I found if I try to make texture bigger than screen and use it as a frame buffer, it gets cuts of content. To ensure that render will be valid, I making sure scissors were initialised properly.
P.S. This works on hardware, however, emulator PPSSPP seems has a bug in this case, so I going to report that and making the simple demo.
(cherry picked from commit 39a0fab4d7)
Since it's no known way to use genuine viewport with PSP SDK, I implemented the workaround using manually added/subtracted offsets to vertices passing to the render API. To assign viewport and cliprect in valid way, I copied part of code from the Vita's module and adjusted it to work on PSP.
(cherry picked from commit 67141e5079)
This hint is documented to not just turn off fullscreen windows going into a
new Fullscreen Space, but also to make the green button on a resizeable
window's title bar do a maximize/zoom instead of make the window fullscreen.
Previously, this only did the former and not the latter (or perhaps it worked
and the defaults changed in a newer macOS, we aren't sure).
Fixes#7470.
(cherry picked from commit 50f3adec77)
(cherry picked from commit 649c36c576)
Make use of check_include_files to be able to also include
stdint.h when checking for the headers. Fixes detection of
usbhid.h on OpenBSD.
/usr/include/usbhid.h:40:2: error: unknown type name 'uint32_t'
40 | uint32_t _usage_page;
| ^
(cherry picked from commit 410a35fbee)
(cherry picked from commit 0c7042477a)
SDL3 + sdl2-compat doesn't give precisely the same error message as
"classic" SDL2 here. To facilitate the transition from "classic" SDL2
to sdl2-compat, allow either one. This allows the "classic" SDL2 test
suite to be run against sdl2-compat, demonstrating that sdl2-compat is
indeed compatible with the version that it's replacing.
Signed-off-by: Simon McVittie <smcv@debian.org>
(cherry picked from commit c795b08567)
When there is already a BApplication, SDL cannot start its own. In a
previous version, it instead started a separate looper. This results in
some extra complexity as there is now yet another thread to manage (in
addition to the main thread, the application thread, and the window
threads).
Instead, create a BHandler and attach it to the existing BApplication,
which allows it to receive messages in the already existing application
thread.
(cherry picked from commit 47312cf0f3)
At best, this is a no-op.
At worst, it might:
- Clobber a signal handler someone registered after us
- Overwrite the signal mask or flags
- Cause unregistration to fail (sigaction() isn't guaranteed to return the exact pointer passed to signal())
(cherry picked from commit 1d852d1c28)
If this application is being run under Wine but Steam doesn't know that, Steam won't set STEAM_COMPAT_PROTON. So we'll use wine_get_version() to detect that we're running under Wine instead.
(cherry picked from commit e2e8f86076)
(cherry picked from commit f36d683b61)
The Wayland backend lacks pointer warp functionality, so special-case the relative warp mode hint to deliver accelerated relative motion deltas, which is ultimately what the client wants by enabling this hint.
(cherry picked from commit 235e4870af)
NFC for ARMv7. For PowerPC move elf_aux_info() to higher priority over
sysctl for newer systems.
(cherry picked from commit b299e0de46)
(cherry picked from commit 641201a99a)