
lower-priority Cairo plugin. We can make use of this by intentionally
initializing libdecor on another thread if we have been asked to avoid
GTK. This is a bit of a hack, but at worst it should be harmless.
Resolves: https://github.com/libsdl-org/sdl2-compat/issues/564
Signed-off-by: Simon McVittie <smcv@debian.org>
GTK explicitly doesn't support being used setuid or setgid, and if SDL
loads and initializes GTK, GTK will exit the process if it
detects a setgid executable. This is incompatible with the historical
practice of making game executables setgid in order to write out a
shared high-score table on multi-user systems (which is security theatre
at best, because typical game runtime libraries are not hardened against
an untrusted caller, but making it regress would be a user-observable
regression in sdl2-compat).
Helps: https://github.com/libsdl-org/sdl2-compat/issues/564
Signed-off-by: Simon McVittie <smcv@debian.org>
Currently, no compositor that supports the warp protocol sends a motion event after doing so, so SDL must synthesize one when using the warp protocol, as it did with the locking protocol.
This can be avoided once
https://gitlab.freedesktop.org/wayland/wayland/-/merge_requests/340 is completed.
If GL/Vulkan was loaded manually via a SDL_X_LoadLibrary() call instead of via window flags or through the GPU or renderer system, and there is no matching SDL_X_UnloadLibrary() call, the library instance won't be automatically unloaded while shutting down the video system, as the refcount won't go to zero, which can cause problems with some backends, and leaves a leaked DLL/SO handle when the global video object is destroyed.
Ensure that the libraries are unloaded after destroying the windows, but before shutting down the video backend, to prevent a leak and possible driver errors when shutting down the video backend.
An event flush while a window is being hidden may try to toggle the window borders. Don't poll the mapping state when toggling borders if the window is in the process of being hidden, or the window may already be unmapped, and the wait loop will hang forever.
This matches other platforms.
Also make sure Android explicitly sets vsync on restore, regardless of the
specific setting, to make sure it's consistent.
Fixes#14642.
Calling SteamAPI_InitEx() will set environment variables that SDL uses to properly support the Steam virtual gamepad. Make sure that we fall back to the real environment for the variables that Steam sets.
We might be setting an environment variable along with other application code setting environment variables (like code in SteamAPI_InitEx()) before initializing SDL.
Core X11 events are used for absolute motion while the mouse is grabbed, as XInput doesn't receive motion events from the master pointer, and the position from the slave devices lags one report behind. However, pointer events emulated from multitouch events can't be filtered out when using core events, as the XInput flags are not passed through.
Use the absolute position from slave devices in XInput motion events while the mouse is grabbed and touch events are active to allow filtering out pointer events emulated from touch events. Pointer events in this case may be a report behind the master device, but receiving input from both the pointer and touches simultaneously is not likely to be a common occurrence.
The script assumed Git's traditional loose refs or packed-refs format.
When cloning with extensions.refstorage=reftable, neither .git/refs/*
nor .git/packed-refs exist, causing cmake configuration to fail.
Fall back to git rev-parse when file-based ref lookup fails.
It turns out that some distros set SDL_IM_MODULE globally, which leads to broken text input with this check, and there really is no reason not to use the text input protocol when available.
Reverts 2b375d9704
Wayland cursors are surfaces sized in scaled points, so this hint wouldn't change the size, just prevent larger backbuffers from being used to draw sharper scaled cursors.
This gives us more robust handling of Bluetooth Xbox controllers which may vary the report format between firmware versions.
Firmware versions tested:
Xbox One S: 3.1.1, 4.8.1923, 5.13.3143
Xbox One S/X: 5.11.3118, 5.23.6
Xbox Elite Series 2: 5.22.16, 5.23.6
Fixes https://github.com/libsdl-org/SDL/issues/14597
We only want to change cursor display scale if the application or the user opts in by setting a hint. Otherwise cursors could change size unexpectedly when upgrading to SDL 3.4.0.
Windows may be destroyed in event handlers, so check the window validity after pushing window events onto the queue to ensure that the window and its properties are still valid.
This reverts commit 3ee29f2e7a, among other
changes. This means getting a scary warning on the javascript console in
Emscripten by default, but this is easily fixed by setting a GL swap
interval at startup or creating a 2D renderer with the appropriate property
(or call to SDL_SetRenderVSync()).
Fixes#14625.
The was duplicated in the XInput2 code, but taking an SDL_VideoData parameter instead of SDL_VideoDevice. Remove the duplicated XInput2 function, and use an SDL_VideoData parameter for X11_FindWindow to avoid an unnecessary dereference.
A common use case is asking someone to clone SDL and run a test. This simplifies the instructions so we don't also have to tell them how to enable the tests. Anyone savvy can just add -DSDL_TESTS=OFF if they don't want to have them.
The Emscripten support for setting window icons introduced in #14490 does not work when using pthreads. Using `SetWindowIcon` will cause the program to crash. The reason for that is that the `Blob` constructor does not accept shared memory (`SharedArrayBuffer`).
We need to create a local copy of the icon data if necessary.
2025-12-06 22:11:55 -08:00
1261 changed files with 14386 additions and 5922 deletions
- [ ] I confirm that I am the author of this code and release it to the SDL project under the Zlib license. This contribution does not contain code from other sources, including code generated by a Large Language Model ("AI").
<!--- Provide a general summary of your changes in the Title above -->
"steamrt3":JobSpec(name="Steam Linux Runtime 3.0 (x86_64)",os=JobOs.UbuntuLatest,platform=SdlPlatform.Linux,artifact="SDL-steamrt3",container="registry.gitlab.steamos.cloud/steamrt/sniper/sdk:latest",more_hard_deps=True,),
"steamrt3-arm64":JobSpec(name="Steam Linux Runtime 3.0 (arm64)",os=JobOs.Ubuntu24_04_arm,platform=SdlPlatform.Linux,artifact="SDL-steamrt3-arm64",container="registry.gitlab.steamos.cloud/steamrt/sniper/sdk/arm64:latest",more_hard_deps=True,),
"steamrt3":JobSpec(name="Steam Linux Runtime 3.0 (x86_64)",os=JobOs.UbuntuLatest,platform=SdlPlatform.Linux,artifact="SDL-steamrt3",container="registry.gitlab.steamos.cloud/steamrt/sniper/sdk:latest"),
"steamrt4":JobSpec(name="Steam Linux Runtime 4.0 (x86_64)",os=JobOs.UbuntuLatest,platform=SdlPlatform.Linux,artifact="SDL-steamrt4",container="registry.gitlab.steamos.cloud/steamrt/steamrt4/sdk:latest",more_hard_deps=True,),
"steamrt4-arm64":JobSpec(name="Steam Linux Runtime 4.0 (arm64)",os=JobOs.Ubuntu24_04_arm,platform=SdlPlatform.Linux,artifact="SDL-steamrt4-arm64",container="registry.gitlab.steamos.cloud/steamrt/steamrt4/sdk/arm64:latest",more_hard_deps=True,),
@@ -7,44 +7,97 @@ This is a list of major changes in SDL's version history.
General:
* Added SDL_CreateAnimatedCursor() to create animated color cursors
* Added SDL_HINT_MOUSE_DPI_SCALE_CURSORS to automatically scale cursors based on the display scale
* Added SDL_SetWindowProgressState(), SDL_SetWindowProgressValue(), SDL_GetWindowProgressState(), and SDL_GetWindowProgressValue() to show progress in the window's taskbar icon on Windows and Linux
* Added SDL_GetGPUDeviceProperties() to get the properties of an SDL GPU device
* Added GPU device creation properties to enable the GPU API on older hardware if you're not using these features:
* Added SDL_PROP_GPU_DEVICE_CREATE_VULKAN_OPTIONS_POINTER to enable configuring Vulkan features when creating a GPU device
* Added SDL_PROP_GPU_DEVICE_CREATE_VULKAN_REQUIRE_HARDWARE_ACCELERATION_BOOLEAN to allow requiring Vulkan hardware acceleration when creating a GPU device
* Added SDL_GetGPUDeviceProperties() to query information from a GPU device:
- SDL_PROP_GPU_DEVICE_NAME_STRING
- SDL_PROP_GPU_DEVICE_DRIVER_NAME_STRING
- SDL_PROP_GPU_DEVICE_DRIVER_VERSION_STRING
- SDL_PROP_GPU_DEVICE_DRIVER_INFO_STRING
* Added SDL_GetPixelFormatFromGPUTextureFormat() and SDL_GetGPUTextureFormatFromPixelFormat()
* Added SDL_CreateGPURenderer() and SDL_GetGPURendererDevice() to create a 2D renderer for use with GPU rendering.
* Added SDL_CreateGPURenderState(), SDL_SetGPURenderStateFragmentUniforms(), SDL_SetGPURenderState(), and SDL_DestroyGPURenderState() to use fragment shaders with a GPU 2D renderer
* Added SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_POINTER to create a 2D texture from an existing GPU texture
* Added SDL_PROP_TEXTURE_GPU_TEXTURE_POINTER to get the GPU texture from a 2D texture when using the GPU 2D renderer
* Added support for YUV textures and HDR colorspaces to the GPU 2D renderer
* Added support for textures with palettes, and SDL_GetTexturePalette() and SDL_SetTexturePalette() to interact with them
* Added SDL_RenderTexture9GridTiled() to do tiled instead of stretched 9-grid texture rendering
* Added SDL_GetDefaultTextureScaleMode() and SDL_SetDefaultTextureScaleMode() to set the texture scale mode for new textures
* Added SDL_GetRenderTextureAddressMode() and SDL_SetRenderTextureAddressMode() to change the texture addressing mode
* Added SDL_TEXTURE_ADDRESS_WRAP to allow wrapping of textures if the renderer has SDL_PROP_RENDERER_TEXTURE_WRAPPING_BOOLEAN set
* The default YUV colorspace is BT.601 limited range, for compatibility with SDL2
* Added SDL_SCALEMODE_PIXELART as an improved scaling algorithm for pixel art without introducing blurring
* Added SDL_FLIP_HORIZONTAL_AND_VERTICAL to flip a surface both horizontally and vertically
* Added SDL_LoadPNG(), SDL_LoadPNG_IO(), SDL_SavePNG(), and SDL_SavePNG_IO() to load and save PNG images
* Added SDL_LoadSurface() and SDL_LoadSurface_IO() to detect BMP and PNG formats and load them as surfaces
* Added SDL_PROP_SURFACE_ROTATION_FLOAT to indicate the rotation needed to display camera images upright
* Added SDL_RotateSurface() to create a rotated copy of a surface
* SDL_EVENT_WINDOW_EXPOSED now sets data1 to true if it is sent during live resizing
* Added SDL_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED, which is sent when the usable desktop bounds change
* Added SDL_EVENT_SCREEN_KEYBOARD_SHOWN, which is sent when the on-screen keyboard has been shown
* Added SDL_EVENT_SCREEN_KEYBOARD_HIDDEN, which is sent when the on-screen keyboard has been hidden
* SDL_EVENT_AUDIO_DEVICE_ADDED will be sent during initialization for each audio device
* SDL_GetCameraPermissionState() returns SDL_CameraPermissionState instead of int
* Added SDL_PutAudioStreamDataNoCopy() to do more efficient audio stream processing in some cases
* Added SDL_PutAudioStreamPlanarData() to add planar audio data instead of interleaved data to an audio stream
* Added SDL_HINT_AUDIO_DEVICE_RAW_STREAM to signal that the OS shouldn't do further audio processing, useful for applications that handle noise canceling, etc.
* Added SDL_PROP_AUDIOSTREAM_AUTO_CLEANUP_BOOLEAN to allow streams that persist beyond the audio subsystem lifetime.
* Added enhanced support for 8BitDo controllers
* Added enhanced support for FlyDigi controllers
* Added enhanced support for Hand Held Legend SInput controllers
* Added support for wired Nintendo Switch 2 controllers when built with libusb
* Added SDL_hid_get_properties() to associate SDL properties with HID devices
* Added SDL_PROP_HIDAPI_LIBUSB_DEVICE_HANDLE_POINTER to query the libusb handle from an SDL_hid_device, if it's been opened with libusb
* Added SDL_SetRelativeMouseTransform() to add custom mouse input transformation
* Added SDL_GetPenDeviceType() to determine whether a pen is on the screen or on a separate touchpad
* SDL_HINT_MAIN_CALLBACK_RATE may be set to a floating point callback rate
* Added SDL_GetEventDescription() to get an English description of an event, suitable for logging
* Added SDL_PROP_IOSTREAM_MEMORY_FREE_FUNC_POINTER to allow custom freeing of the memory used by SDL_IOFromMem() and SDL_IOFromConstMem()
* Added SDL_PROP_PROCESS_CREATE_WORKING_DIRECTORY_STRING to set the working directory for new processes
* Added verbose log output when the DEBUG_INVOCATION environment variable is set to "1"
* Added SDL_AddAtomicU32()
* Added SDL_GetSystemPageSize() to get the system page size
* Added SDL_ALIGNED() to signal that data should have a specific alignment
Windows:
* Added SDL_HINT_RENDER_DIRECT3D11_WARP to enable D3D11 software rasterization
* Using SDL_InsertGPUDebugLabel(), SDL_PushGPUDebugGroup(), and SDL_PopGPUDebugGroup() requires WinPixEventRuntime.dll to be in your PATH or in the same directory as your executable
* Added SDL_PROP_DISPLAY_WINDOWS_HMONITOR_POINTER so you can query the HMONITOR associated with a display
* SDL_HINT_AUDIO_DEVICE_STREAM_ROLE is used by the WASAPI audio driver to set the audio stream category
* Added SDL_HINT_AUDIO_DEVICE_RAW_STREAM to signal whether the OS audio driver should do additional signal processing
* Added SDL_HINT_WINDOWS_RAW_KEYBOARD_EXCLUDE_HOTKEYS to allow disabling some system hotkeys when in raw input mode
* SDL_HINT_WINDOWS_GAMEINPUT is disabled by default
macOS:
* Added SDL_HINT_MAC_PRESS_AND_HOLD to control whether holding down a key will repeat the pressed key or open the accents menu
Linux:
* Added atomic support for KMSDRM
* Added SDL_HINT_KMSDRM_ATOMIC to control whether KMSDRM will use atomic functionality
* Added SDL_PROP_DISPLAY_WAYLAND_WL_OUTPUT_POINTER so you can query the wl_output associated with a display
Emscripten:
* Added SDL_HINT_EMSCRIPTEN_FILL_DOCUMENT for applications that don't want to be fullscreen, but would like to fill the window
* Added SDL_WINDOW_FILL_DOCUMENT to indicate that windows expand to fill the whole browser window
* Added SDL_SetWindowFillDocument() to change whether windows expand to fill the whole browser window
* Added SDL_PROP_WINDOW_CREATE_EMSCRIPTEN_CANVAS_ID_STRING to allow setting the SDL canvas ID, and SDL_PROP_WINDOW_EMSCRIPTEN_CANVAS_ID_STRING to query it on existing windows
* Added SDL_PROP_WINDOW_CREATE_EMSCRIPTEN_KEYBOARD_ELEMENT_STRING to specify where keyboard input is bound, and SDL_PROP_WINDOW_EMSCRIPTEN_KEYBOARD_ELEMENT_STRING to query it on existing windows
iOS:
* SDL now supports window scenes, fixing the warning "CLIENT OF UIKIT REQUIRES UPDATE"
* Added SDL_PROP_WINDOW_CREATE_WINDOWSCENE_POINTER to specify the window scene for a window
visionOS:
* The default refresh rate has been increased to 90Hz
* SDL_SetWindowSize() changes the size of the window on Vision Pro headsets
PlayStation 2:
* Added the following hints to control the display parameters: SDL_HINT_PS2_GS_WIDTH, SDL_HINT_PS2_GS_HEIGHT, SDL_HINT_PS2_GS_PROGRESSIVE, SDL_HINT_PS2_GS_MODE
@@ -32,7 +32,8 @@ The Windows GDK port supports the full set of Win32 APIs, renderers, controllers
* Single-player games have some additional features available:
* Call `SDL_GetGDKDefaultUser` to get the default XUserHandle pointer.
*`SDL_GetPrefPath` still works, but only for single-player titles.
*`SDL_GetPrefPath` and `SDL_Storage` still work, but only for single-player titles.
* To enable support for these APIs, use `SDL_SetHint` to set `SDL_GDK_SERVICE_CONFIGURATION_ID` to your SCID string at startup (it should be formatted like `"00000000-0000-0000-0000-000000000000"`)
These functions mostly wrap around async APIs, and thus should be treated as synchronous alternatives. Also note that the single-player functions return on any OS errors, so be sure to validate the return values!
@@ -1447,7 +1447,7 @@ The following functions have been removed:
* SDL_GetTextureUserData() - use SDL_GetTextureProperties() instead
* SDL_RenderGetIntegerScale()
* SDL_RenderSetIntegerScale() - this is now explicit with SDL_LOGICAL_PRESENTATION_INTEGER_SCALE
* SDL_RenderTargetSupported() - render targets are always supported
* SDL_RenderTargetSupported() - render targets are usually supported; just create a texture with SDL_TEXTUREACCESS_TARGET and see if it fails.
* SDL_SetTextureUserData() - use SDL_GetTextureProperties() instead
The following enums have been renamed:
@@ -1461,7 +1461,7 @@ The following symbols have been removed:
* SDL_RENDERER_ACCELERATED - all renderers except `SDL_SOFTWARE_RENDERER` are accelerated
* SDL_RENDERER_PRESENTVSYNC - replaced with SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER during renderer creation and SDL_PROP_RENDERER_VSYNC_NUMBER after renderer creation
* SDL_RENDERER_SOFTWARE - you can check whether the name of the renderer is `SDL_SOFTWARE_RENDERER`
* SDL_RENDERER_TARGETTEXTURE - all renderers support target texture functionality
* SDL_RENDERER_TARGETTEXTURE - most renderers support target texture functionality; just create a texture with SDL_TEXTUREACCESS_TARGET and see if it fails.
* SDL_ScaleModeBest - use SDL_SCALEMODE_LINEAR instead
SDL_RenderDebugText(renderer,64,350,"This only does ASCII chars. So this laughing emoji won't draw: 🤣");
SDL_RenderDebugTextFormat(renderer,(float)((WINDOW_WIDTH-(charsize*46))/2),400,"(This program has been running for %"SDL_PRIu64" seconds.)",SDL_GetTicks()/1000);
SDL_RenderDebugTextFormat(renderer,((float)(WINDOW_WIDTH-(charsize*46))/2),400,"(This program has been running for %"SDL_PRIu64" seconds.)",SDL_GetTicks()/1000);
SDL_RenderPresent(renderer);/* put it all on the screen! */
SDL_GAMEPAD_BUTTON_MISC1,/**< Additional button (e.g. Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button, Google Stadia capture button) */
SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1,/**< Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1, DualSense Edge RB button, Right Joy-Con SR button) */
SDL_GAMEPAD_BUTTON_LEFT_PADDLE1,/**< Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3, DualSense Edge LB button, Left Joy-Con SL button) */
SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2,/**< Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2, DualSense Edge right Fn button, Right Joy-Con SL button) */
SDL_GAMEPAD_BUTTON_LEFT_PADDLE2,/**< Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4, DualSense Edge left Fn button, Left Joy-Con SR button) */
SDL_GAMEPAD_BUTTON_MISC1,/**< Additional button (e.g. Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Steam Controller QAM button, Amazon Luna microphone button, Google Stadia capture button) */
SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1,/**< Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1, DualSense Edge RB button, Right Joy-Con SR button, Steam Controller R4 button) */
SDL_GAMEPAD_BUTTON_LEFT_PADDLE1,/**< Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3, DualSense Edge LB button, Left Joy-Con SL button, Steam Controller L4 button) */
SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2,/**< Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2, DualSense Edge right Fn button, Right Joy-Con SL button, Steam Controller R5 button) */
SDL_GAMEPAD_BUTTON_LEFT_PADDLE2,/**< Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4, DualSense Edge left Fn button, Left Joy-Con SR button, Steam Controller L5 button) */
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