Sun, 08 Jan 2012 17:10:57 -0500 Fixed bug 1014 - SDL_ConvertAudio crashes
Sam Lantinga <slouken@libsdl.org> [Sun, 08 Jan 2012 17:10:57 -0500] rev 6194
Fixed bug 1014 - SDL_ConvertAudio crashes The patch Mark attached looks good and valgrind gives it a clean bill of health: Mark.Howson@ntu.ac.uk 2010-12-15 07:45:25 PST Reproducible here under Windows and Linux. Looking at the code for SDL_Upsample_S16LSB_2c: const int dstsize = (int) (((double)cvt->len_cvt) * cvt->rate_incr); Sint16 *dst = ((Sint16 *) (cvt->buf + dstsize)) - 2; const Sint16 *target = ((const Sint16 *) cvt->buf) - 2; while (dst > target) { dst[1] = ((Sint16) SDL_SwapLE16(sample1)); dst[0] = ((Sint16) SDL_SwapLE16(sample0)); dst -= 2; ... if dstsize is odd (and therefore dst), it'll write to target[1] which is one byte before the allocated buf. The attached patch to sdlgenaudiocvt.pl changes dst > target to dst >= target, and removes the - $channels for the upsample case. The patch is not fully tested, but seems to work here.
Sun, 08 Jan 2012 14:45:57 -0500 Updated Xcode project
Sam Lantinga <slouken@libsdl.org> [Sun, 08 Jan 2012 14:45:57 -0500] rev 6193
Updated Xcode project
Sun, 08 Jan 2012 14:45:19 -0500 Updated Xcode project SDL-1.2
Sam Lantinga <slouken@libsdl.org> [Sun, 08 Jan 2012 14:45:19 -0500] rev 6192
Updated Xcode project
Sun, 08 Jan 2012 13:42:03 -0500 Made the application activity events consistent between iOS and Android
Sam Lantinga <slouken@libsdl.org> [Sun, 08 Jan 2012 13:42:03 -0500] rev 6191
Made the application activity events consistent between iOS and Android
Sun, 08 Jan 2012 13:31:22 -0500 X11 OpenGL ES minor corrections
Sam Lantinga <slouken@libsdl.org> [Sun, 08 Jan 2012 13:31:22 -0500] rev 6190
X11 OpenGL ES minor corrections Scott Percival 2012-01-08 04:21:22 PST I tested the new build on my two ARM machines, and fixed a few bugs: - if SDL_VIDEO_DRIVER_UIKIT, SDL_VIDEO_DRIVER_ANDROID or SDL_VIDEO_DRIVER_PANDORA are specified, function pointers are grabbed from the compile-linked library instead of through SDL_GL_GetProcAddress. (not sure if this is the best way to go about it) - removing "/usr/lib/" from all the library names (hey, with multiarch you can't be too sure anymore) - added glFinish to glesfuncs.h - changed the eglGetProcAddress arg type to "const char *" as per the EGL spec - filled in the stubs for X11_GLES_SetSwapInterval and X11_GLES_GetSwapInterval
Fri, 26 Aug 2011 13:23:40 +0100 * Take a global reference to the activity to prevent the reference being GCed
Tim Angus <tim@blackcompanystudios.co.uk> [Fri, 26 Aug 2011 13:23:40 +0100] rev 6189
* Take a global reference to the activity to prevent the reference being GCed
Sun, 08 Jan 2012 02:23:37 -0500 Fixed bug 1242 - PATCH: Improve support for OpenGL ES under X11
Sam Lantinga <slouken@libsdl.org> [Sun, 08 Jan 2012 02:23:37 -0500] rev 6188
Fixed bug 1242 - PATCH: Improve support for OpenGL ES under X11 Scott Percival 2011-07-03 06:41:51 PDT This submission is aimed at making life easier for OpenGL ES capable devices running a X11 stack (e.g. Maemo, Meego, TrimSlice, other ARM SoC boards not running Android). SDL's Pandora support already has the neccesary GLES-to-X11 glue code, however it's all ghetto'd off in Makefile.pandora and not very flexible. The patch: - adds an awesome --enable-video-opengles option to configure - re-modifies the opengles and opengles2 SDL_renderers to use function pointers - no idea why this was removed? - for SDL_Renderers, links in libGLESv1_CM, libGLES_CM (for PowerVR fans) or libGLESv2 at runtime - links in libEGL.so at runtime - the old code made an assumption that eglFunctions could be pulled from the active GLES library, PowerVR for one doesn't let you do that with their libGLESv2 - allows you to pick which of GLES v1 or v2 to load via SDL_GL_CONTEXT_MAJOR_VERSION So far I've tested this on a Nokia N900 (OMAP 3430/SGX 530 running Maemo 5) and a Toshiba AC100 (Tegra 2 running Ubuntu 10.10). I haven't tested it on... well, everything that isn't those two, such as a Pandora, iOS or Android device. The Pandora specific code should be kept intact (fingers crossed), and nothing painfully drastic has been added to the SDL_renderers. The library loading sequence in SDL_x11opengles has been updated to accomodate both NVIDIA's propensity to let developers get away with murder and PowerVR's alternative of punishing every missed step. The test apps work okay with GLES or GLES2 as the renderer. For some reason alpha blending doesn't seem to work on the Tegra 2; last week NVIDIA pushed out a new set of X11 GLES drivers, so I'll try and investigate once I upgrade those. Also, this patch adds things to configure.in, include/SDL_config.h.in and test/configure.in. I didn't know what the policy was re. committing generated spaghetti from autotools, so ./autogen.sh has to be run again. Sorry. I think that's about everything, let me know if there's anything I've overlooked.
Sun, 08 Jan 2012 01:15:20 -0500 Fixed bug 1287 - VS2010 project doesn't include the SDL_syscond.c file
Sam Lantinga <slouken@libsdl.org> [Sun, 08 Jan 2012 01:15:20 -0500] rev 6187
Fixed bug 1287 - VS2010 project doesn't include the SDL_syscond.c file Liam 2011-08-23 09:09:18 PDT Hiya! Seems like there's no implementation of condition variables included when building with VS2010, adding the generic SDL_syscond.c file to the project seems to fix it right up.
Sun, 08 Jan 2012 01:05:25 -0500 Fixed bug 1293 - [Android] Support Pause/Resume
Sam Lantinga <slouken@libsdl.org> [Sun, 08 Jan 2012 01:05:25 -0500] rev 6186
Fixed bug 1293 - [Android] Support Pause/Resume Gabriel Jacobo 2011-12-23 12:55:11 PST The attached files provide some improvement over the current handling of pause/resume in Android. - I disabled the exit(status) instruction in SDL_main as that makes the entire app instead of the SDL thread exit (while not needed for pause/resume it is needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate bug). - Added nativePause and nativeResume which basically just mark the window as visible/hidden, something that the end user needs to take into consideration (ideally pausing the event loop). Also, this arrangement creates a new GL context when needed, which at least in my test system is every time you go away from the app and come back to it. So, this means that the textures need to be generated again after resuming (a problem the end user didn't have before because the app exited completely when it should've been pausing). I'd like to know if there's a standard way of letting the user know that the GL context has changed and that he needs to refresh his textures, or if this is out of the scope of the library and each user handles it in their own way (I don't know how/if this same thing is handled in the iPhone backend, but it would be wise to try to imitate that). Gabriel Jacobo 2011-12-23 12:57:10 PST Also, in the SDLActivity the EGL handling code is moved up to the Activity from the Surface code, as I think it is possible (in theory) that the surface is destroyed temporarily while the context remains alive (though in practice in my test system this is not the case)
Sun, 08 Jan 2012 00:39:41 -0500 Fixed bug 1303 - SDL_CreateFromWindow duplicates window (Cocoa only)
Sam Lantinga <slouken@libsdl.org> [Sun, 08 Jan 2012 00:39:41 -0500] rev 6185
Fixed bug 1303 - SDL_CreateFromWindow duplicates window (Cocoa only) Jens Köhler 2011-09-09 04:47:40 PDT When calling SDL_CreateWindowFrom with a NSWindow which already contains a NSView, the window will be duplicated because another NSView is added. I attached a possible fix that prevents the creation of a second NSView.
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