__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.
[N-Gage] Set proper brush style to draw filled rects properly.
[N-Gage] Add persistent buffers to avoid per-frame memory allocations (which are expensive)
[N-Gage] Add support for SDL_TEXTURE_ACCESS_TARGET, fixes#13165
[N-Gage] Update README, add hint that the compiler does not support aggregate initializations for structs (knowing this, avoids a lot of headache during debugging)
[N-Gage] Add basic fast-path optimisations for render operations.
[N-Gage] Fix line drawing.
XInput2 keyboard handling has limitations: system keys that shouldn't be passed through when the keyboard isn't grabbed can be seen, and the text input system needs key events to flow through the X server to function properly (passing synthesized events through the filter function is not sufficient and doesn't work with non-Latin character sets).
The primary bit of information missing from the core X key events that XInput2 provides is the source device, so use the XInput2 slave keyboard device events to store that value, and apply it to core X key events with the same serial. XInput2 events always arrive before core events so this works universally.
- Change active object priority from EPriorityLow to EPriorityStandard
- Process all events in batch before SDL_AppIterate() to reduce input lag
- Remove redundant SDL_PumpEvents() call (already done by SDL_PollEvent)
- Move clean-up logic into ShutdownApp() helper function
- Skip SDL_GetRenderScale call in Copy() fast path
- Cache last clear color to avoid redundant SetBrushColor calls
- Add whole-image bounds pre-check to skip per-pixel checks in rotation
- Simplify color packing in DrawPoints/FillRects to reduce overhead
- Remove redundant null checks
- Use cached texture properties instead of API calls (GetBitmapWidth/Height/Pitch)
- Eliminate duplicate SDL_GetRenderScale() call in Copy()
- Reorder CopyEx() fast paths to check no-transform case first
- Combine operations in NGAGE_ConvertColor() to reduce intermediate steps
- Add reusable line points buffer to eliminate per-call heap allocations in DrawLines.
- Cache last draw color to skip redundant SetPenColor/SetBrushColor calls.
- Pre-compute cardinal angle constants (0°, 90°, 180°, 270°) for CopyEx fast-path.
- Cache color modulation state to avoid redundant LUT rebuilds.
- Add missing break statement in HandleEvent.
- Initialize previously uninitialized lastTime variable in UpdateFPS.
- Replace FixDiv with inverse scale factors in ApplyScale
- Improve incremental DDA in ApplyRotation
- Optimize ApplyColorMod bit manipulation and LUT addressing
- Batch color changes in DrawPoints and FillRects to reduce API overhead
- Add early-exit optimizations to Copy/CopyEx for common cases
- Streamline Flip function by removing unnecessary API calls
- Fix vertex indexing bug in FillRects
- Implement lookup tables for faster color modulation
- Cache 0°/90°/180°/270° rotations for speedup on common angles
- Add dirty rectangle tracking infrastructure
- Process 4 pixels at a time in all transform operations
- Remove SDL_Surface member from NGAGE_TextureData structure and update all functions that currently use
surface->pixels to instead access bitmap->DataAddress() directly. This eliminates the intermediate copy
step (Mem::Copy from surface to bitmap) in rendering operations.
- Eliminate per-frame allocations in Copy/CopyEx methods. These buffers are now allocated once and resized
only when needed.
cursor-shape-v1 version 2 adds dnd_ask and all_resize, but SDL_SystemCursor does not expose matching cursor types yet. Bind the protocol at version 2 now so SDL negotiates the updated interface correctly while keeping the current cursor mapping unchanged.
The various SDL_Tray*DBus structs are supposed to be backend-specific
subclasses of the corresponding SDL_Tray* structs. This is done by making
the first member be a 'parent' of that type, so that, e.g., SDL_TrayDriverDBus
can be cast into an SDL_TrayDriver. However, these '_parent' members were
mistakenly removed in commit ce90105cf8 ("Clean up the tray D-Bus code"), as
they're never directly referenced.
Reinstate these variables, and instead of casting SDL_Tray*DBus to SDL_Tray* on
creation, reference the _parent member directly, so that any tooling will know
the variable is indeed used. In addition, rename _parent to class_parent, to
make its purpose more obvious.
Fixes: ce90105cf8 ("Clean up the tray D-Bus code")
This PR maps buttons 7 and 8 to paddles 2 (left) and 1 (right) respectively, and it also duplicates the mapping but for crc 0x2004, since the CRC of this controller changes if it was hotplugged.
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.
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.
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
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.
(Strictly speaking, this was probably meant to be an "append" to the home/base
directory before the org/app name are appended to _that_, but it's definitely
added to the absolute start of the string on Emscripten, so might as well make
all of these match.
Reference PR #15262.
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.
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.