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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 07:04:36 +00:00
Update SDL to 2.28.4
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parent
4fb67ed618
commit
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182 changed files with 2763 additions and 222042 deletions
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@ -55,6 +55,8 @@ assert can have unique static variables associated with it.
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#define SDL_TriggerBreakpoint() __builtin_debugtrap()
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#elif ( (!defined(__NACL__)) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))) )
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#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "int $3\n\t" )
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#elif (defined(__GNUC__) || defined(__clang__)) && defined(__riscv)
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#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "ebreak\n\t" )
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#elif ( defined(__APPLE__) && (defined(__arm64__) || defined(__aarch64__)) ) /* this might work on other ARM targets, but this is a known quantity... */
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#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #22\n\t" )
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#elif defined(__APPLE__) && defined(__arm__)
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@ -240,7 +240,7 @@ typedef void (*SDL_KernelMemoryBarrierFunc)();
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/* "REP NOP" is PAUSE, coded for tools that don't know it by that name. */
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#if (defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))
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#define SDL_CPUPauseInstruction() __asm__ __volatile__("pause\n") /* Some assemblers can't do REP NOP, so go with PAUSE. */
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#elif (defined(__arm__) && __ARM_ARCH >= 7) || defined(__aarch64__)
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#elif (defined(__arm__) && defined(__ARM_ARCH) && __ARM_ARCH >= 7) || defined(__aarch64__)
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#define SDL_CPUPauseInstruction() __asm__ __volatile__("yield" ::: "memory")
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#elif (defined(__powerpc__) || defined(__powerpc64__))
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#define SDL_CPUPauseInstruction() __asm__ __volatile__("or 27,27,27");
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@ -262,6 +262,8 @@
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#cmakedefine HAVE_XINPUT_GAMEPAD_EX @HAVE_XINPUT_GAMEPAD_EX@
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#cmakedefine HAVE_XINPUT_STATE_EX @HAVE_XINPUT_STATE_EX@
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#cmakedefine USE_POSIX_SPAWN @USE_POSIX_SPAWN@
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/* SDL internal assertion support */
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#if @SDL_DEFAULT_ASSERT_LEVEL_CONFIGURED@
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#cmakedefine SDL_DEFAULT_ASSERT_LEVEL @SDL_DEFAULT_ASSERT_LEVEL@
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@ -1007,6 +1007,15 @@ extern "C" {
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*/
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#define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD"
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/**
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* \brief A variable controlling whether Windows.Gaming.Input should be used for controller handling.
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*
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* This variable can be set to the following values:
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* "0" - WGI is not used
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* "1" - WGI is used (the default)
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*/
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#define SDL_HINT_JOYSTICK_WGI "SDL_JOYSTICK_WGI"
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/**
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* \brief Determines whether SDL enforces that DRM master is required in order
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* to initialize the KMSDRM video backend.
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@ -1465,6 +1474,17 @@ extern "C" {
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*/
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#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
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/**
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* \brief A variable controlling whether the Metal render driver select low power device over default one
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*
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* This variable can be set to the following values:
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* "0" - Use the prefered OS device
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* "1" - Select a low power one
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*
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* By default the prefered OS device is used.
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*/
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#define SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE "SDL_RENDER_METAL_PREFER_LOW_POWER_DEVICE"
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/**
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* \brief A variable controlling if VSYNC is automatically disable if doesn't reach the enough FPS
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*
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@ -1890,7 +1890,7 @@ extern DECLSPEC void *SDLCALL SDL_RenderGetMetalLayer(SDL_Renderer * renderer);
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* Note that as of SDL 2.0.18, this will return NULL if Metal refuses to give
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* SDL a drawable to render to, which might happen if the window is
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* hidden/minimized/offscreen. This doesn't apply to command encoders for
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* render targets, just the window's backbacker. Check your return values!
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* render targets, just the window's backbuffer. Check your return values!
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*
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* \param renderer The renderer to query
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* \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the
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@ -1,6 +1,7 @@
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/* Generated by updaterev.sh, do not edit */
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#ifdef SDL_VENDOR_INFO
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#define SDL_REVISION SDL_VENDOR_INFO
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#define SDL_REVISION "SDL-release-2.28.4-0-gcc016b004 (" SDL_VENDOR_INFO ")"
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#else
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#define SDL_REVISION ""
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#define SDL_REVISION "SDL-release-2.28.4-0-gcc016b004"
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#endif
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#define SDL_REVISION_NUMBER 0
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@ -59,7 +59,7 @@ typedef struct SDL_version
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*/
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#define SDL_MAJOR_VERSION 2
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#define SDL_MINOR_VERSION 28
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#define SDL_PATCHLEVEL 1
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#define SDL_PATCHLEVEL 4
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/**
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* Macro to determine SDL version program was compiled against.
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