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Updates the SDL library to the latest standard bugfix release 2.28.1 #1050
Merged
Areloch
merged 16 commits into
TorqueGameEngines:development
from
Areloch:SDLUpdate_2_28_1
Jul 23, 2023
Merged
Updates the SDL library to the latest standard bugfix release 2.28.1 #1050
Areloch
merged 16 commits into
TorqueGameEngines:development
from
Areloch:SDLUpdate_2_28_1
Jul 23, 2023
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refactor concurency test conu=sumer thread runner to generate timeouts at excessive attempts (32ms*runlength) threadsafefreelist reporting augs scripttest object name conflict resolutions skip testing platform window creation if no monitor was found
… the off chance the o/s is choking)
… if we're defined to use a Null device, we can skip looking around
…heckFix Adds a logical check for when we try and check for found adapters
Closed
…order Add border color and clamp to border
…heck gtest tweaks
saves a re-execution attempt
…leOrderOps define particles then emitters
The fix adds a sanity check to the D3D and GL device enumeration function that exits early if there's no registered display from the OS(implying it's running in commandline). With newer versions of SDL, attempting to enumerate the GL device causes a segfault because the OS will return back a valid context, but the context isn't actually valid. So when tested against, it crashes. Avoiding enumerating the device when you're not in a position to render works around the issue. TODO: If the machine is running in terminal-only mode, and thus has no valid render context, but still has a monitor plugged into the machine, it can sidestep the sanity check and still result in a segfault. Need a more robust check for that circumstance in a future fix.
…_Fix This implements a fix to an issue with the CICD that causes a segfault.
…into development
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