Update SDL to 3.2.16
This commit is contained in:
2
Source/ThirdParty/SDL/SDL3/SDL.h
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2
Source/ThirdParty/SDL/SDL3/SDL.h
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@@ -20,7 +20,7 @@
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*/
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/**
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* Main include header for the SDL library, version 3.2.10
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* Main include header for the SDL library, version 3.2.16
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*
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* It is almost always best to include just this one header instead of
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* picking out individual headers included here. There are exceptions to
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2
Source/ThirdParty/SDL/SDL3/SDL_events.h
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2
Source/ThirdParty/SDL/SDL3/SDL_events.h
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@@ -492,6 +492,8 @@ typedef struct SDL_MouseWheelEvent
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SDL_MouseWheelDirection direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */
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float mouse_x; /**< X coordinate, relative to window */
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float mouse_y; /**< Y coordinate, relative to window */
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Sint32 integer_x; /**< The amount scrolled horizontally, accumulated to whole scroll "ticks" (added in 3.2.12) */
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Sint32 integer_y; /**< The amount scrolled vertically, accumulated to whole scroll "ticks" (added in 3.2.12) */
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} SDL_MouseWheelEvent;
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/**
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20
Source/ThirdParty/SDL/SDL3/SDL_gpu.h
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20
Source/ThirdParty/SDL/SDL3/SDL_gpu.h
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@@ -2467,9 +2467,9 @@ extern SDL_DECLSPEC SDL_GPUShader * SDLCALL SDL_CreateGPUShader(
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* - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT`: (Direct3D 12 only)
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* if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, clear
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* the texture to a depth of this value. Defaults to zero.
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* - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8`: (Direct3D 12
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* - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER`: (Direct3D 12
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* only) if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
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* clear the texture to a stencil of this value. Defaults to zero.
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* clear the texture to a stencil of this Uint8 value. Defaults to zero.
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* - `SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING`: a name that can be displayed
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* in debugging tools.
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*
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@@ -2495,13 +2495,13 @@ extern SDL_DECLSPEC SDL_GPUTexture * SDLCALL SDL_CreateGPUTexture(
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SDL_GPUDevice *device,
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const SDL_GPUTextureCreateInfo *createinfo);
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#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT "SDL.gpu.texture.create.d3d12.clear.r"
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#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT "SDL.gpu.texture.create.d3d12.clear.g"
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#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT "SDL.gpu.texture.create.d3d12.clear.b"
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#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT "SDL.gpu.texture.create.d3d12.clear.a"
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#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT "SDL.gpu.texture.create.d3d12.clear.depth"
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#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8 "SDL.gpu.texture.create.d3d12.clear.stencil"
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#define SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING "SDL.gpu.texture.create.name"
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#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT "SDL.gpu.texture.create.d3d12.clear.r"
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#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT "SDL.gpu.texture.create.d3d12.clear.g"
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#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT "SDL.gpu.texture.create.d3d12.clear.b"
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#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT "SDL.gpu.texture.create.d3d12.clear.a"
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#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT "SDL.gpu.texture.create.d3d12.clear.depth"
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#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER "SDL.gpu.texture.create.d3d12.clear.stencil"
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#define SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING "SDL.gpu.texture.create.name"
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/**
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* Creates a buffer object to be used in graphics or compute workflows.
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@@ -3775,7 +3775,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseWindowFromGPUDevice(
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* supported via SDL_WindowSupportsGPUPresentMode /
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* SDL_WindowSupportsGPUSwapchainComposition prior to calling this function.
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*
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* SDL_GPU_PRESENTMODE_VSYNC and SDL_GPU_SWAPCHAINCOMPOSITION_SDR are always
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* SDL_GPU_PRESENTMODE_VSYNC with SDL_GPU_SWAPCHAINCOMPOSITION_SDR are always
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* supported.
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*
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* \param device a GPU context.
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8
Source/ThirdParty/SDL/SDL3/SDL_hints.h
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8
Source/ThirdParty/SDL/SDL3/SDL_hints.h
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@@ -1074,8 +1074,8 @@ extern "C" {
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*
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* By default, SDL will try all available GPU backends in a reasonable order
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* until it finds one that can work, but this hint allows the app or user to
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* force a specific target, such as "direct3d11" if, say, your hardware
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* supports D3D12 but want to try using D3D11 instead.
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* force a specific target, such as "direct3d12" if, say, your hardware
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* supports Vulkan but you want to try using D3D12 instead.
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*
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* This hint should be set before any GPU functions are called.
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*
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@@ -2026,8 +2026,8 @@ extern "C" {
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*
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* The variable can be set to the following values:
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*
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* - "0": RAWINPUT drivers are not used.
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* - "1": RAWINPUT drivers are used. (default)
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* - "0": RAWINPUT drivers are not used. (default)
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* - "1": RAWINPUT drivers are used.
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*
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* This hint should be set before SDL is initialized.
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*
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2
Source/ThirdParty/SDL/SDL3/SDL_init.h
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2
Source/ThirdParty/SDL/SDL3/SDL_init.h
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@@ -79,7 +79,7 @@ typedef Uint32 SDL_InitFlags;
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#define SDL_INIT_AUDIO 0x00000010u /**< `SDL_INIT_AUDIO` implies `SDL_INIT_EVENTS` */
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#define SDL_INIT_VIDEO 0x00000020u /**< `SDL_INIT_VIDEO` implies `SDL_INIT_EVENTS`, should be initialized on the main thread */
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#define SDL_INIT_JOYSTICK 0x00000200u /**< `SDL_INIT_JOYSTICK` implies `SDL_INIT_EVENTS`, should be initialized on the same thread as SDL_INIT_VIDEO on Windows if you don't set SDL_HINT_JOYSTICK_THREAD */
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#define SDL_INIT_JOYSTICK 0x00000200u /**< `SDL_INIT_JOYSTICK` implies `SDL_INIT_EVENTS` */
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#define SDL_INIT_HAPTIC 0x00001000u
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#define SDL_INIT_GAMEPAD 0x00002000u /**< `SDL_INIT_GAMEPAD` implies `SDL_INIT_JOYSTICK` */
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#define SDL_INIT_EVENTS 0x00004000u
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2
Source/ThirdParty/SDL/SDL3/SDL_pixels.h
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2
Source/ThirdParty/SDL/SDL3/SDL_pixels.h
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@@ -517,7 +517,7 @@ typedef enum SDL_PackedLayout
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* ABGR32, define a platform-independent encoding into bytes in the order
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* specified. For example, in RGB24 data, each pixel is encoded in 3 bytes
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* (red, green, blue) in that order, and in ABGR32 data, each pixel is
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* encoded in 4 bytes alpha, blue, green, red) in that order. Use these
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* encoded in 4 bytes (alpha, blue, green, red) in that order. Use these
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* names if the property of a format that is important to you is the order
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* of the bytes in memory or on disk.
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* - Names with a bit count per component, such as ARGB8888 and XRGB1555, are
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3
Source/ThirdParty/SDL/SDL3/SDL_render.h
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3
Source/ThirdParty/SDL/SDL3/SDL_render.h
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@@ -1607,8 +1607,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderViewport(SDL_Renderer *renderer, S
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* Return whether an explicit rectangle was set as the viewport.
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*
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* This is useful if you're saving and restoring the viewport and want to know
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* whether you should restore a specific rectangle or NULL. Note that the
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* viewport is always reset when changing rendering targets.
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* whether you should restore a specific rectangle or NULL.
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*
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* Each render target has its own viewport. This function checks the viewport
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* for the current render target.
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4
Source/ThirdParty/SDL/SDL3/SDL_revision.h
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4
Source/ThirdParty/SDL/SDL3/SDL_revision.h
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@@ -31,9 +31,9 @@
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/* #undef SDL_VENDOR_INFO */
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#ifdef SDL_VENDOR_INFO
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#define SDL_REVISION "SDL3-3.2.10-release-3.2.10 (" SDL_VENDOR_INFO ")"
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#define SDL_REVISION "SDL3-3.2.16-release-3.2.14-53-g59693c899 (" SDL_VENDOR_INFO ")"
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#else
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#define SDL_REVISION "SDL3-3.2.10-release-3.2.10"
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#define SDL_REVISION "SDL3-3.2.16-release-3.2.14-53-g59693c899"
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#endif
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#endif /* SDL_revision_h_ */
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8
Source/ThirdParty/SDL/SDL3/SDL_stdinc.h
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8
Source/ThirdParty/SDL/SDL3/SDL_stdinc.h
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@@ -4656,7 +4656,7 @@ extern SDL_DECLSPEC float SDLCALL SDL_atanf(float x);
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*
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* Domain: `-INF <= x <= INF`, `-INF <= y <= INF`
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*
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* Range: `-Pi/2 <= y <= Pi/2`
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* Range: `-Pi <= y <= Pi`
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*
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* This function operates on double-precision floating point values, use
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* SDL_atan2f for single-precision floats.
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@@ -4692,7 +4692,7 @@ extern SDL_DECLSPEC double SDLCALL SDL_atan2(double y, double x);
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*
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* Domain: `-INF <= x <= INF`, `-INF <= y <= INF`
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*
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* Range: `-Pi/2 <= y <= Pi/2`
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* Range: `-Pi <= y <= Pi`
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*
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* This function operates on single-precision floating point values, use
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* SDL_atan2 for double-precision floats.
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@@ -5974,8 +5974,12 @@ size_t wcslcpy(wchar_t *dst, const wchar_t *src, size_t size);
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size_t wcslcat(wchar_t *dst, const wchar_t *src, size_t size);
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#endif
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#ifndef _WIN32
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/* strdup is not ANSI but POSIX, and its prototype might be hidden... */
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/* not for windows: might conflict with string.h where strdup may have
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* dllimport attribute: https://github.com/libsdl-org/SDL/issues/12948 */
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char *strdup(const char *str);
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#endif
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/* Starting LLVM 16, the analyser errors out if these functions do not have
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their prototype defined (clang-diagnostic-implicit-function-declaration) */
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8
Source/ThirdParty/SDL/SDL3/SDL_surface.h
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8
Source/ThirdParty/SDL/SDL3/SDL_surface.h
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@@ -1135,9 +1135,6 @@ extern SDL_DECLSPEC bool SDLCALL SDL_FillSurfaceRects(SDL_Surface *dst, const SD
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* If either `srcrect` or `dstrect` are NULL, the entire surface (`src` or
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* `dst`) is copied while ensuring clipping to `dst->clip_rect`.
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*
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* The final blit rectangles are saved in `srcrect` and `dstrect` after all
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* clipping is performed.
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*
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* The blit function should not be called on a locked surface.
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*
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* The blit semantics for surfaces with and without blending and colorkey are
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@@ -1282,10 +1279,11 @@ extern SDL_DECLSPEC bool SDLCALL SDL_BlitSurfaceUncheckedScaled(SDL_Surface *src
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*
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* \param src the SDL_Surface structure to be copied from.
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* \param srcrect the SDL_Rect structure representing the rectangle to be
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* copied, may not be NULL.
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* copied, or NULL to copy the entire surface.
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* \param dst the SDL_Surface structure that is the blit target.
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* \param dstrect the SDL_Rect structure representing the target rectangle in
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* the destination surface, may not be NULL.
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* the destination surface, or NULL to fill the entire
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* destination surface.
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* \param scaleMode the SDL_ScaleMode to be used.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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2
Source/ThirdParty/SDL/SDL3/SDL_version.h
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2
Source/ThirdParty/SDL/SDL3/SDL_version.h
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@@ -62,7 +62,7 @@ extern "C" {
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*
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* \since This macro is available since SDL 3.2.0.
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*/
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#define SDL_MICRO_VERSION 10
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#define SDL_MICRO_VERSION 16
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/**
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* This macro turns the version numbers into a numeric value.
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20
Source/ThirdParty/SDL/SDL3/SDL_video.h
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20
Source/ThirdParty/SDL/SDL3/SDL_video.h
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@@ -426,10 +426,10 @@ typedef SDL_EGLint *(SDLCALL *SDL_EGLIntArrayCallback)(void *userdata, SDL_EGLDi
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*/
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typedef enum SDL_GLAttr
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{
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SDL_GL_RED_SIZE, /**< the minimum number of bits for the red channel of the color buffer; defaults to 3. */
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SDL_GL_GREEN_SIZE, /**< the minimum number of bits for the green channel of the color buffer; defaults to 3. */
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SDL_GL_BLUE_SIZE, /**< the minimum number of bits for the blue channel of the color buffer; defaults to 2. */
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SDL_GL_ALPHA_SIZE, /**< the minimum number of bits for the alpha channel of the color buffer; defaults to 0. */
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SDL_GL_RED_SIZE, /**< the minimum number of bits for the red channel of the color buffer; defaults to 8. */
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SDL_GL_GREEN_SIZE, /**< the minimum number of bits for the green channel of the color buffer; defaults to 8. */
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SDL_GL_BLUE_SIZE, /**< the minimum number of bits for the blue channel of the color buffer; defaults to 8. */
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SDL_GL_ALPHA_SIZE, /**< the minimum number of bits for the alpha channel of the color buffer; defaults to 8. */
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SDL_GL_BUFFER_SIZE, /**< the minimum number of bits for frame buffer size; defaults to 0. */
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SDL_GL_DOUBLEBUFFER, /**< whether the output is single or double buffered; defaults to double buffering on. */
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SDL_GL_DEPTH_SIZE, /**< the minimum number of bits in the depth buffer; defaults to 16. */
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@@ -1041,6 +1041,10 @@ extern SDL_DECLSPEC SDL_Window ** SDLCALL SDL_GetWindows(int *count);
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/**
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* Create a window with the specified dimensions and flags.
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*
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* The window size is a request and may be different than expected based on
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* the desktop layout and window manager policies. Your application should be
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* prepared to handle a window of any size.
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*
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* `flags` may be any of the following OR'd together:
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*
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* - `SDL_WINDOW_FULLSCREEN`: fullscreen window at desktop resolution
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@@ -1127,6 +1131,10 @@ extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_CreateWindow(const char *title, int
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/**
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* Create a child popup window of the specified parent window.
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*
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* The window size is a request and may be different than expected based on
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* the desktop layout and window manager policies. Your application should be
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* prepared to handle a window of any size.
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*
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* The flags parameter **must** contain at least one of the following:
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*
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* - `SDL_WINDOW_TOOLTIP`: The popup window is a tooltip and will not pass any
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@@ -1189,6 +1197,10 @@ extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_CreatePopupWindow(SDL_Window *paren
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/**
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* Create a window with the specified properties.
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*
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* The window size is a request and may be different than expected based on
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* the desktop layout and window manager policies. Your application should be
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* prepared to handle a window of any size.
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*
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* These are the supported properties:
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*
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* - `SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN`: true if the window should
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@@ -90,7 +90,7 @@ namespace Flax.Deps.Dependencies
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CloneGitRepo(root, "https://github.com/libsdl-org/SDL");
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GitFetch(root);
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GitResetToCommit(root, "877399b2b2cf21e67554ed9046410f268ce1d1b2"); // 3.2.10
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GitResetToCommit(root, "59693c8996acb0adb0c0ebad808c81ffaf36a2cd"); // 3.2.16
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foreach (var platform in options.Platforms)
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{
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