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Re: SDL2
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@Raziel

Thanks, so it doesn't seem audio task related.

I finally managed to test your script. I couldn't reproduce the issue on my system. For me audio plays fine and I don't see visual slowdown. I tried these:

- Super Methane Bros SDL2
- ioquake3 SDL2
- ScummVM (BASS)

I doubled the amount of windows from 6 to 12. However only 7 became visible.

I notice that if I play ioquake3 in window mode, it sometimes loses focus and key input goes to console window below. IIRC SDL input capture is based on Intuition ticks: it must be reactivated frequently.

So obviously there is some system impact when Notification windows are enabled but it's difficult to say much more about it. General CPU usage didn't seem to raise.

Have you seen any difference between window or fullscreen modes, I mean when game and notifications use separate screens?

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Re: SDL2
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@Capehill

Quote:

I doubled the amount of windows from 6 to 12. However only 7 became visible.

Yes, i experienced that too, it seems the windows are limited to 6 or seven, i already wrote a feature request for that once, because it sounds pretty limited (at least 8 or 10 should be doable.

Quote:

I notice that if I play ioquake3 in window mode, it sometimes loses focus and key input goes to console window below. IIRC SDL input capture is based on Intuition ticks: it must be reactivated frequently.

So obviously there is some system impact when Notification windows are enabled but it's difficult to say much more about it. General CPU usage didn't seem to raise.

Have you seen any difference between window or fullscreen modes, I mean when game and notifications use separate screens?

Lots of good starting points, but the window one was best

For whatever reason i never tried that and yes, in window mode i get absolute fine gameplay, no slowdowns, no audio dropouts, nothing.
The game plays perfectly fine (unless the cpu goes to 100%, then there will be slight slowdowns, of course.)

It really seems that Notifications draw too much resources from a shared screen, so SDL2 suffers

and no, cpu load doesn't seem to be the problem

Thanks for the hint, at least i can test games in normal speed again

Standing by for further tests...

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2.0.20 RC1
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There is now SDL 2.0.20 RC1 available for testing:

https://github.com/AmigaPorts/SDL-2.0/ ... /tag/v2.0.20-rc1-amigaos4

Please note the new project and address.

In addition to the latest upstream codebase, there is now a simple prefs editor. Icon contributions are welcome!

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Re: 2.0.20 RC1
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@Capehill

Thank you very much....sdl2 *and* gcc10.2 Sweet

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Re: 2.0.20 RC1
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@Capehill

Yes finally the GUI prefs! :)

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Re: 2.0.20 RC1
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@Capehill
Good stuff! SDL1/SDL2 for amigaos4 is for real on the level we all want before. If all our 3d party libs were that polished and accelerated :)

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Re: 2.0.20 RC1
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@Raziel

Hope you can find some good use for both of them :)

@samo79

I guess it had to happen :)

@kas1e

Thanks, I noticed GUI could have at least one more setting: https://wiki.libsdl.org/SDL_HINT_RENDER_SCALE_QUALITY



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Re: SDL2
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iIRC it is not a .library like on Morphos is there a reason why?

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Re: 2.0.20 RC1
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@Capehill

Mmm maybe the installer should install the GUI in SYS:Prefs ?

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Re: 2.0.20 RC1
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@Capehill

I get an error on compiling ScummVM
backends/platform/sdl/sdl-window.oIn function `SdlWindow::grabMouse(bool)':
sdl-window.cpp:(.text+0x5c8): undefined reference to 
`SDL_SetWindowMouseRect'
sdl-window.cpp:(.text+0x5f4): undefined reference to `SDL_SetWindowMouseRect'
backends/platform/sdl/sdl-window.oIn function `SdlWindow::setMouseRect(Common::Rect const&)':
sdl-window.cpp:(.text+0x658): undefined reference to 
`SDL_SetWindowMouseRect'
backends/platform/sdl/sdl-window.o: In function `SdlWindow::createOrUpdateWindow(int, int, unsigned long)'
:
sdl-window.cpp:(.text+0xda8): undefined reference to `SDL_SetWindowMouseRect'
sdl-window.cpp:(.text+0xe58): undefined reference to 
`SDL_SetWindowMouseRect'
gmake: *** [scummvm] Error 1

Is this functions part of the update to 2.0.20?

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Re: 2.0.20 RC1
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@Raziel

It should be in 2.0.18 but implementation seems to be missing. Not sure if it can be done by the OS yet.

Maybe you can use a local workaround until RC2:

#ifdef __amigaos4__
 
extern "C" int SDL_SetWindowMouseRect(SDL_Window window, const SDL_Rect rect)
{
    return 
SDL_Unsupported();
}

#endif

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Re: 2.0.20 RC1
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@Capehill

Ah, ok.

Thanks for the hint.

For now i guess i'll wait for RC2, i don't really have something to test anway, just the maintenance builds.

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Re: 2.0.20 RC1
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@Capehill

noticed A pecularity where readpixel does not give any performance figures when running the sdlbenchmark? I know there is something with picasso96api.library but uncertain? it can be the calculation of frames/sec since it does operations (rather many too)

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Re: 2.0.20 RC1
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@Raziel

Hmm...But wait. Even if backend is missing implementation, it shouldn't cause a linker error. I checked with nm and SDL_SetWindowMouseRect symbol is in the lib. Could you please double-check your libs?

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Re: 2.0.20 RC1
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@trgswe

I could change it to print number of pixels or bytes / second.

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Re: 2.0.20 RC1
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@Capehill

I installed SDL2 with the included installer

SDL_SetWindowMouseRect found in
SDK:local/newlib/lib/libSDL2-2.0.so
SDK:local/newlib/lib/libSDL2-2.0.a
SDK:local/newlib/include/sdl2/SDL_video.h
correct updated .so file installed in sobjs:

...i think i found it

libSDL2.so wasn't a softlink, but a file and didn't get updated, fixed now, lets see...

Yep, it fixed it

Thank you for the heads up


Edited by Raziel on 2022/1/18 6:52:20
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Re: SDL2
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@Capehill

Just wanted to let you know the audio dropout/speed throttle problem is gone with .0.20 RC1.

Thank you for the new version

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Re: SDL2
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@Raziel

It's good and also puzzling to hear :) Maybe there has been some changes in SDL2 core that make impact.

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Re: SDL2
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@Capehill

For sure.
I'm convinced this was a regression in SDL2's core which went unnoticed.

Either they found and fixed the culprit or it was pure luck

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Re: 2.0.20 RC1
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@Capehill

Nah, not really needed, as long it isn't pointing towards something not working.

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