This prevents the case where the mouse might be at the edge of the
window when enabling relative mode, which confuses macOS, at it
might believe the user is attempting to resize the window.
Fixes#6994.
(cherry picked from commit 2afb49ba9a)
They can vanish for UP TO EIGHT SECONDS...!
This is for devices that connect to HDMI/DisplayPort/etc, where it
presumably has to wait for a display to get up and running before it
can play audio through it, so one can see the audio device fail when
changing display modes, or the system returning from sleep. Since this
can be triggered by a game changing video resolutions at startup (either
before or after opening the audio device!), it's important to deal with.
In normal conditions, it shouldn't take this long to open or recover an
audio device, but this is better than unexpectedly losing the device
in this situation.
Fixes#7044.
Fixes#5571.
(cherry picked from commit 48e71ae87b)
We weren't meant to have multiple contexts and mainloops, but we had one
for each opened device and the hotplug detection thread. Instead, use
pa_threaded_mainloop, which can be shared between threads and objects, and
a single context (which, according to the PulseAudio documentation, is
usually meant to be a singleton that represents a global server connection,
possibly with multiple streams hung on it).
Now instead of polling in a loop, threads will block until the
threaded_mainloop runs a callback, and the callback will fire a signal to
unblock the thread.
Prior to this, the code upset ThreadSanitizer, as Pulse has some unprotected
global resource that each mainloop/context would touch.
Reference Issue #7427.
SDL mutexes are always recursive in modern times, so no need to check this,
plus the test triggers a false-positive on ThreadSanitizer.
Reference Issue #7427.
In theory this is illegal, but legit wavefiles in the field do it, and
it's easy to bump it to 1 for general purposes.
Formats with more specific alignment requirements already check for them
separately.
Fixes#7714.
First one to load and have the necessary symbol is the one we accept,
if any. Once we accept one, we won't try loading others.
Fixes#7613.
(cherry picked from commit 32999798e0)
sdl12-compat can get into a state where a color-keyed surface is
marked for blending, but wants to blend with full alpha (which
is the same as _not_ blending), so rather than fail to find a
blitter in that case, it just selects the colorkey blitter.
Reference https://github.com/libsdl-org/sdl12-compat/issues/233
(cherry picked from commit 0eea92c8fc)
This was only including the resampling buffer needs if it was larger
the other allocation needs, but it needs to be included unconditionally.
For safety's sake, we also make sure the pre-resample buffer doesn't risk
overflow, too, but this might not be necessary in practice.
Before, as ConvertAudio might have expanded data in-place temporarily during
its work, this could blow up. Now if there's a chance of that, it'll
work out of an internal buffer and copy the final results to the output
buffer.
If the output format can handle the temporary expansion, we write directly
to the output buffer without the extra copy.
Fixes#7668.
Otherwise, a CoreAudio thread lingers forever, and coreaudiod eats CPU
until the SDL process terminates.
Fixes#7689.
(cherry picked from commit 86786ed544)
The docs say you should, if not statically initializing an SRWLOCK--which
we aren't--but in practice this is probably just being pedantic.
Still, better (thread) safe than sorry!
- SDL_AudioCVT is gone, even internally.
- libsamplerate is gone (I suspect our resampler is finally Good Enough).
- Cleanups and improvements to audio conversion interfaces.
- SDL_AudioStream can change its input/output format/rate/channels on the fly!
This adds a means to mass-convert the whole wiki to Markdown as a one-time
operation, and then some fixes to make --copy-to-headers correctly deal with
Markdown-formatted wiki pages.
We get audio artifacts if we don't work at the higher precision, but
this is painful on CPUs that have to use a software fallback for this,
so for now (that is, until we have a better solution), get better output
on amd64 chips, where the cost is less painful.
I don't know if we ever actually hit this in practice, but if this isn't
replacing the whole buffer, it needs to slide the end of the existing padding
over to the start before adding in the new data.
SDL.h now exists solely as a header that includes everything else, instead
of one that forces you to include everything else when you just want the
declaration for SDL_Init().
Fixes#6840.
This simplifies some things, clarifies some things, and also allows
for the possibility of RWops that offer non-blocking i/o (although
none of the current built-in ones do, intentionally, we could add this
later if we choose, or people could provide things like network socket
RWops implementations now, etc.
Fixes#6729.
This needs to check what our deployment target is, not what SDK
is available, since this is a linker symbol and not an enum
value or whatever.
Also removed a copy/paste error that mentioned CoreAudio in
the haptic subsystem.
Fixes#6534.
This reverts commit 04b50f6c6b.
It turns out OpenGL vsync has broken again in macOS 12, so
we're reintroducing our CVDisplayLink code to deal with it,
again.
Reference Issue #4918.