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The llvm-mingw project includes cross-compilers targeting ARM: https://github.com/mstorsjo/llvm-mingw/releases Currently, compilation fails with this configuration, because neon features are used as long as __ARM_NEON is defined, but arm_neon.h was not included.
…e and cmake buildsystems.
…when the KMSDRM backend is being used and no renderer name has been specified.
This is a work-in-progress, but the idea is it can convert between our wiki and the SDL header's doxygen comments, so we can attempt to keep them in sync. This might be a fool's errand, but I'm optimistic it'll work enough that we can clean up little issues as we go, as long as we have some discipline about how we write documentation. If nothing else, it's going to result in a solid spring-cleaning of both the wiki and the headers!
…gles2 when KMSDRM is in use because it's a harmful solution.
This prevents the dsp target from stealing the audio subsystem but not being able to produce sound, so other audio targets further down the list can make an attempt instead. Thanks to Frank Praznik who did a lot of the research on this problem!
Note that this is purely to make it possible to enter text that requires composition - for example, before this commit Kanji input didn't work at all. The big problem this still has is that we need the window position, and this is still not implemented. Once we have this information we can do the equivalent of XTranslateCoordinates to put the rectangle where we want it.
This reverts commit 82a96af. We ended up not moving to GitHub's wiki after all and built https://github.com/icculus/ghwikipp to fill the gap...since the wiki is back at https://wiki.libsdl.org/, put back the original URLs.
This shouldn’t exist, let alone make commits to the repo. Kind of annoyed this is here and ran today.
Previously we had different subsystems quitting it, in conflict, and risked multiple threads racing to init it at the same time. Fixes #3643.
- Move an immutable condition out of a for loop. - Add a break statement to that loop when we find what we're looking for. - Add an assert to make sure we don't overflow a buffer. - Wrap a single-statement if block in braces. - Adjust some whitespace.
If app requested <= 16 color depth and there is a 24-bit config available, favor that. This fixes things that quietly expect to get truecolor output but don't request it (...like SDL's render api...) and things that are probably requesting 16-bit color as a fallback but expecting reasonable systems to give them full depth. Specifically, this fixes Life is Strange on Wayland, which uses the latter approach, and anything using SDL_Render on Wayland, which uses the former. Fixes #4056. Fixes #4132.
Signed-off-by: Philippe Coval <rzr@users.sf.net> Change-Id: I7cd02e3094cb60328a24702afecb13f61beb67a1
Rename locally-defined Interface ID symbols to avoid conflict with locally linked dxgi library. Prefixed with `SDL_` to match with other references in render_d3d11 or wasapi.
WASAPI backend on WinRT was implemented with 2.0.8 351d6d4 but CMake source here was written for 2.0.7 in vcpkg microsoft/vcpkg@e6c65b9
More GitHub Actions nonsense.
This will enable more flexibility in configuration I am using this for snapshot built with GLES1 enabled Relate-to: adoptware/pinball#22 Signed-off-by: Philippe Coval <rzr@users.sf.net> Change-Id: I4387663605475ddd669694a7828f101881e424b8
Signed-off-by: Philippe Coval <rzr@users.sf.net> Change-Id: Iebfef58f41056c01736aba99f38fdedb9ee93013
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