Commit Graph

20935 Commits

Author SHA1 Message Date
Ryan C. Gordon d66946cee7 wasapi: fix memory leak on unlikely failure case. 2025-11-13 20:58:21 -05:00
Ryan C. Gordon 7db0e48454 wasapi: Minor style tweaks. 2025-11-13 20:58:21 -05:00
Maia a01d6f109d Add SDL_LoadSurface and SDL_LoadSurface_IO (#14374) 2025-11-13 14:50:37 -08:00
Sylvain Becker 4cc9153df2 Android: remove old cpu-feature code, and fix build (add HAVE_GETAUXV… (#14460)
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2025-11-13 09:12:07 -08:00
Sam Lantinga e2e8f86076 Check for wine_get_version() to detect Wine/Proton
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If this application is being run under Wine but Steam doesn't know that, Steam won't set STEAM_COMPAT_PROTON. So we'll use wine_get_version() to detect that we're running under Wine instead.
2025-11-12 22:29:42 -08:00
Sam Lantinga 493bc621e4 Don't check SteamVirtualGamepadInfo when running as Wine
Wine will ignore the Steam Virtual Gamepad if it looks like it has the original (blocked) controller VID/PID.

Fixes https://github.com/libsdl-org/SDL/issues/14410
2025-11-12 22:29:42 -08:00
Sam Lantinga dafca86123 Cleanup SDL_UDEV_GetProductSerial() 2025-11-12 22:23:27 -08:00
pmx 54f129f765 FIX SDL_GetJoystickSerial() always returning NULL on Linux (UDEV) (#14454)
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2025-11-12 14:25:31 -08:00
Ethan Lee 9dbde4542c gpu: Windows 11 guarantees a D3D12 minimum, skip checks accordingly 2025-11-12 16:22:35 -05:00
Ethan Lee 702a1adf4a windows: Add WIN_IsWindows11OrGreater, using a dwBuildNumber helper function 2025-11-12 16:22:35 -05:00
Sam Lantinga 667720d5af Added support for the HORI Taiko Drum Controller For Switch 2025-11-12 12:04:02 -08:00
Sam Lantinga d0926d380e Added SDL_hidapi_steam_triton.c to the GDK Visual Studio project 2025-11-12 11:54:48 -08:00
Sam Lantinga 379c47cc75 Revert "Fix lost KEY_UP events with multiple keyboards using shared scancode state (#14446)"
This reverts commit 3dab15d3b4.

With this commit any repeated key will be reported as held down indefinitely.
2025-11-12 11:51:34 -08:00
Corentin Recanzone 2079517802 Fix Android TitleStorage: avoid leading '/' and handle NULL base path 2025-11-12 14:45:47 -05:00
Sam Lantinga 0c5f7f6a33 unix: Unref SDL_gtk context on quit 2025-11-12 11:42:02 -08:00
Sam Lantinga e1af623631 Fixed Steam Deck sensor timings 2025-11-12 11:36:37 -08:00
Sam Lantinga 1998b65045 Added support for the new Steam Controller 2025-11-12 11:32:32 -08:00
Ethan Lee 04a62cba1f gpu: Set up D3D12 device checks to avoid unnecessary queries
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2025-11-12 11:19:07 -05:00
Chris Burrows 3dab15d3b4 Fix lost KEY_UP events with multiple keyboards using shared scancode state (#14446)
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2025-11-11 23:36:08 -08:00
Sam Lantinga 65989d269e Updated SDL_GPUVulkanOptions documentation 2025-11-11 20:49:14 -08:00
Ethan Lee b2585ac236 gpu: Vulkan feature/extension lists do not need to be stored in the renderer
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2025-11-11 21:24:45 -05:00
Ethan Lee 536507101d gpu: De-duplicate property enumeration for Vulkan features 2025-11-11 20:58:14 -05:00
SDL Wiki Bot b7ea19d5e5 Sync SDL3 wiki -> header
[ci skip]
2025-11-11 23:54:29 +00:00
TheSniperFan ac0f77b7e6 Allow SDL GPU to opt into additional Vulkan features (#14204) 2025-11-11 15:53:06 -08:00
Anonymous Maarten 6905714986 android: remove dependency on cpu-features.h
android: remove dependency on cpu-features.h

getauxval got introduced into bionic well before Android 5.0
2025-11-11 23:41:43 +00:00
Ryan C. Gordon 25ab8c99df pen: Offer the current window during promixity events on most platforms.
Fixes #12356.
2025-11-11 16:34:22 -05:00
Anonymous Maarten 7073cfc58e release: don't use legacy Android CMake toolchain file 2025-11-11 21:46:26 +01:00
Sam Lantinga 5bed8ec603 Implemented render batching for D3D9
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2025-11-11 08:31:37 -08:00
SDL Wiki Bot a63e848509 Sync SDL3 wiki -> header
[ci skip]
2025-11-11 15:38:49 +00:00
Maia 5ec6147acb Add missing type suffix to SDL_PROP_GPU_DEVICE_CREATE_VULKAN_REQUIRE_HARDWARE_ACCELERATION prop 2025-11-11 10:37:27 -05:00
Sam Lantinga 6b07e13fef Fixed spacing
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2025-11-10 18:30:59 -08:00
Sam Lantinga fffaf122df Added temporary workaround for failing Emscripten test 2025-11-10 18:30:02 -08:00
Sam Lantinga dde7fa3b17 Validate the output colorspace before setting up a renderer 2025-11-10 18:30:02 -08:00
Sam Lantinga 6baaa0fe87 Destroy the window surface if a software renderer couldn't be created 2025-11-10 18:30:02 -08:00
Sam Lantinga 6a7fb838f4 Return false if we couldn't update the emscripten framebuffer 2025-11-10 18:30:02 -08:00
Sam Lantinga eccd5c03c3 testautomation: added tests to cover linear <-> sRGB colorspace conversion 2025-11-10 18:30:02 -08:00
Sam Lantinga 33c70af2f8 Fixed SDL_COLORSPACE_SRGB_LINEAR being used for RGBA32 textures 2025-11-10 18:30:02 -08:00
Sam Lantinga 1c77304ee9 Fixed getting an 8-bit window surface on Apple platforms
The Metal renderer doesn't support XRGB texture formats, so we ended up matching SDL_PIXELFORMAT_INDEX8 for the window surface.
2025-11-10 18:30:02 -08:00
Sam Lantinga ff890d1733 Fixed crash blitting to an 8-bit surface with no palette 2025-11-10 18:30:02 -08:00
Sam Lantinga 6389f4db4c SDL_FindColor() can be static 2025-11-10 18:30:02 -08:00
Sam Lantinga ead02b08dd Skip tonemapping for render targets with unspecified HDR headroom 2025-11-10 18:30:02 -08:00
Sam Lantinga 4e5ba722fd Change the batch if the color scale changes
The color scale is a shader constant so it can be applied in linear space
2025-11-10 18:30:02 -08:00
Sam Lantinga d29f368ca8 Change the batch if the GPU render state changes 2025-11-10 18:30:02 -08:00
Sam Lantinga 3399bc600e gpu renderer: add color to the point/line vertex data
This allows us to batch color changes in a single draw call
2025-11-10 18:30:02 -08:00
Sam Lantinga 97ebfbf7a0 Only convert color to linear once in VULKAN_QueueDrawPoints() 2025-11-10 18:30:02 -08:00
Sam Lantinga d9be8b9a00 Implemented render batching for D3D11, D3D12, Metal, and Vulkan
Fixes https://github.com/libsdl-org/SDL/issues/7534
2025-11-10 18:30:02 -08:00
SDL Wiki Bot 01a812cbca Sync SDL3 wiki -> header
[ci skip]
2025-11-11 01:21:27 +00:00
Ethan Lee b5624e14ff gpu: Add SDL_PROP_GPU_DEVICE_CREATE_VULKAN_REQUIRE_HARDWARE_ACCELERATION property 2025-11-10 20:20:05 -05:00
Ethan Lee 0b2073d143 gpu: Remove dead code in the Vulkan device ranking system.
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This block was a sloppy way of trying to avoid prioritizing lavapipe over another device, but truthfully the only way to guarantee avoiding CPU drivers is to add a property to allow apps to require hardware acceleration.
2025-11-10 18:16:54 -05:00
Ethan Lee 1b79ba9ab6 gpu: Separate device suitability from device rank when enumerating Vulkan devices.
This makes it a bit clearer what the "minimum" is vs. the "best", which should be two separate queries.
2025-11-10 18:16:54 -05:00