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2.0.22 regression: Portal 2 and Team Fortress 2 mouse warping #5569

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smcv opened this issue Apr 22, 2022 · 19 comments
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2.0.22 regression: Portal 2 and Team Fortress 2 mouse warping #5569

smcv opened this issue Apr 22, 2022 · 19 comments
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@smcv
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smcv commented Apr 22, 2022

Versions:

  • Arch Linux, up to date as of 2022-04-22, on AMD hardware with Mesa 22.0.1
  • KDE Plasma Desktop, in either X11 or Wayland mode
  • Do not force any specific video driver (SDL uses X11, possibly via Xwayland)
  • Good configuration: Portal 2 launched under Steam public beta, without using "Steam Linux Runtime"; Steam Runtime 'scout' v0.20220315.0; no 32-bit SDL installed system-wide; Portal 2 uses 32-bit SDL 2.0.20 (libSDL2-2.0.so.0.18.2) from the scout runtime
  • Bad configuration: replace the scout runtime with one that includes SDL 2.0.22rc2 (note for @slouken and other Valve people: this is the steam-runtime.tar.xz from scout internal build smcv-task106-0.20220422.0, please ask me for a copy if you are having trouble reproducing the issue)

Steps to reproduce:

  • Load Portal 2
  • Load a saved game (in case it matters, mine is shortly after leaving the cell from Portal 1, before you get the portal gun)
  • Move the mouse horizontally at a constant moderate-to-fast speed

Expected result:

  • Camera direction changes smoothly

Actual result:

  • In the good configurations (with SDL 2.0.20), the camera direction changes smoothly
  • When moving the mouse slowly, the camera direction changes smoothly
  • When moving the mouse at a moderate-to-fast speed with 2.0.22rc2, the camera periodically snaps back to a previous position

Additional notes: I don't know whether this would be considered to be a bug in SDL or whether Portal 2's engine is known to be doing something wrong here, but either way it's a regression triggered by SDL 2.0.22.

@smcv
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smcv commented Apr 22, 2022

Team Fortress 2 (Source 1 engine) has similar behaviour.

CS:GO (also Source 1 engine?) does not - maybe that version has been fixed?

@smcv
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smcv commented Apr 22, 2022

From bisecting, it looks like 3318590 is the commit that made this regress. Unfortunately, that commit was done to fix Unvanquished.

@smcv smcv changed the title 2.0.22 regression: Portal 2 mouse warping 2.0.22 regression: Portal 2 and Team Fortress 2 mouse warping Apr 22, 2022
@slouken slouken added this to the 2.0.22 milestone Apr 22, 2022
@smcv
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smcv commented Apr 22, 2022

Looking at the code affected by 3318590, I wonder whether it would be sufficient to solve the Unvanquished issue by skipping the actual SDL_PushEvent, but still do the rest of the function, which would allow SDL_WINDOW_MOUSE_CAPTURE to take effect?

@slouken
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slouken commented Apr 22, 2022

Can you try it and submit a PR if it looks good?

@smcv
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smcv commented Apr 22, 2022

@necessarily-equal, is there a straightforward/reliable way to reproduce the issue fixed by #5387?

@smcv
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smcv commented Apr 22, 2022

I can reproduce something a bit like what's described in #5387 by LD_PRELOADing the Steam Runtime's SDL 2.0.20 into the Flatpak version of Unvanquished. Starting a LAN game and running around the level for a minute or so gives me Com_QueueEvent: overflow console messages, but no other obvious ill effects. Is there a user-visible effect that I should be looking for?

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smcv commented Apr 22, 2022

It looks like Unvanquished is calling SDL_WarpMouseInWindow() to the midpoint of its window, once per SDL_MOUSEMOTION event - effectively the same as what SDL does when SDL_HINT_MOUSE_RELATIVE_MODE_WARP is true.

The problem that #5387 solved seems to be that SDL would normally ignore mouse events with xrel == 0 && yrel == 0, but between cf092ec "mouse: Save initial position yet even if xrel and yrel are 0" and 3318590 "Fix relative mouse input for Unvanquished" (#5387), it would always process the first mouse event after a SDL_WarpMouseInWindow() or SDL_SetMouseFocus(), and convert it into a SDL_MOUSEMOTION event to be dispatched to user code. Because Unvanquished warps the mouse in response to each SDL_MOUSEMOTION event, every call to SDL_PrivateSendMouseMotion() would quickly be followed by a new SDL_MOUSEMOTION event (even if the displacement from the previous coordinates is zero), overflowing Unvanquished's event queue.

However, I think #5387 might be solving that by applying a bigger hammer than is really needed: it's completely ignoring any mouse event that is the first one after a warp, even if it has a non-zero displacement from the (last_x, last_y) position. I don't have any visibility into the TF2 and Portal 2 code, but presumably this is making the input processing in TF2/Portal 2 go wrong.

smcv added a commit to smcv/SDL that referenced this issue Apr 22, 2022
Since commit cf092ec "mouse: Save initial position yet even if xrel
and yrel are 0", the first mouse event after warping the mouse would
always be processed, even if it didn't change any state. However, this
could cause an event queue overflow in the Daemon game engine used in
Unvanquished, which warps the mouse in response to each SDL_MOUSEMOTION
event, causing the next mouse motion to generate a SDL_MOUSEMOTION event
even if its displacement is zero, which warps the mouse again, and so on.

Commit 3318590 "Fix relative mouse input for Unvanquished" attempted
to fix this, but may have done so with a bigger hammer than was really
intended: it skipped the entire rest of the function for the first
mouse motion event after a pointer warp, not just the part that
delivered the SDL_MOUSEMOTION to engine code. This caused odd results
in Team Fortress 2 and Portal 2, in which fast mouse movement would
periodically jump back to a previous position.

Instead of skipping the whole body of the function, just skip the part
where the SDL_MOUSEMOTION event is delivered to application code.
This lets SDL apply the rest of its internal logic, in particular
SDL_WINDOW_MOUSE_CAPTURE and updating the last_x and last_y coordinates.

This partially reverts commit 3318590.

Bug: libsdl-org#5569
Signed-off-by: Simon McVittie <smcv@collabora.com>
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smcv commented Apr 22, 2022

With approximately 2.0.22rc2 (more precisely d9b5805), Unvanquished seems to work well. Portal 2 still has the bug described above with this version.

With d9b5805 modified by a straightforward revert of commit 3318590, I can reproduce the bad behaviour in Unvanquished (worse than in 2.0.20). Rapid mouse movements briefly "look away" from my initial aim point, but then jump back to the initial aim point; and keyboard input doesn't always register, presumably because Unvanquished has a single event queue which has filled up with mouse events. Portal 2 seems to work well with this version, though.

I also tried skipping just the SDL_PushEvent as I suggested above. In Unvanquished, that no longer overflows the event queue, but I still get the same symptom of my view briefly "looking away" from my initial aim point but then snapping back to the initial aim point. Again, Portal 2 seems to work well with this version. I've pushed this to smcv@issue5569-try1 for reference, but I would not recommend applying this change.

To reproduce the issue with Unvanquished, do your SDL builds in a sufficiently old container (I used Steam Runtime 2 'soldier', based on Debian 10), then rsync --copy-links the 64-bit build/.libs/libSDL2-2.0.so.0 onto a test system and do something like this:

$ flatpak install flathub net.unvanquished.Unvanquished
$ flatpak run --filesystem=$HOME/tmp:ro --command=bash net.unvanquished.Unvanquished
[net.unvanquished.Unvanquished ~]$ LD_PRELOAD=$HOME/tmp/your-sdl-build.so unvanquished

and start a LAN game (listen server).

To reproduce the issue with Portal 2, LD_PRELOAD a 32-bit SDL build into it.

@necessarily-equal
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necessarily-equal commented Apr 22, 2022 via email

@smcv
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smcv commented Apr 22, 2022

Although maybe SDL shouldn't send 1000 events every frame instead?

If I'm understanding the code correctly (I am not an expert on game event loops), the only reason it's doing that is because Unvanquished responds to each one by warping the pointer with SDL_WarpMouseInWindow(), which results in another event, which results in another pointer warp, and so on.

The code that existed before #5387 doesn't seem ideal, but #5387 seems like it went too far the other way, and is now suppressing events that were necessary for some other games (in particular Portal 2 and TF2). Presumably the right thing to do is somewhere between those extremes, which is what I tried to do in smcv@issue5569-try1, but that commit doesn't seem to be the right thing either.

What got me to think those events should be dropped with a return 0; was the code right below the line added in my PR (that is, the else if)

I can see the logic there, but the else if clause is only dropping "empty" events that have a relative movement of (0,0), whereas the change in #5387 is dropping all events that immediately follow a warp (even if they are non-empty).

smcv added a commit to smcv/SDL that referenced this issue Apr 22, 2022
Since commit cf092ec "mouse: Save initial position yet even if xrel
and yrel are 0", the first mouse event after warping the mouse would
always be processed, even if it didn't change any state. However, this
could cause an event queue overflow in the Daemon game engine used in
Unvanquished, which warps the mouse in response to each SDL_MOUSEMOTION
event, causing the next mouse motion to generate a SDL_MOUSEMOTION event
even if its displacement is zero, which warps the mouse again, and so on.

Commit 3318590 "Fix relative mouse input for Unvanquished" attempted
to fix this, but may have done so with a bigger hammer than was really
intended: it skipped the entire rest of the function for the first
mouse motion event after a pointer warp, not just the part that
delivered the SDL_MOUSEMOTION to engine code. This caused odd results
in Team Fortress 2 and Portal 2, in which fast mouse movement would
periodically jump back to a previous position.

Instead of skipping all motion events that are the first after a warp,
only skip the ones that are empty (zero displacement).

This partially reverts commit 3318590.

Bug: libsdl-org#5569
Signed-off-by: Simon McVittie <smcv@collabora.com>
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smcv commented Apr 22, 2022

I also tried smcv@issue5569-try2, but that has the same results as my first attempt: fixes Portal 2, but regresses Unvanquished.

@slouken slouken self-assigned this Apr 23, 2022
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slouken commented Apr 23, 2022

So the defined behavior of a mouse warp is that there must be a mouse event following the warp that contains the position of the warp. If Unvanquished is warping the mouse in response to that event, then it's broken. I've fixed this bug in several projects over the years, and it's easy to write.

I haven't dug into Unvanquished, but I know that the Valve games rely on this behavior to function properly, which it sounds like is what @smcv is seeing.

@slouken
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slouken commented Apr 23, 2022

So this is the bug in Unvanquished:
https://github.com/DaemonEngine/Daemon/blob/master/src/engine/sys/sdl_input.cpp#L1091

This code needs to check to see if the mouse motion is already centered, before centering again.

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slouken commented Apr 23, 2022

I'm going to back out 3318590 for 2.0.22 and update DaemonEngine/Daemon#600 with the fix.

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slouken commented Apr 23, 2022

So I can reproduce this issue with this test program:

#include "SDL.h"
 
SDL_Window *window;

void IN_CenterMouse()
{
	int w, h;
	SDL_GetWindowSize( window, &w, &h );
	SDL_WarpMouseInWindow( window, w / 2, h / 2 );
}

int main(int argc, char ** argv)
{
	SDL_Event event;
	int quit = 0;
	int frame = 0;
 
	SDL_Init(SDL_INIT_VIDEO);
	window = SDL_CreateWindow("Test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, 0);
 
	SDL_SetRelativeMouseMode(SDL_TRUE);
	IN_CenterMouse();
	while (!quit)
	{
		while (SDL_PollEvent(&event) > 0) {
			switch (event.type)
			{
			case SDL_QUIT:
				quit = 1;
				break;
			case SDL_KEYUP:
				if (event.key.keysym.scancode == SDL_SCANCODE_ESCAPE)
				{
					quit = 1;
				}
				break;
			case SDL_MOUSEMOTION:
				IN_CenterMouse();
				break;
			}
		}
		SDL_Log("Frame %d\n", ++frame);
		SDL_Delay(16);
	}
 
	SDL_DestroyWindow(window);
	SDL_Quit();
 
	return 0;
}

With 2.0.18, this loop runs forever without printing a single frame. With 2.0.22, this loop will exit, but because each mouse motion generates another mouse motion, each real mouse motion will build up until the SDL event queue is full - which is the behavior reported in DaemonEngine/Daemon#600.

@slouken
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slouken commented Apr 23, 2022

And here is the fix for the test program:

                        case SDL_MOUSEMOTION:
                                SDL_Log("Motion: %d,%d\n", event.motion.xrel, event.motion.yrel);
                                if (event.motion.xrel || event.motion.yrel) {
                                        IN_CenterMouse();
                                }
                                break;

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slouken commented Apr 23, 2022

@smcv, can you verify that fa073ed fixes the regression with Source 1 games?

@smcv
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smcv commented Apr 23, 2022

@smcv, can you verify that fa073ed fixes the regression with Source 1 games?

I tested a straightforward git revert 3318590 in #5569 (comment), and it fixed Portal 2, while breaking Unvanquished. I'll double-check with your commit next week, but I'm pretty sure it's the same as what I already tested.

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slouken commented Apr 23, 2022

@smcv, can you verify that fa073ed fixes the regression with Source 1 games?

I tested a straightforward git revert 3318590 in #5569 (comment), and it fixed Portal 2, while breaking Unvanquished. I'll double-check with your commit next week, but I'm pretty sure it's the same as what I already tested.

Okay, my change was just a git revert, so I’ll take that as confirmation. Thanks!

icculus pushed a commit to icculus/SDL that referenced this issue Apr 27, 2022
philippemnoel pushed a commit to whisthq/SDL that referenced this issue Apr 28, 2022
* Make Win32 fullscreen and borderless windows minimizable

* reduced a few ifdefs, fixed an unused warning if built w/o SDL_HAVE_YUV.

* rawinput: Fix double detection of gamepads on some 3rd party X360 wireless receivers

The name that the Raw Input joystick driver pulls from the HID stack comes
from USB string descriptors contained on the device. For official wireless
receivers, this always contains "Xbox 360 Wireless Receiver for Windows"
which matches the friendly name that WGI provides.

3rd party Xbox 360 wireless receivers may have different strings in their
USB string descriptors (one uses "XBOX 360 For Windows" instead). This
fails to match WGI's name and causes Raw Input and WGI to both report the
same gamepad.

Since wireless Xbox 360 controllers seem to have a consistent VID/PID
regardless of the adapter enumerating them, we can also match on that to
catch these.

The duplicate case reported to me was:
Controller (XBOX 360 For Windows) - 030000005e040000a102000000007200
Xbox 360 Wireless Receiver for Windows - 030000005e0400000000000000007701

* Makefile.os2: fixed setting OS2DEBUG in CFLAGS.

* minor os/2 clean-ups.

* emscripten: Don't prevent default on filtered key events

* IME Composition Truncation + SDL_IsTextInputShown + SDL_ClearComposition (#5398)

* Fixes for IME Composition Truncation + Addition of SDL_ClearComposition, SDL_IsTextInputShown

* Fixed: Documentation and code style issues raised during code review.

* Sync wiki -> header

* SDL_windowskeyboard.c (IME_IsTextInputShown): remove unused local vars.

* cmake: Make test code use proper C main functions.

Fixes #5021.

* SDL_blit_N.c: removed duplicated const (fixes bug #5401)

* SDL_endian.h: use endian predefs from newer gcc and clang versions.

Closes: libsdl-org/SDL#5403

* Android: add comment to set render target to NULL when going to background (bug #4041)

* Make SDL_VIDEO_OPENGL_EGL optional on Android

* Fixed: Incorrect assumption that mouse button is released when window is allocated

* SDL_audiocvt.c: Don't byteswap 8-bit streams

Otherwise, this results an assert on big endian machines when attenpting to use SDL_LoadWAV_RW function to load 8-bit WAV files.

* METAL: clip rect w/h must be <= render pass

* Fix name of macOS platform and link to README file

* Fixed bug #2199: make SDL_blit_slow handles SDL_PIXELFORMAT_ARGB2101010, storing as RGBA

* Fixed bug #2691 - re-enable surface_testCompleteSurfaceConversion for ARGB2101010

* INSTALL.txt: Say "macOS" instead of "Mac OS X" in modern times.

Reference Issue #5407.

* SDL_windowskeyboard.c: fix build with SDL_DISABLE_WINDOWS_IME defined.

Fixes libsdl-org/SDL#5408

* minor whitespace cleanup.

* SDL_audiocvt.c: minor cleanup.

* Adjust gradle dependencies to enable the build to position assets for the APK

* emscripten: obey enable-misc/SDL_MISC settings

* minor optimization (SDL_audiocvt.c)

* imported two libtool mainstream commits 28fbcb6a and b55b1cc8

* Remove 'reserved identifier' warning

* SDL_blit_slow: remove one nested 'if()' because of ARGB2101010 handling

* SDL_triangle_blit_slow: sync code with SDL_blit_slow to handle ARGB2101010

* SDL_GetBasePath() fixes for OS/2

* use _Static_assert for SDL_COMPILE_TIME_ASSERT(), when available

* testplatform.c: move static asserts out of TestTypes().

* simplify SetDSerror
- no need to keep the error in a static variable
- always print the error code
- reduce the required stack-size
- reduce the number of snprintf calls (and code size)

* Fixed build when events are disabled

Fixes libsdl-org/SDL#5413

* Removed problematic call to ISensor_SetEventSink()

Fixes libsdl-org/SDL#5288

* Fixed warnings when building with cygwin

Fixes libsdl-org/SDL#5025

* SDL_cocoawindow.m: update fullscreen toggle when SDL_SetWindowResizable called

* Ignore unknown WM_SIZE types.

According to MSDN, we can also get SIZE_MAXHIDE and SIZE_MAXSHOW,
based on state changes to other windows. It's not clear under
what circumstances this will happen (I saw some docs indicating
it may require multiple application windows), but it doesn't seem
right to treat them as RESTORED.

* Fix relative mouse input for Unvanquished (unvanquished.net)

Here's an IRC dump that hopefully explains the issue this fixes:

> I'm debugging something odd where, for a libre game,
  unvanquished.net (a FPS), relative mouse input in fullscreen is
  buggy
> it's like, working mostly ok, but it has a weird
  performance/cleanup bug
> after some time in relative mouse input mode, some time as low
  as 15s, usually more, the SDL sends A LOT of relative mouse
  input per frame
> almost all of which have xrel==0 && yrel==0
> by A LOT, I mean that after ~1min, it's usually in the
  thousands per frame
> each frame, a while ( SDL_PollEvent( &e)) loop reads the
  inputs, but it seems SDL is not clearing the list.
> one way to clear the list is to open the in-game console or
  menu, which switches the input mode to absolute, then close it
  which gets a working relative input mode (for some time at least)
> I've shown the issue to be present with SDL2.0.20 but not with
  2.0.14 on my system
> some other players on Arch Linux (SDL2.0.20) report a possibly
  related issue, where some keys seem to be pressed at random
> I've did some bisection on SDL master, and I've found that
  there are actually two commits involved, one breaking it
  totally (no input at all), and one fixing it partially (with
  the problem described above)

First related commit that breaks it totally:

	commit 82793ac
	Author: Sam Lantinga <slouken@libsdl.org>
	Date:   Thu Oct 14 14:26:21 2021 -0700

	    Fixed mouse warping while in relative mode

	    We should get a mouse event with an absolute position and no relative motion and shouldn't change the OS cursor position at all

Second related commit, that halfway fixes it:

	commit 31f8c3e
	Author: Sam Lantinga <slouken@libsdl.org>
	Date:   Thu Jan 6 11:27:44 2022 -0800

	    Fixed event pump starvation if the application frequently pushes its own events

Reverting the first commit did fix the issue for me, but would
probably reintroduce the bug it was fixing(?). This patch should
fix it for everyone hopefully.

DaemonEngine/Daemon#600 is the upstream
bug, and contains some early investigation.

* Don't warn if anyone peeps for events after quitting the event subsystem

Fixes libsdl-org/SDL#5013

* video: Add a hint to allow Vulkan surfaces on foreign windows

* Fixed compile warning and comment typo

* Added a hint to mark a foreign window as usable with OpenGL

Fixes libsdl-org/SDL#2942

* When updating grab state, only activate windows that are grabbed, fullscreen, and shown.

Fixes libsdl-org/SDL#5371

* Try not forcing activation when grabbing the mouse in fullscreen windows

* Workaround for bug in Microsoft WGI support

Fixes libsdl-org/SDL#5270

* Use SDL_Log instead of printf

* Added a hint to capture the mouse when mouse buttons are pressed, defaulting on

Fixes libsdl-org/SDL#5301

* Fixed memory leak in WIN_CreateBlankCursor()

* Fixed freeing the Windows blank cursor

* Start rumbling once a raw input controller has been correlated

Fixes libsdl-org/SDL#5351

* Modern CMake doesn't need "LANGUAGE C" for Objective-C

CMake 3.19 fails to compile Objective-C with that property set

Fixes libsdl-org/SDL#5418

* Added the hint SDL_HINT_MOUSE_RELATIVE_MODE_CENTER, controlling whether the mouse should be constrained to the center of the window or the whole window in relative mode.

For further info about the pros and cons, check out the discussion in libsdl-org/SDL#5271

* Added a note that SDL_RenderReadPixels() should be called before SDL_RenderPresent()

* Sync wiki -> header

* Fix "SDL_TRUE is not defined" runtime error for emscripten.

* SDL_UnionRect: If both rects are empty, zero out the result struct.

* SDL_Rect: minor code cleanups.

* SDL_Rect: Added floating point versions of all the rectangle APIs.

Fixes #5110.

* Fix "SDL_FALSE is not defined" runtime error for emscripten.

* Fixed Android crash when SDL_HIDAPI_DISABLED set to 1

The Java code needs the native functions to be implemented, even if they're not surfaced via the C API.

Fixes libsdl-org/SDL#5326

* Relative mouse mode is tied to the window with keyboard focus

This isn't obvious, but makes sense when thinking about how games actually use it. This is also in line with how Windows mouse relative mode is implemented.

Fixes libsdl-org/SDL#5340

* Fixed parameter operation ordering for ease of reading

* audio: Set error message on dsp init failure.

if SDL_EnumUnixAudioDevices() fails to find any devices,
set an error message on the exit path. Without this,
SDL_Init() could fail without any message available
in SDL_GetError().

* Sync wiki -> headers.

* Fixed bug #2426 - SDL_RenderReadPixels result is unspecified and fails testautomation
Call SDL_RenderPresent after calling SDL_RenderReadPixels.
From "include/SDL_render.h":
"If you're using this on the main rendering target, it should be called after rendering and before SDL_RenderPresent()."

* Fixed bug #2962 - when SDL_RenderReadPixels format = 0, used format of the target texture
include/SDL_render.h, format:
"0 to use the format of the rendering target "

* blit-auto optimizations

* regenerated SDL_blit_auto.c.

* Don't try to hide foreign windows when destroying the SDL window representation

Fixes libsdl-org/SDL#5432

* hints: Added SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE.

Fixes #2349.

* SDL_render.c: remove unsused case, since renderer target has been forced to NULL previously (see bug #4213)

* Add mapping for Logitech Precision Gamepad

* Also fix Android crash when SDL_HIDAPI_DISABLED set to 1

The Java code needs the native functions to be implemented, even if
they're not surfaced via the C API, therefore, a stub version of
functions were made only to the purpose of "fill the gaps" when
SDL_HIDAPI_DISABLED set to 1.

* use != '\0' comparison instead of SDL_strlen in the functions of SDL_getenv

* make SDL_strcasecmp standard compliant

* optimize the SDL_str(case)cmp functions

* Avoid trying to use texture framebuffers on emscripten

* stdlib: just cast iconv()'s 2nd arg to void *.

This makes the compiler happy (enough) regardless of whether the C runtime
headers think this argument should be const or not.

Fixes #4966.

* Fixed freeing a constant string (thanks @gnrlwart)

* Android: add SetWindowResizable() implementation
- which also enable/disable the orientation lock status.

This is only provided when the window is not SDL_WINDOW_FULLSCREEN (see SDL_video.c).
Final orientation also depends on SDL_HINT_ORIENTATIONS.

* Video: do not use hardcoded VIVANTE and VDK libraries

* Add SDL_RenderGetWindow() API to get the window associated with a renderer (#5440)

Add SDL_RenderGetWindow() API to get the window associated with a renderer

* Sync wiki -> header

* wayland: Bump minimum requirement to wayland-client 1.18 or newer

* wayland: The rest of the wayland-client 1.18 requirement... Git, please

* wayland: Basic support for zwp_tablet_*v2 protocol

* video: wayland: Use xdg-output for retrieving the desktop dimensions

Using wl-output to get the desktop display dimensions and dividing by the integer scale factor will not return the correct result when using a desktop with fractional scaling (e.g. a 3840x2160 display at 150% will incorrectly report the scaled desktop area as 1920x1080 instead of 2560x1440).  Use the xdg-output protocol, if available, to retrieve the correct desktop dimensions and offset.

Versions 1 through 3 of the protocol are supported.

* Vita: support audio format fallback

* Vita: add native YUV textures support.

* Fail if texture init fails.
* Refactor and cleanup.

* static analysis: Fixed several complaints from codechecker.

There are still some pending Objective-C specific issues.

Reference issue #4600.

* add some Thrustmaster wheels

* Fixed bug #1650: X11 doesn't set KMOD_NUM and KMOD_CAPS to system state

* x11: Minor cleanups and corrections in X11_ShowMessageBox.

Reference issue #3254.

* Avoid depending on libwayland 1.20 unnecessarily

When using shared linking (linking in the normal way with
-lwayland-client) rather than loading Wayland libraries dynamically at
runtime, listing symbols that don't exist in the current version results
in a build failure. We don't actually call wl_proxy_marshal_flags() or
wl_proxy_marshal_array_flags() directly; the reason we need them is
that they're called by the code generated by wayland-scanner >= 1.20.

If we're building against an older Wayland library, then we'll have its
corresponding version of wayland-scanner (mismatched versions are not
supported), so we won't need those two symbols, and can avoid generating
a dependency on them.

Conversely, if we're building against a newer Wayland library, the
generated code will call them unconditionally, so we cannot treat them as
optional and gracefully fall back: that would result in a crash. Instead,
treat them as a mandatory part of the Wayland library, so that if they
are not found at runtime, we can fall back to X11 without crashing.

libwayland 1.18 is in several LTS distributions (Ubuntu 20.04,
Debian 11, RHEL 8) so avoiding a hard dependency on 1.20 is quite
useful.

Signed-off-by: Simon McVittie <smcv@collabora.com>
Resolves: libsdl-org/SDL#5376

* wayland: Don't overwrite error message from SDL_EGL_CreateSurface

SDL_EGL_CreateSurface sets a more specific error message, so overwriting
it would lose information.

Signed-off-by: Simon McVittie <smcv@collabora.com>

* wayland: Minor fixes for old compilers

* wayland: Remove some now-redundant casts

* iOS >= 10.0 silence GLes deprecation warnings

* wayland: Add an xkb_keysym_t->SDL_Keycode mapping for backspace

* wayland: Enforce text capitalization manually, for remapped keymods

* wayland: Use xkb_keymap_mod to set mod state

* YUV: fix invalid read on last line when converting from SDL_PIXELFORMAT_YUY2 (see bug #4841)

* Vita: Fix NULL-pointer dereference

* wayland: Optimize keyboard_handle_modifiers.

1. Mod index values are (mostly) constant, so can be done with xkb_state_new
2. Mods can change without the group changing, avoid remap events if possible

Lastly, as a bonus, I added braces to the locale check, because I was nearby.

* Initialize compile status variable and check also program link status

* testshader: use SDL_malloc instead of SDL_stack_alloc.

* README-windows: Convert to actual Markdown text.

* README-windows: Wordwrap text file.

This makes for easier reading outside of a formal Markdown viewer.

* README-windows: Notes on building with Visual Studio/LLVM.

Fixes #5186.

* wayland: Work around a GNOME xdg_output scaling issue

* wayland: Avoid overwriting xdg_output position with wl_output position

* wayland: Relax the check for mismatching output scales

* configure: improvements to libdecor discovery :

use PKG_CHECK_MODULES, and use DECOR_LIB with find_lib.
Closes: libsdl-org/SDL#5460

Co-authored-by: Trigan2025 <trigan2025@hotmail.fr>

* direct3d: Implement missing blend operations.

This is only for Direct3D 9; Direct3D 11 already had this implemented.

Fixes #5375.

* Remove URLs from markdown headers in README-visualc.md

* Clean up formatting in README-directfb.md

* testgles2: Call correct function to get shader info log and add link status checking

* Sync wiki -> header

* Sync wiki -> header

* Vita: Use preallocated memory pool for textures

* Sync wiki -> header

* Correct default structure packing on Windows ARM64

See issue #5454 for details

* Fix potential memory leak in QueueCmdFillRects

* Vita: add hint to select which touchpad generates mouse events

* emscriptenaudio: proxy calls to main thread

* video: wayland: Use wp-viewporter for fullscreen with non-native resolutions

Wayland doesn't support mode switching, however Wayland compositors can support the wp_viewporter protocol, which allows for the mapping of arbitrarily sized buffer regions to output surfaces.  Use this functionality, when available, for fullscreen output when using non-native display modes and/or when dealing with scaled desktops, which can incur significant overdraw without this extension.

This also allows for the exposure of arbitrarily sized, emulated display modes, which can be useful for legacy compatability.

* wayland: Minor fix for old compilers

* video: wayland: Expose more resolutions for mode emulation

Expose as many emulated display modes as possible.  They will currently display stretched to the display's native desktop aspect, but if an application requires a hardcoded resolution, it will work at minimum.

Aside from the change in the emulated display mode list, the Wayland event handling code had to be updated to support separate scaling for the x and y axes, as square pixels are no longer guaranteed.

* video: wayland: Use viewports for non-fullscreen windows with fractional scaling

Use viewports for non-fullscreen windows when the desktop uses fractional scaling and the window is flagged as DPI-aware to provide a backbuffer mapped as close to 1:1 output as possible.  In the cases of odd window sizes the backbuffer may be a pixel off of scaling perfectly into the window size due to its scaled size being rounded off, but a minute amount of scaling during output is likely preferable to the large amounts of overdraw needed with integer scaled buffers.

* Vita: add audio capture support

* Vita: add SDL_GetPreferredLocales support

* stdinc: SDL_COMPILE_TIME_ASSERT defines shouldn't have a semicolon.

* x11: Catch X11 errors in X11_SetWindowPosition and X11_SetWindowSize.

The functions can go south if other operations are in progress, like
X11_SetWindowBordered, which might be doing something traumatic behind the
scenes of the window manager.

We can't make these tasks totally synchronous, which would fix the problem,
because not only can the window manager block however long it wants, it might
also decide to deny our requests without any notification, so we'd be waiting
forever for a window change that isn't coming.  :(

Fixes #5274.

* joystick: Fix rumble issues on PS5 HIDAPI controllers

We were returning the report size from HIDAPI_DriverPS5_RumbleJoystick() rather
than 0 upon success, causing SDL_JoystickRumble() (and callers) to think that
rumbling failed.

This didn't cause major problems until 1868c5b, when it started preventing
rumble state from being persisted in the joystick core, even though it was
successfully sent to the hardware.

This led to all sorts of strangeness, including broken rumble duration and
attempts to stop rumble being discarded.

* Desktop OpenGL 1.X/2.X PSVita Support

* Update README-vita.md

* Cleanup Spaces

* Vita: PVROGL: fix indentation and ifdef guards

* Vita: fix readme

* x11: Ignore BadValue for extremely small XRRSetScreenSize resolutions.

Reference Issue #4840.

* SDL2 thread proxying fixes

This PR uses new APIs added in [emscripten-core/emscripten#9336](emscripten-core/emscripten#9336)
to improve compatibility with USE_PTHREADS=1.

Original PR: emscripten-ports/SDL2#127
By: @jakogut
Reviewed by: Daft-Freak

* emscriptenmouse: remove old extra `_INT`

* fix formatting and cast warnings

Co-authored-by: Charlie Birks <charlie@daftgames.net>

* emscriptenmouse: remove useless return statement

* emscriptenframebuffer: fix formatting

* emscripten: Proxy SDL_GetUsableDisplayBounds to the main thread.

* Fixed loading 32-bit BMP files

* Move SDL_List functions to SDL_list.c to avoid more merge with eventual PR

* Add SDL_list.c/h

* Add SDL_list to macosx xcode

* Use RoInitialize/RoUninitialize for Windows.Gaming.Input

Thanks @walbourn!

Fixes libsdl-org/SDL#5270

* fix build against older SDKs after commit 8ebef12.

* check for HAVE_ROAPI_H in cmake and autotools, and

update SDL_config_windows.h and SDL_config_winrt.h

* attempt to fix uwp build

* render: Fix setting the scale mode for non-native textures

* Visualise scroll wheel events in testmouse

* Minor cleanup

* x11: Don't unload libGL.so to prevent a crash in XCloseDisplay()

libGL.so may register callbacks that can be invoked upon XCloseDisplay().
If XCloseDisplay() is called after libGL.so is unloaded, the callback pointer
will point at freed memory and invoking it will crash.

The texture framebuffer check optimized out in f37e4a9 was causing libGL.so to
never be unloaded as a side-effect. Skipping it exposed this bug by allowing
libGL.so to actually unload.

* x11: Wait a bit to see if window pos changes when changing fullscreen.

Helps prevent window from moving to 0,0 when leaving fullscreen.

Fixes #4749.

* testgles2: Fix buffer object sizes

* Added a define VERBOSE_MOTION_EVENTS to show mouse and finger motion events

* Handle interaction between auto capture and the SDL_CaptureMouse() API

Fixes libsdl-org/SDL#5457

* Minor cleanup

* IBus should use ev keycode instead of X keycode

See: https://github.com/ibus/ibus/blob/5a455b1ead5d72483952356ddfe25b9e3b637e6f/client/gtk2/ibusimcontext.c#L468

* Ignore focus change messages that contradict GetForegroundWindow.

On Wine, when a window is programmatically minimized in response
to losing focus, we receive a WM_ACTIVATE for the deactivation,
but GetForegroundWindow still indicates that our window is focused.
This causes an incorrect SDL_WINDOWEVENT_FOCUS_GAINED.

This is probably a Wine bug, but it may take a while to fix and
then for the fix to make its way to users.

* Don't resize fullscreen windows when hiding or minimizing them (thanks @madewokherd!)

This has the benefit of window previews (mousing over the icon) having the correct size and contents.

Fixes libsdl-org/SDL#5320

* x11: when waiting on fullscreen changes, not window position _and_ size.

This makes sure the window doesn't have outdated values if you try to access
them (or call something that does, like SDL_SetWindowMinimumSize).

Fixes #5233.

* Send key release event to input method. (#5281)

Co-authored-by: Ethan Lee <flibitijibibo@gmail.com>

* Cache the fact that a device didn't look like a joystick

Fixes libsdl-org/SDL#5211

* x11: Try to keep SDL_WINDOW_FULLSCREEN* in sync with window manager.

So if Gnome/KDE/etc have a keyboard shortcut or titlebar decoration to
make any window go fullscreen (with the _NET_WM_FULLSCREEN flag on the
_NET_WM_STATE property), we update the SDL window flag.

Fixes #5390.

* Sort controllers by the js* index on Linux

Also fixed the initial scan to directly scan devices instead of using
udev so they can be sorted, as intended.

Fixes libsdl-org/SDL#4688

* wayland: Evaluate WINDOWPOS_CENTERED_DISPLAY for move events

Partially fixes the mouse cursor in UE5 editor. Imperfect because UE5 uses window position and global mouse state to get position, but of course we don't have global mouse and this is just to get the right display index so this still fails overall. We really need to make global mouse support a feature query...

* wayland: Try to detach at the beginning of ShowWindow, just in case.

It's possible that an external component (probably a GL/VK context) committed, so we need to cover our bases and detach in both HideWindow and ShowWindow.

Fixes a crash in UE5 editor's pop-ups.

* wayland: Add a bug link for the detach FIXME

* wayland: Pin the fake window position at (0, 0).

I kind of thought it'd be nice to have it in the center, but this is an issue
for applications that still assume global mouse and window positions are
accessible. For example, this fixes cursor offset issues in UE5.

* Makefile.in: added missing CXX variable.

* Compile with recursive mutexes for emscripten

Emscripten actually does support recursive mutexes, so no need to use SDL's fake recursive code.

Background: #5428, #5479

* x11: Treat WM setting the window "fullscreen" like FULLSCREEN_DESKTOP.

Fixes #5390.

* Only update modifier state for keys that are pressed in another application

Fixes libsdl-org/SDL#4432

* minor adjustment to os/2 watcom makefile

* Make sure the UIKit message box is being handled on the main thread

Potentially fixes libsdl-org/SDL#4865

* render: Update the size/scale/viewport on moves, in addition to resizes.

For OpenGL this means resetting the viewport state shadowing flag too.

Fixes #1504

* direct3d11: Set the swapchain target immediately after creating it.

Fixes #4782

* video: wayland: Set the surface damage region when using fullscreen viewports

When using emulated display modes, the output size is often larger than the drawable buffer.  As the surface damage region is automatically calculated from the smaller drawable buffer size, the damage region needs to be manually set to cover the entire viewport region or visual repaint artifacts can result.

* Fixed typo

* Updated the patch notes with API changes for 2.0.22

* Update version to 2.0.22 for release

* audio: SDL_ConvertStereoToMono_SSE3 missed an unaligned load.

* UWP: Require Windows 10 16299 or newer.

This is required to build with WGI support. Thanks for @FrozenChameleon for the fix!

Fixes #5504

* Vita: fix VIDEO_VITA_PVR flag

* fix os2 timer in fallback mode

* testevdev: Recognise touchpads as such

At the time I contributed this unit test, SDL didn't understand Linux
touchpads, but now it does.

Fixes: 373216a "Added support for touchpads in the Linux evdev code"
Signed-off-by: Simon McVittie <smcv@collabora.com>

* testevdev: Adapt to a broader definition of keyboards

At the time I contributed this unit test, SDL had a relatively narrow
definition of what is a keyboard, approximately matching udev
ID_INPUT_KEYBOARD. Now it uses the equivalent of udev ID_INPUT_KEY,
which matches anything with keyboard keys, and not just reasonably
complete alphanumeric keyboards.

Fixes: 040bd7a "Fix udev not detecting ID_INPUT_KEY devices when udev is not running"
Signed-off-by: Simon McVittie <smcv@collabora.com>

* test: Copy utf8.txt to build directory

testiconv wants this.

Signed-off-by: Simon McVittie <smcv@collabora.com>

* Initialise scandir argument

'scandir' does not initialise 'entries' on error

* Wayland: Add SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR

This hint allows libdecor to be used even when xdg-decoration is
available. It's mostly useful for debugging libdecor, but could in
theory be used by applications which want to (for example) bundle their
own libdecor plugins.

* WhatsNew.txt: Added SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR

* WhatsNew.txt: Document new dependency on libwayland-client 1.18.0

Signed-off-by: Simon McVittie <smcv@collabora.com>

* CI: update os2.yml to use open-watcom/setup-watcom

also remove os2-buildbot.sh -- not needed anymore.

* avoid NullPointer in SDL_GL_MakeCurrent

* avoid NullPointer in SDL_GetRenderTarget

* video: Wayland: Clamp fullscreen window dimensions to desktop

A scaled fullscreen window may exceed the bounds of the desktop.  Clamp the window size to the desktop dimensions in fullscreen mode.

* video: Wayland: Always round scaled pointer coordinates down

Rounding up can cause the pointer coordinates to exceed the window boundaries at the right and bottom edges.

* x11: Update the display when the WM changes a window's fullscreen state.

Fixes #5390.

* Added CMake option to disable the installer

* cmake: Fixed indenting and some oldschool `endif(TEXT)` things.

* hints: Make SDL_VIDEODRIVER and SDL_AUDIODRIVER formal hints.

They were just environment variables before.

Fixes #5528.

* Revert "video: Prefer Wayland over X11"

This reverts commit 8ceba27.

SDL Wayland support is stable, but there are a number of issues with third-party software (NVIDIA drivers, libwayland event overflow, libdecor not handling plugin load failures, Steam overlay not working with Wayland, etc.) that make it better to default to X11 at this time.

Games which would like to prefer wayland when available can use the following code before SDL_Init():
	SDL_SetHint(SDL_HINT_VIDEODRIVER, "wayland,x11");

Fixes libsdl-org/SDL#5527

* Certain audio drivers, like the RME "Pro" Audio driver, have resampling quality issues when using WASAPI.

We'll use SDL's resampling algorithm so we have consistent quality between platforms and drivers.

Fixes libsdl-org/SDL#5538

* wayland: Add support for TOOLTIP/POPUP_MENU

* video: Don't minimize fullscreen windows on focus loss by default when mode switching is disabled

When mode switching is disabled in a video backend, fullscreen windows are basically just fullscreen desktop windows with different internal scaling.  As no mode switching occurs, there's no need to minimize them on focus loss by default.  This can still be overridden by explicitly setting the internal hint for minimizing on focus loss.

This has the side effect of fixing a bug on GNOME, where, when a fullscreen Wayland window has it's focus lost and restored via alt+tab followed by switching back to windowed mode, the top portion of the window won't end up being obstructed by GNOME's top bar.

* Added controller mapping for the Thrustmaster Dual Analog 3.2 on Linux

* Enable evdev-based gamecontrollerdb on FreeBSD

* simplify SDL_GetBasePath on windows
- use GetModuleFileName directly (as recommended)

* use explicit GetModuleFileNameW

* Remove HWND_TOPMOST for fullscreen windows

Fixes libsdl-org/SDL#5509

* SDL_render.c: internally change viewport/cliprect type from SDL_FRect to SDL_DRect (double precision). (see bug #5547)

* Don't call scandir() inside of scandir()

This works around a crash in address sanitizer

* Fixed compile warnings

* x11: Revert "Fix keymap updating for X11 backend"

This reverts commit de6d290.

This patch had multiple issues, discussed in #5520.

* Fixed build

* Fix recent changes in VitaSDK

* SceKernelMemBlockType to unsigned int

* Fix a -Wshadow warning

* Remove an unused function prototype

* WhatsNew.txt: Add SDL_FRectEqualsEpsilon()

* Add SDL_FLT_EPSILON.

* SDL_Rect: Use a default epsilon in SDL_FRectEquals()

Add SDL_FRectEqualsEpsilon() for when more control over
equality test is required.

* test: Basic tests for SDL_FRectEquals

Based on the integer version. These tests mostly check that input
isn't mangled and that invalid input gives the expected negative
result.

* hidapi: Wrap CopyHIDDeviceInfo in define checks.

The purpose of this is to silence a 'defined but not used'
warning.

* os2: SDL_DestroyMutex should ignore NULL mutexes.

Every other backend does this, so this should match, now.
It's possible this was harmless, but we can avoid the system call
and the (likely?) debug message when it fails, though!

* windows: Fix calling convention for RoInitialize/RoUninitialize

Fixes #5563

* windows: Fix RoInitialize() failure after a CoInitializeEx() call using apartment threading

This mirrors the same codepath in WIN_CoInitialize() which handles STA and MTA.

* WGI: Keep a reference to the MTA to avoid crashing on COM teardown

Fixes #5552
Fixes #5270

* WGI: Only call RoUninitialize() if RoInitialize() succeeded

* Handle potential out of memory condition when working with hints

* SDL_Rect: Add \sa documentation block to SDL_FRect

* Return a correlation error when trigger rumble is attempted without correlation

* Fixed build

* SDL: sometimes the PS5 controller doesn't report having to power even when connected over USB. Possibly related to being completely charged? Either way we already know that it's USB or BT so let's use the driver's knowledge instead.

* Added support for the Backbone One controller on iOS

* Revert "Fix relative mouse input for Unvanquished (unvanquished.net)"

This reverts commit 3318590.

Fixes libsdl-org/SDL#5569

* hidapi, libusb: import mainstream commit 536bad201e

* Fixed logical size synchronization issue on macOS

https://discourse.libsdl.org/t/sdl-2-0-22-prerelease/35306/6

* x11: revert checks for _NET_WM_STATE_FULLSCREEN changes.

This reverts commit 8597735.
This reverts commit 0249df9.

Fixes #5572.
Reopens #5390.

Co-authored-by: Jo Bates <jo@valvesoftware.com>
Co-authored-by: Ozkan Sezer <sezeroz@gmail.com>
Co-authored-by: Cameron Gutman <aicommander@gmail.com>
Co-authored-by: Charlie Birks <charlie@daftgames.net>
Co-authored-by: Zach Reedy <86971250+zreedy@users.noreply.github.com>
Co-authored-by: SDL Wiki Bot <icculus-sdlwikibot@icculus.org>
Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
Co-authored-by: Sylvain <sylvain.becker@gmail.com>
Co-authored-by: Guus Waals <_@guusw.nl>
Co-authored-by: Zach Reedy <zreedy@opera.com>
Co-authored-by: Wohlstand <admin@wohlnet.ru>
Co-authored-by: Sam Lantinga <slouken@libsdl.org>
Co-authored-by: staphen <staphen@gmail.com>
Co-authored-by: pionere <pionere@freemail.hu>
Co-authored-by: uyjulian <uyjulian@gmail.com>
Co-authored-by: Esme Povirk <esme@codeweavers.com>
Co-authored-by: Antoine Fontaine <antoine.fontaine@epfl.ch>
Co-authored-by: Ethan Lee <flibitijibibo@gmail.com>
Co-authored-by: Christian Kündig <kuendig@scandit.com>
Co-authored-by: Eddy Jansson <eddy@klopper.net>
Co-authored-by: Egor <egor@opensrc.club>
Co-authored-by: Jonatha Gabriel <jonathagabrielns@gmail.com>
Co-authored-by: Joao Paulo Magalhaes <dev@jpmag.me>
Co-authored-by: Florian "sp1rit"​ <sp1ritCS@protonmail.com>
Co-authored-by: Frank Praznik <frank.praznik@gmail.com>
Co-authored-by: Ivan Epifanov <isage.dna@gmail.com>
Co-authored-by: Kimplul <kimi.h.kuparinen@gmail.com>
Co-authored-by: Simon McVittie <smcv@collabora.com>
Co-authored-by: DominusExult <domiman+github@gmail.com>
Co-authored-by: capehill <juha.niemimaki@gmail.com>
Co-authored-by: Trigan2025 <trigan2025@hotmail.fr>
Co-authored-by: Cameron Cawley <ccawley2011@gmail.com>
Co-authored-by: Mathieu Eyraud <70028899+meyraud705@users.noreply.github.com>
Co-authored-by: Connor Clark <cjamcl@gmail.com>
Co-authored-by: Jaylon Gowie <jaylongowie46@gmail.com>
Co-authored-by: Reinhold Gschweicher <pyro4hell@gmail.com>
Co-authored-by: Christoph Reichenbach <creichen@gmail.com>
Co-authored-by: Weng Xuetian <wengxt@gmail.com>
Co-authored-by: David Gow <david@ingeniumdigital.com>
Co-authored-by: Semphris <semphris@protonmail.com>
Co-authored-by: Jan Beich <jbeich@FreeBSD.org>
illwieckz pushed a commit to DaemonEngine/Daemon that referenced this issue May 26, 2022
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