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haikuports/media-libs/libsdl/patches/libsdl-1.2.15.patchset
2014-10-20 15:00:49 +02:00

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From 115505e17228751511a628f80164c72c526a6331 Mon Sep 17 00:00:00 2001
From: Adrien Destugues <pulkomandy@pulkomandy.tk>
Date: Fri, 22 Nov 2013 23:38:56 +0100
Subject: Remove Alsa and ESD detection
These will fail on Haiku, and we don't need them anyway.
diff --git a/configure.in b/configure.in
index 08c8e1e..84d9a55 100644
--- a/configure.in
+++ b/configure.in
@@ -361,7 +361,7 @@ CheckALSA()
AC_HELP_STRING([--enable-alsa], [support the ALSA audio API [[default=yes]]]),
, enable_alsa=yes)
if test x$enable_audio = xyes -a x$enable_alsa = xyes; then
- AM_PATH_ALSA(0.9.0, have_alsa=yes, have_alsa=no)
+ have_alsa=no
# Restore all flags from before the ALSA detection runs
CFLAGS="$alsa_save_CFLAGS"
LDFLAGS="$alsa_save_LDFLAGS"
@@ -460,7 +460,7 @@ CheckESD()
AC_HELP_STRING([--enable-esd], [support the Enlightened Sound Daemon [[default=yes]]]),
, enable_esd=yes)
if test x$enable_audio = xyes -a x$enable_esd = xyes; then
- AM_PATH_ESD(0.2.8, have_esd=yes, have_esd=no)
+ have_esd=no
if test x$have_esd = xyes; then
AC_ARG_ENABLE(esd-shared,
AC_HELP_STRING([--enable-esd-shared], [dynamically load ESD audio support [[default=yes]]]),
@@ -2963,3 +2963,4 @@ AC_OUTPUT([
: >build-deps
if test x"$MAKE" = x; then MAKE=make; fi; $MAKE depend
])
+AC_CONFIG_MACRO_DIR([acinclude])
--
1.8.3.4
From 6faa61b9acc255a387effb5c681c13eb491aae0d Mon Sep 17 00:00:00 2001
From: Adrien Destugues <pulkomandy@pulkomandy.tk>
Date: Fri, 22 Nov 2013 23:39:26 +0100
Subject: Fix samples vs bytes issues
This was particularly noticeable in Milkytracker (SDL version) and
Hivelytracker, where all the audio timing relies on the buffer being
played during the right time.
diff --git a/src/audio/baudio/SDL_beaudio.cc b/src/audio/baudio/SDL_beaudio.cc
index de635f8..7faf571 100644
--- a/src/audio/baudio/SDL_beaudio.cc
+++ b/src/audio/baudio/SDL_beaudio.cc
@@ -199,11 +199,11 @@ int BE_OpenAudio(_THIS, SDL_AudioSpec *spec)
return (-1);
}
- format.buffer_size = spec->samples;
-
/* Calculate the final parameters for this audio specification */
SDL_CalculateAudioSpec(spec);
+ format.buffer_size = spec->samples;
+
/* Subscribe to the audio stream (creates a new thread) */
{ sigset_t omask;
SDL_MaskSignals(&omask);
--
1.8.3.4
From 6e1c58184451e2bc594dfe06ac20b414dc1901db Mon Sep 17 00:00:00 2001
From: Adrien Destugues <pulkomandy@pulkomandy.tk>
Date: Fri, 22 Nov 2013 23:40:12 +0100
Subject: Various fixes to the video code
* Do not center the window each time it is resized
* Do not reset video mode if we didn't enter fullscreen
* remove annoying debug print
diff --git a/src/video/bwindow/SDL_sysvideo.cc b/src/video/bwindow/SDL_sysvideo.cc
index c32b661..a26f18b 100644
--- a/src/video/bwindow/SDL_sysvideo.cc
+++ b/src/video/bwindow/SDL_sysvideo.cc
@@ -406,6 +406,7 @@ static int BE_SetFullScreen(_THIS, SDL_Surface *screen, int fullscreen)
{
// printf("SetFullScreen(%d)\n", fullscreen);
BScreen bscreen;
+ static bool firstTime = true;
// SetFullSscreen() does not work as expected if called in a window
// that was never shown. This is probably a bug in the Haiku Game Kit that needs
@@ -425,6 +426,8 @@ static int BE_SetFullScreen(_THIS, SDL_Surface *screen, int fullscreen)
int width = screen->w;
int height = screen->h;
+ bool wasFullScreen = SDL_Win->IsFullScreen();
+
if (fullscreen) {
// Set resolution to the closest available one that matches the
// current SDL resolution.
@@ -444,7 +447,8 @@ static int BE_SetFullScreen(_THIS, SDL_Surface *screen, int fullscreen)
} else {
// Reset to the previous known resolution as we are now in window
// mode.
- bscreen.SetMode(&saved_mode);
+ if(wasFullScreen)
+ bscreen.SetMode(&saved_mode);
}
// Effectivelly set/reset full screen mode. If we are already in
@@ -456,14 +460,6 @@ static int BE_SetFullScreen(_THIS, SDL_Surface *screen, int fullscreen)
// printf("Going windowed\n");
SDL_Win->SetFullScreen(fullscreen);
- // Calculate offsets for centering the window (in window mode) and for
- // dentering the bitmap (in full screen mode).
- BRect bounds = bscreen.Frame();
- bounds.PrintToStream();
- int32 cx = (bounds.IntegerWidth() - width)/2;
- int32 cy = (bounds.IntegerHeight() - height)/2;
-
- // printf ("cx = %d, cy = %d\n", cx, cy);
if (!SDL_Win->IsFullScreen()) {
// printf("Doing not fullscreen stuff.\n");
// We are not in full screen mode, so we want to change the window
@@ -471,10 +467,18 @@ static int BE_SetFullScreen(_THIS, SDL_Surface *screen, int fullscreen)
SDL_Win->ResizeTo(width, height);
// And also center the window and reset the drawing offset.
- SDL_Win->MoveTo(cx, cy);
+ if(firstTime || wasFullScreen) {
+ SDL_Win->CenterOnScreen();
+ firstTime = false;
+ }
SDL_Win->SetXYOffset(0, 0);
} else {
- // printf("Doing fullscreen stuff.");
+ // Calculate offsets for centering the bitmap.
+
+ BRect bounds = bscreen.Frame();
+ int cx = (bounds.Width() - width) / 2;
+ int cy = (bounds.Height() - height) / 2;
+
// Center the bitmap whenever we are in full screen mode.
SDL_Win->SetXYOffset(cx, cy);
}
--
1.8.3.4
From b23618466a5eb0185d3305a2013182f9798f4677 Mon Sep 17 00:00:00 2001
From: Adrien Destugues <pulkomandy@pulkomandy.tk>
Date: Sat, 23 Nov 2013 11:59:00 +0100
Subject: Actually fix the sample vs bytes problem in audio driver.
diff --git a/src/audio/baudio/SDL_beaudio.cc b/src/audio/baudio/SDL_beaudio.cc
index 7faf571..300bf03 100644
--- a/src/audio/baudio/SDL_beaudio.cc
+++ b/src/audio/baudio/SDL_beaudio.cc
@@ -161,25 +161,30 @@ int BE_OpenAudio(_THIS, SDL_AudioSpec *spec)
format.byte_order = B_MEDIA_LITTLE_ENDIAN;
format.frame_rate = (float) spec->freq;
format.channel_count = spec->channels; /* !!! FIXME: support > 2? */
+ int samplesize = 1;
while ((!valid_datatype) && (test_format)) {
valid_datatype = 1;
spec->format = test_format;
switch (test_format) {
case AUDIO_S8:
format.format = media_raw_audio_format::B_AUDIO_CHAR;
+ samplesize = 1;
break;
case AUDIO_U8:
format.format = media_raw_audio_format::B_AUDIO_UCHAR;
+ samplesize = 1;
break;
case AUDIO_S16LSB:
format.format = media_raw_audio_format::B_AUDIO_SHORT;
+ samplesize = 2;
break;
case AUDIO_S16MSB:
format.format = media_raw_audio_format::B_AUDIO_SHORT;
format.byte_order = B_MEDIA_BIG_ENDIAN;
+ samplesize = 2;
break;
default:
@@ -202,7 +207,7 @@ int BE_OpenAudio(_THIS, SDL_AudioSpec *spec)
/* Calculate the final parameters for this audio specification */
SDL_CalculateAudioSpec(spec);
- format.buffer_size = spec->samples;
+ format.buffer_size = spec->samples * spec->channels * samplesize;
/* Subscribe to the audio stream (creates a new thread) */
{ sigset_t omask;
--
1.8.3.4
From 997f4ae84c40328a42fe8daadca0c49e33a650e4 Mon Sep 17 00:00:00 2001
From: Chris Roberts <cpr420@gmail.com>
Date: Sun, 22 Dec 2013 18:37:30 -0700
Subject: Remove Haiku from specialized DECLSPEC definition
diff --git a/include/begin_code.h b/include/begin_code.h
index 27e2f7b..d5e2f1f 100644
--- a/include/begin_code.h
+++ b/include/begin_code.h
@@ -41,7 +41,7 @@
* Some compilers use a special export keyword
*/
#ifndef DECLSPEC
-# if defined(__BEOS__) || defined(__HAIKU__)
+# if defined(__BEOS__)
# if defined(__GNUC__)
# define DECLSPEC
# else
--
1.8.3.4
From 6d189890324b05880651ceef3854c0443cb0aa33 Mon Sep 17 00:00:00 2001
From: Adrien Destugues <pulkomandy@pulkomandy.tk>
Date: Sun, 5 Jan 2014 17:22:10 +0100
Subject: Change prefix from "be" to "os" for OpenGL includes
Accomodate the new OpenGL kit that doesn't have the "be" symlink.
diff --git a/src/video/bwindow/SDL_BWin.h b/src/video/bwindow/SDL_BWin.h
index f2b19a2..2cb94ee 100644
--- a/src/video/bwindow/SDL_BWin.h
+++ b/src/video/bwindow/SDL_BWin.h
@@ -31,7 +31,7 @@
#include <be/game/DirectWindow.h>
#if SDL_VIDEO_OPENGL
#include "SDL_opengl.h"
-#include <be/opengl/GLView.h>
+#include <os/opengl/GLView.h>
#endif
#include <support/UTF8.h>
--
1.8.3.4
From fa40bd88fd254203afedf3a74a449f9d485ef0da Mon Sep 17 00:00:00 2001
From: Jonathan Schleifer <js@webkeks.org>
Date: Fri, 28 Mar 2014 18:04:12 +0100
Subject: Fix compilation on x86_64
Also cleans up and fixes warnings.
diff --git a/src/video/SDL_sysvideo.h b/src/video/SDL_sysvideo.h
index 436450e..b45a8a9 100644
--- a/src/video/SDL_sysvideo.h
+++ b/src/video/SDL_sysvideo.h
@@ -24,6 +24,10 @@
#ifndef _SDL_sysvideo_h
#define _SDL_sysvideo_h
+#if defined(__BEOS__) || defined(__HAIKU__)
+#include <os/kernel/image.h>
+#endif
+
#include "SDL_mouse.h"
#define SDL_PROTOTYPES_ONLY
#include "SDL_syswm.h"
@@ -296,7 +300,11 @@ struct SDL_VideoDevice {
int swap_control;
int driver_loaded;
char driver_path[256];
+#if defined(__BEOS__) || defined(__HAIKU__)
+ image_id dll_handle;
+#else
void* dll_handle;
+#endif
} gl_config;
/* * * */
diff --git a/src/video/SDL_video.c b/src/video/SDL_video.c
index 46285c9..255cafb 100644
--- a/src/video/SDL_video.c
+++ b/src/video/SDL_video.c
@@ -222,7 +222,7 @@ int SDL_VideoInit (const char *driver_name, Uint32 flags)
/* Set some very sane GL defaults */
video->gl_config.driver_loaded = 0;
- video->gl_config.dll_handle = NULL;
+ video->gl_config.dll_handle = 0;
video->gl_config.red_size = 3;
video->gl_config.green_size = 3;
video->gl_config.blue_size = 2;
diff --git a/src/video/bwindow/SDL_sysvideo.cc b/src/video/bwindow/SDL_sysvideo.cc
index a26f18b..5d4077f 100644
--- a/src/video/bwindow/SDL_sysvideo.cc
+++ b/src/video/bwindow/SDL_sysvideo.cc
@@ -644,17 +644,13 @@ static void BE_NormalUpdate(_THIS, int numrects, SDL_Rect *rects)
int BE_GL_LoadLibrary(_THIS, const char *path)
{
if (path == NULL) {
- if (_this->gl_config.dll_handle == NULL) {
+ if (_this->gl_config.dll_handle == 0) {
image_info info;
int32 cookie = 0;
while (get_next_image_info(0,&cookie,&info) == B_OK) {
void *location = NULL;
-#ifdef __HAIKU__
if (get_image_symbol(info.id,"glBegin",B_SYMBOL_TYPE_ANY,&location) == B_OK) { // This is how it actually works in Haiku
-#else
- if (get_image_symbol((image_id)cookie,"glBegin",B_SYMBOL_TYPE_ANY,&location) == B_OK) { // I don't know if that *did* work in BeOS
-#endif
- _this->gl_config.dll_handle = (void*)info.id;
+ _this->gl_config.dll_handle = info.id;
_this->gl_config.driver_loaded = 1;
SDL_strlcpy(_this->gl_config.driver_path, "libGL.so", SDL_arraysize(_this->gl_config.driver_path));
}
@@ -666,7 +662,7 @@ int BE_GL_LoadLibrary(_THIS, const char *path)
to load BGLView, which should be reloaded from new lib.
So for now just "load" linked libGL.so :(
*/
- if (_this->gl_config.dll_handle == NULL) {
+ if (_this->gl_config.dll_handle == 0) {
return BE_GL_LoadLibrary(_this, NULL);
}
@@ -688,10 +684,10 @@ int BE_GL_LoadLibrary(_THIS, const char *path)
}*/
}
- if (_this->gl_config.dll_handle != NULL) {
+ if (_this->gl_config.dll_handle != 0) {
return 0;
} else {
- _this->gl_config.dll_handle = NULL;
+ _this->gl_config.dll_handle = 0;
_this->gl_config.driver_loaded = 0;
*_this->gl_config.driver_path = '\0';
return -1;
@@ -700,10 +696,10 @@ int BE_GL_LoadLibrary(_THIS, const char *path)
void* BE_GL_GetProcAddress(_THIS, const char *proc)
{
- if (_this->gl_config.dll_handle != NULL) {
+ if (_this->gl_config.dll_handle != 0) {
void *location = NULL;
status_t err;
- if ((err = get_image_symbol((image_id)_this->gl_config.dll_handle, proc, B_SYMBOL_TYPE_ANY, &location)) == B_OK) {
+ if ((err = get_image_symbol(_this->gl_config.dll_handle, proc, B_SYMBOL_TYPE_ANY, &location)) == B_OK) {
return location;
} else {
SDL_SetError("Couldn't find OpenGL symbol");
@@ -835,8 +831,8 @@ void BE_VideoQuit(_THIS)
}
#if SDL_VIDEO_OPENGL
- if (_this->gl_config.dll_handle != NULL)
- unload_add_on((image_id)_this->gl_config.dll_handle);
+ if (_this->gl_config.dll_handle != 0)
+ unload_add_on(_this->gl_config.dll_handle);
#endif
SDL_QuitBeApp();
diff --git a/src/video/bwindow/SDL_sysyuv.cc b/src/video/bwindow/SDL_sysyuv.cc
index 7c71b00..f2fef10 100644
--- a/src/video/bwindow/SDL_sysyuv.cc
+++ b/src/video/bwindow/SDL_sysyuv.cc
@@ -66,7 +66,8 @@ BBitmap * BE_GetOverlayBitmap(BRect bounds, color_space cs) {
uint32 aligned_height = r.source.height_alignment + 1;
if (height % aligned_height > 0) {
fprintf(stderr,"GetOverlayBitmap failed height alignment\n");
- fprintf(stderr,"- height = %lu, aligned_height = %lu\n",height,aligned_height);
+ fprintf(stderr,"- height = %" B_PRIu32 ", "
+ "aligned_height = %" B_PRIu32 "\n", height, aligned_height);
delete bbitmap;
return 0;
}
--
1.8.3.4
From 2fe875387acc77af6bea3527544098c62b172643 Mon Sep 17 00:00:00 2001
From: Adrien Destugues <pulkomandy@gmail.com>
Date: Mon, 20 Oct 2014 13:33:55 +0200
Subject: Fix problem with GL viewport
Make sure the window has the correct size before the GL view is created.
Otherwise the view doesn't use the resized window size and things render
in an awfully small area in the corner of the window.
Fixes Dragon Memory, for example (also seen in other games using SDL+GL).
diff --git a/src/video/bwindow/SDL_sysvideo.cc b/src/video/bwindow/SDL_sysvideo.cc
index 5d4077f..7e1bd38 100644
--- a/src/video/bwindow/SDL_sysvideo.cc
+++ b/src/video/bwindow/SDL_sysvideo.cc
@@ -507,6 +507,8 @@ SDL_Surface *BE_SetVideoMode(_THIS, SDL_Surface *current,
BRect bounds;
Uint32 gl_flags = 0;
+ SDL_Win->ResizeTo(width, height);
+
/* Only RGB works on r5 currently */
gl_flags = BGL_RGB;
if (_this->gl_config.double_buffer)
--
1.8.3.4