Re: UPDATE: SDL 2.0.14

2020-12-30 Thread Brad Smith

On 12/30/2020 7:30 AM, Thomas Frohwein wrote:

On Mon, Dec 28, 2020 at 04:15:45PM -0500, Brad Smith wrote:

On 12/28/2020 11:14 AM, Charlene Wendling wrote:

On Sat, 26 Dec 2020 15:03:07 -0500
Brad Smith wrote:


On 12/25/2020 3:39 PM, Thomas Frohwein wrote:

On Thu, Dec 24, 2020 at 09:48:45PM -0500, Brad Smith wrote:

Here is an update to SDL 2.0.14.

Tested with a few apps. More testing and feedback welcome.

I have a similar diff that I'm testing. A few releases ago, there
was an issue with some reverse deps breaking during build.

Brad, can you let me know what apps you tested, and if you tested
build and/or runtime, so that I can add it into my own list of
tests?

mpv
qemu
ffplay
blobby
taisei
supertux

Run time testing. I just chose a couple of random games to do some
additional run time
testing of the video and audio output.

I noticed supertux randomly crashes in SDL_BlitCopy upon startup, but
that is not new
for this release of SDL.


Hi,

Some testing report:

- amd64:i've tested emulators/ppsspp and games/endless-sky
  without issues, using my logitech dual action
- macppc:   after building that update, i've built and run tested
  games/wesnoth and games/blobby and everything is still fine

Port-wise, that looks good to me.

Thanks.

Generally looking good. I did some extensive testing with Brad's diff;
see sdl2-testing-2.0.14.txt in attachments for a table of results.

Build of emulators/vbam breaks with this update. It can't find KMOD_GUI
variable anymore; and no KMOD_META. See vbam.txt attachment. I got a
simple diff for the vbam port below that unbreaks this.

Just double-checking - did SIMD support change with clang on arm (in
Brad's diff)?


Due to a couple different issues SIMD support was disabled on ARM.



Re: UPDATE: SDL 2.0.14

2020-12-30 Thread Charlene Wendling
On Wed, 30 Dec 2020 05:30:39 -0700
Thomas Frohwein wrote:

> On Mon, Dec 28, 2020 at 04:15:45PM -0500, Brad Smith wrote:
> > On 12/28/2020 11:14 AM, Charlene Wendling wrote:
> > > On Sat, 26 Dec 2020 15:03:07 -0500
> > > Brad Smith wrote:
> > > 
> > > > On 12/25/2020 3:39 PM, Thomas Frohwein wrote:
> > > > > On Thu, Dec 24, 2020 at 09:48:45PM -0500, Brad Smith wrote:
> > > > > > Here is an update to SDL 2.0.14.
> > > > > > 
> > > > > > Tested with a few apps. More testing and feedback welcome.
> > > > > I have a similar diff that I'm testing. A few releases ago,
> > > > > there was an issue with some reverse deps breaking during
> > > > > build.
> > > > > 
> > > > > Brad, can you let me know what apps you tested, and if you
> > > > > tested build and/or runtime, so that I can add it into my own
> > > > > list of tests?
> > > > mpv
> > > > qemu
> > > > ffplay
> > > > blobby
> > > > taisei
> > > > supertux
> > > > 
> > > > Run time testing. I just chose a couple of random games to do
> > > > some additional run time
> > > > testing of the video and audio output.
> > > > 
> > > > I noticed supertux randomly crashes in SDL_BlitCopy upon
> > > > startup, but that is not new
> > > > for this release of SDL.
> > > > 
> > > Hi,
> > > 
> > > Some testing report:
> > > 
> > > - amd64:i've tested emulators/ppsspp and games/endless-sky
> > >  without issues, using my logitech dual action
> > > - macppc:   after building that update, i've built and run tested
> > >  games/wesnoth and games/blobby and everything is
> > > still fine
> > > 
> > > Port-wise, that looks good to me.
> > Thanks.
> 
> Generally looking good. I did some extensive testing with Brad's diff;
> see sdl2-testing-2.0.14.txt in attachments for a table of results.
> 
> Build of emulators/vbam breaks with this update. It can't find
> KMOD_GUI variable anymore; and no KMOD_META. See vbam.txt attachment.
> I got a simple diff for the vbam port below that unbreaks this.
> 
> Just double-checking - did SIMD support change with clang on arm (in
> Brad's diff)?
> 
> -# clang can't handle simd asm
> -.if ${MACHINE_ARCH} == "arm"
> -CONFIGURE_ARGS+= --disable-arm-simd
> 
> If this is clarified, ok thfr@ for Brad's sdl2 diff.
> 
> ok for vbam fix below?

Oh, we still provide vbam while there is mgba around :(

I tested your diff with SDL 2.0.14, it builds fine, ok cwen@

> Index: Makefile
> ===
> RCS file: /cvs/ports/emulators/vbam/Makefile,v
> retrieving revision 1.34
> diff -u -p -r1.34 Makefile
> --- Makefile  17 Nov 2019 00:14:36 -  1.34
> +++ Makefile  30 Dec 2020 12:23:16 -
> @@ -9,6 +9,7 @@ GH_ACCOUNT =  visualboyadvance-m
>  GH_PROJECT = ${GH_ACCOUNT}
>  GH_TAGNAME = v2.1.4
>  PKGNAME =vbam-${GH_TAGNAME:S/v//}
> +REVISION =   0
>  
>  CATEGORIES = emulators
>  
> Index: patches/patch-src_sdl_SDL_cpp
> ===
> RCS file: patches/patch-src_sdl_SDL_cpp
> diff -N patches/patch-src_sdl_SDL_cpp
> --- /dev/null 1 Jan 1970 00:00:00 -
> +++ patches/patch-src_sdl_SDL_cpp 30 Dec 2020 12:23:16 -
> @@ -0,0 +1,15 @@
> +$OpenBSD$
> +
> +Index: src/sdl/SDL.cpp
> +--- src/sdl/SDL.cpp.orig
>  src/sdl/SDL.cpp
> +@@ -876,9 +876,7 @@ void sdlInitVideo()
> + 
> + sdlResizeVideo();
> + }
> +-#if defined(KMOD_GUI)
> + #define KMOD_META KMOD_GUI
> +-#endif
> + 
> + #define MOD_KEYS (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META)
> + #define MOD_NOCTRL (KMOD_SHIFT | KMOD_ALT | KMOD_META)



Re: UPDATE: SDL 2.0.14

2020-12-30 Thread Thomas Frohwein
On Mon, Dec 28, 2020 at 04:15:45PM -0500, Brad Smith wrote:
> On 12/28/2020 11:14 AM, Charlene Wendling wrote:
> > On Sat, 26 Dec 2020 15:03:07 -0500
> > Brad Smith wrote:
> > 
> > > On 12/25/2020 3:39 PM, Thomas Frohwein wrote:
> > > > On Thu, Dec 24, 2020 at 09:48:45PM -0500, Brad Smith wrote:
> > > > > Here is an update to SDL 2.0.14.
> > > > > 
> > > > > Tested with a few apps. More testing and feedback welcome.
> > > > I have a similar diff that I'm testing. A few releases ago, there
> > > > was an issue with some reverse deps breaking during build.
> > > > 
> > > > Brad, can you let me know what apps you tested, and if you tested
> > > > build and/or runtime, so that I can add it into my own list of
> > > > tests?
> > > mpv
> > > qemu
> > > ffplay
> > > blobby
> > > taisei
> > > supertux
> > > 
> > > Run time testing. I just chose a couple of random games to do some
> > > additional run time
> > > testing of the video and audio output.
> > > 
> > > I noticed supertux randomly crashes in SDL_BlitCopy upon startup, but
> > > that is not new
> > > for this release of SDL.
> > > 
> > Hi,
> > 
> > Some testing report:
> > 
> > - amd64:i've tested emulators/ppsspp and games/endless-sky
> >  without issues, using my logitech dual action
> > - macppc:   after building that update, i've built and run tested
> >  games/wesnoth and games/blobby and everything is still fine
> > 
> > Port-wise, that looks good to me.
> Thanks.

Generally looking good. I did some extensive testing with Brad's diff;
see sdl2-testing-2.0.14.txt in attachments for a table of results.

Build of emulators/vbam breaks with this update. It can't find KMOD_GUI
variable anymore; and no KMOD_META. See vbam.txt attachment. I got a
simple diff for the vbam port below that unbreaks this.

Just double-checking - did SIMD support change with clang on arm (in
Brad's diff)?

-# clang can't handle simd asm
-.if ${MACHINE_ARCH} == "arm"
-CONFIGURE_ARGS+= --disable-arm-simd

If this is clarified, ok thfr@ for Brad's sdl2 diff.

ok for vbam fix below?

Index: Makefile
===
RCS file: /cvs/ports/emulators/vbam/Makefile,v
retrieving revision 1.34
diff -u -p -r1.34 Makefile
--- Makefile17 Nov 2019 00:14:36 -  1.34
+++ Makefile30 Dec 2020 12:23:16 -
@@ -9,6 +9,7 @@ GH_ACCOUNT =visualboyadvance-m
 GH_PROJECT =   ${GH_ACCOUNT}
 GH_TAGNAME =   v2.1.4
 PKGNAME =  vbam-${GH_TAGNAME:S/v//}
+REVISION = 0
 
 CATEGORIES =   emulators
 
Index: patches/patch-src_sdl_SDL_cpp
===
RCS file: patches/patch-src_sdl_SDL_cpp
diff -N patches/patch-src_sdl_SDL_cpp
--- /dev/null   1 Jan 1970 00:00:00 -
+++ patches/patch-src_sdl_SDL_cpp   30 Dec 2020 12:23:16 -
@@ -0,0 +1,15 @@
+$OpenBSD$
+
+Index: src/sdl/SDL.cpp
+--- src/sdl/SDL.cpp.orig
 src/sdl/SDL.cpp
+@@ -876,9 +876,7 @@ void sdlInitVideo()
+ 
+ sdlResizeVideo();
+ }
+-#if defined(KMOD_GUI)
+ #define KMOD_META KMOD_GUI
+-#endif
+ 
+ #define MOD_KEYS (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META)
+ #define MOD_NOCTRL (KMOD_SHIFT | KMOD_ALT | KMOD_META)
Builds? Runs?   FullPkgPath|FullDepends|PkgSpec|Rest|DependsPath|Type|N
thfraudio/adplay|devel/sdl2|||devel/sdl2|0|2
thfrbradgraphics/ffmpeg|devel/sdl2|||devel/sdl2|0|8
thfrx11/wxWidgets|devel/sdl2|||devel/sdl2|0|3
thfraudio/audiality2|devel/sdl2|||devel/sdl2|0|0
thfrbradmultimedia/mpv|devel/sdl2|||devel/sdl2|0|4
thfraudio/faudio|devel/sdl2|||devel/sdl2|0|0
thfrthfraudio/milkytracker|devel/sdl2|||devel/sdl2|0|1
thfraudio/ocp|devel/sdl2|||devel/sdl2|0|6
thfrgraphics/libqrencode|devel/sdl2|||devel/sdl2|2|1
thfrdevel/sdl2-gfx|devel/sdl2|||devel/sdl2|0|0
thfr
devel/sdl2-image|STEM->=2.0.8:devel/sdl2|STEM->=2.0.8||devel/sdl2|0|0
thfrdevel/sdl2-mixer|devel/sdl2|||devel/sdl2|0|7
thfrdevel/sdl2-net|devel/sdl2|||devel/sdl2|0|0
thfrdevel/sdl2-ttf|devel/sdl2|||devel/sdl2|0|0
thfrdevel/smpeg2|devel/sdl2|||devel/sdl2|0|0
thfremulators/advancemame|devel/sdl2|||devel/sdl2|0|0
thfrthfremulators/citra|devel/sdl2|||devel/sdl2|0|1
thfrthfremulators/dolphin|devel/sdl2|||devel/sdl2|0|5
thfremulators/emulationstation|devel/sdl2|||devel/sdl2|0|1
thfremulators/fs-uae|devel/sdl2|||devel/sdl2|0|0
thfrbrademulators/qemu|devel/sdl2|||devel/sdl2|0|11
thfremulators/gsplus|devel/sdl2-image|||devel/sdl2-image|0|0
thfremulators/hatari|devel/sdl2|||devel/sdl2|0|0
can't build emulators/mame|devel/sdl2|||devel/sdl2|0|2
thfremulators/mednafen|devel/sdl2|||devel/sdl2|0|2
thfrthfremulators/mgba|devel/sdl2|||devel/sdl2|0|4
thfremulators/mupen64plus/core|devel/sdl2|||devel/sdl2|0|0

Re: UPDATE: SDL 2.0.14

2020-12-28 Thread Brad Smith

On 12/28/2020 11:14 AM, Charlene Wendling wrote:

On Sat, 26 Dec 2020 15:03:07 -0500
Brad Smith wrote:


On 12/25/2020 3:39 PM, Thomas Frohwein wrote:

On Thu, Dec 24, 2020 at 09:48:45PM -0500, Brad Smith wrote:

Here is an update to SDL 2.0.14.

Tested with a few apps. More testing and feedback welcome.

I have a similar diff that I'm testing. A few releases ago, there
was an issue with some reverse deps breaking during build.

Brad, can you let me know what apps you tested, and if you tested
build and/or runtime, so that I can add it into my own list of
tests?

mpv
qemu
ffplay
blobby
taisei
supertux

Run time testing. I just chose a couple of random games to do some
additional run time
testing of the video and audio output.

I noticed supertux randomly crashes in SDL_BlitCopy upon startup, but
that is not new
for this release of SDL.


Hi,

Some testing report:

- amd64:i've tested emulators/ppsspp and games/endless-sky
 without issues, using my logitech dual action
- macppc:   after building that update, i've built and run tested
 games/wesnoth and games/blobby and everything is still fine

Port-wise, that looks good to me.

Thanks.



Re: UPDATE: SDL 2.0.14

2020-12-28 Thread Charlene Wendling
On Sat, 26 Dec 2020 15:03:07 -0500
Brad Smith wrote:

> On 12/25/2020 3:39 PM, Thomas Frohwein wrote:
> > On Thu, Dec 24, 2020 at 09:48:45PM -0500, Brad Smith wrote:
> >> Here is an update to SDL 2.0.14.
> >>
> >> Tested with a few apps. More testing and feedback welcome.
> > I have a similar diff that I'm testing. A few releases ago, there
> > was an issue with some reverse deps breaking during build.
> >
> > Brad, can you let me know what apps you tested, and if you tested
> > build and/or runtime, so that I can add it into my own list of
> > tests?
> 
> mpv
> qemu
> ffplay
> blobby
> taisei
> supertux
> 
> Run time testing. I just chose a couple of random games to do some 
> additional run time
> testing of the video and audio output.
> 
> I noticed supertux randomly crashes in SDL_BlitCopy upon startup, but 
> that is not new
> for this release of SDL.
> 

Hi,

Some testing report:

- amd64:i've tested emulators/ppsspp and games/endless-sky
without issues, using my logitech dual action
- macppc:   after building that update, i've built and run tested
games/wesnoth and games/blobby and everything is still fine

Port-wise, that looks good to me.



Re: UPDATE: SDL 2.0.14

2020-12-26 Thread Brad Smith

On 12/25/2020 3:39 PM, Thomas Frohwein wrote:

On Thu, Dec 24, 2020 at 09:48:45PM -0500, Brad Smith wrote:

Here is an update to SDL 2.0.14.

Tested with a few apps. More testing and feedback welcome.

I have a similar diff that I'm testing. A few releases ago, there was
an issue with some reverse deps breaking during build.

Brad, can you let me know what apps you tested, and if you tested build
and/or runtime, so that I can add it into my own list of tests?


mpv
qemu
ffplay
blobby
taisei
supertux

Run time testing. I just chose a couple of random games to do some 
additional run time

testing of the video and audio output.

I noticed supertux randomly crashes in SDL_BlitCopy upon startup, but 
that is not new

for this release of SDL.



Re: UPDATE: SDL 2.0.14

2020-12-25 Thread Thomas Frohwein
On Thu, Dec 24, 2020 at 09:48:45PM -0500, Brad Smith wrote:
> Here is an update to SDL 2.0.14.
> 
> Tested with a few apps. More testing and feedback welcome.

I have a similar diff that I'm testing. A few releases ago, there was
an issue with some reverse deps breaking during build.

Brad, can you let me know what apps you tested, and if you tested build
and/or runtime, so that I can add it into my own list of tests?

> 
> 
> ---
> 2.0.14:
> ---
> General:
> * Added support for PS5 DualSense and Xbox Series X controllers to the HIDAPI 
> controller driver
> * Added game controller button constants for paddles and new buttons
> * Added game controller functions to get additional information:
> * SDL_GameControllerGetSerial()
> * SDL_GameControllerHasAxis()
> * SDL_GameControllerHasButton()
> * SDL_GameControllerGetNumTouchpads()
> * SDL_GameControllerGetNumTouchpadFingers()
> * SDL_GameControllerGetTouchpadFinger()
> * SDL_GameControllerHasSensor()
> * SDL_GameControllerSetSensorEnabled()
> * SDL_GameControllerIsSensorEnabled()
> * SDL_GameControllerGetSensorData()
> * SDL_GameControllerRumbleTriggers()
> * SDL_GameControllerHasLED()
> * SDL_GameControllerSetLED()
> * Added the hint SDL_HINT_JOYSTICK_HIDAPI_PS5 to control whether the HIDAPI 
> driver for PS5 controllers should be used.
> * Added joystick functions to get additional information:
> * SDL_JoystickGetSerial()
> * SDL_JoystickRumbleTriggers()
> * SDL_JoystickHasLED()
> * SDL_JoystickSetLED()
> * Added an API to allow the application to create virtual joysticks:
> * SDL_JoystickAttachVirtual()
> * SDL_JoystickDetachVirtual()
> * SDL_JoystickIsVirtual()
> * SDL_JoystickSetVirtualAxis()
> * SDL_JoystickSetVirtualButton()
> * SDL_JoystickSetVirtualHat()
> * Added SDL_LockSensors() and SDL_UnlockSensors() to guarantee exclusive 
> access to the sensor list
> * Added SDL_HAPTIC_STEERING_AXIS to play an effect on the steering wheel
> * Added the hint SDL_HINT_MOUSE_RELATIVE_SCALING to control whether relative 
> motion is scaled by the screen DPI or renderer logical size
> * The default value for SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS is now false 
> for better compatibility with modern window managers
> * Added SDL_GetPreferredLocales() to get the application's current locale 
> setting
> * Added the hint SDL_HINT_PREFERRED_LOCALES to override your application's 
> default locale setting
> * Added SDL_OpenURL() to open a URL in the system's default browser
> * Added SDL_HasSurfaceRLE() to tell whether a surface is currently using RLE 
> encoding
> * Added SDL_SIMDRealloc() to reallocate memory obtained from SDL_SIMDAlloc()
> * Added SDL_GetErrorMsg() to get the last error in a thread-safe way
> * Added SDL_crc32(), SDL_wcscasecmp(), SDL_wcsncasecmp(), SDL_trunc(), 
> SDL_truncf()
> * Added clearer names for RGB pixel formats, e.g. SDL_PIXELFORMAT_XRGB, 
> SDL_PIXELFORMAT_XBGR, etc.
> 
> Linux:
> * Added the hint SDL_HINT_AUDIO_DEVICE_APP_NAME to specify the name that 
> shows up in PulseAudio for your application
> * Added the hint SDL_HINT_AUDIO_DEVICE_STREAM_NAME to specify the name that 
> shows up in PulseAudio associated with your audio stream
> * Added the hint SDL_HINT_LINUX_JOYSTICK_DEADZONES to control whether HID 
> defined dead zones should be respected on Linux
> * Added the hint SDL_HINT_THREAD_PRIORITY_POLICY to specify the thread 
> scheduler policy
> * Added the hint SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL to allow time 
> critical threads to use a realtime scheduling policy
> 
> 
> Index: Makefile
> ===
> RCS file: /home/cvs/ports/devel/sdl2/Makefile,v
> retrieving revision 1.31
> diff -u -p -u -p -r1.31 Makefile
> --- Makefile  24 May 2020 03:24:54 -  1.31
> +++ Makefile  25 Dec 2020 02:36:44 -
> @@ -2,13 +2,13 @@
>  
>  COMMENT= cross-platform multimedia library
>  
> -V=   2.0.12
> +V=   2.0.14
>  DISTNAME=SDL2-${V}
>  PKGNAME= sdl2-${V}
>  CATEGORIES=  devel
>  MASTER_SITES=https://www.libsdl.org/release/
>  
> -SHARED_LIBS= SDL20.8 # 0.12
> +SHARED_LIBS= SDL20.9 # 0.12
>  
>  HOMEPAGE=https://www.libsdl.org/
>  
> @@ -19,10 +19,10 @@ DEBUG_PACKAGES=   ${BUILD_PACKAGES}
>  # zlib
>  PERMIT_PACKAGE=  Yes
>  
> -WANTLIB= m pthread sndio usbhid samplerate
> -# GL/Xau/Xdmcp are dlopen'd by SDL
> -WANTLIB+=   GL X11 Xau xcb Xcursor Xdmcp Xext Xfixes Xi Xinerama
> -WANTLIB+=Xrandr Xrender Xss Xxf86vm
> +WANTLIB+=X11 Xcursor Xext Xfixes Xi Xinerama Xrandr Xrender Xss
> +WANTLIB+=Xxf86vm m pthread samplerate sndio usbhid xcb
> +# GL 

UPDATE: SDL 2.0.14

2020-12-24 Thread Brad Smith
Here is an update to SDL 2.0.14.

Tested with a few apps. More testing and feedback welcome.


---
2.0.14:
---
General:
* Added support for PS5 DualSense and Xbox Series X controllers to the HIDAPI 
controller driver
* Added game controller button constants for paddles and new buttons
* Added game controller functions to get additional information:
* SDL_GameControllerGetSerial()
* SDL_GameControllerHasAxis()
* SDL_GameControllerHasButton()
* SDL_GameControllerGetNumTouchpads()
* SDL_GameControllerGetNumTouchpadFingers()
* SDL_GameControllerGetTouchpadFinger()
* SDL_GameControllerHasSensor()
* SDL_GameControllerSetSensorEnabled()
* SDL_GameControllerIsSensorEnabled()
* SDL_GameControllerGetSensorData()
* SDL_GameControllerRumbleTriggers()
* SDL_GameControllerHasLED()
* SDL_GameControllerSetLED()
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_PS5 to control whether the HIDAPI 
driver for PS5 controllers should be used.
* Added joystick functions to get additional information:
* SDL_JoystickGetSerial()
* SDL_JoystickRumbleTriggers()
* SDL_JoystickHasLED()
* SDL_JoystickSetLED()
* Added an API to allow the application to create virtual joysticks:
* SDL_JoystickAttachVirtual()
* SDL_JoystickDetachVirtual()
* SDL_JoystickIsVirtual()
* SDL_JoystickSetVirtualAxis()
* SDL_JoystickSetVirtualButton()
* SDL_JoystickSetVirtualHat()
* Added SDL_LockSensors() and SDL_UnlockSensors() to guarantee exclusive access 
to the sensor list
* Added SDL_HAPTIC_STEERING_AXIS to play an effect on the steering wheel
* Added the hint SDL_HINT_MOUSE_RELATIVE_SCALING to control whether relative 
motion is scaled by the screen DPI or renderer logical size
* The default value for SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS is now false for 
better compatibility with modern window managers
* Added SDL_GetPreferredLocales() to get the application's current locale 
setting
* Added the hint SDL_HINT_PREFERRED_LOCALES to override your application's 
default locale setting
* Added SDL_OpenURL() to open a URL in the system's default browser
* Added SDL_HasSurfaceRLE() to tell whether a surface is currently using RLE 
encoding
* Added SDL_SIMDRealloc() to reallocate memory obtained from SDL_SIMDAlloc()
* Added SDL_GetErrorMsg() to get the last error in a thread-safe way
* Added SDL_crc32(), SDL_wcscasecmp(), SDL_wcsncasecmp(), SDL_trunc(), 
SDL_truncf()
* Added clearer names for RGB pixel formats, e.g. SDL_PIXELFORMAT_XRGB, 
SDL_PIXELFORMAT_XBGR, etc.

Linux:
* Added the hint SDL_HINT_AUDIO_DEVICE_APP_NAME to specify the name that shows 
up in PulseAudio for your application
* Added the hint SDL_HINT_AUDIO_DEVICE_STREAM_NAME to specify the name that 
shows up in PulseAudio associated with your audio stream
* Added the hint SDL_HINT_LINUX_JOYSTICK_DEADZONES to control whether HID 
defined dead zones should be respected on Linux
* Added the hint SDL_HINT_THREAD_PRIORITY_POLICY to specify the thread 
scheduler policy
* Added the hint SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL to allow time 
critical threads to use a realtime scheduling policy


Index: Makefile
===
RCS file: /home/cvs/ports/devel/sdl2/Makefile,v
retrieving revision 1.31
diff -u -p -u -p -r1.31 Makefile
--- Makefile24 May 2020 03:24:54 -  1.31
+++ Makefile25 Dec 2020 02:36:44 -
@@ -2,13 +2,13 @@
 
 COMMENT=   cross-platform multimedia library
 
-V= 2.0.12
+V= 2.0.14
 DISTNAME=  SDL2-${V}
 PKGNAME=   sdl2-${V}
 CATEGORIES=devel
 MASTER_SITES=  https://www.libsdl.org/release/
 
-SHARED_LIBS=   SDL20.8 # 0.12
+SHARED_LIBS=   SDL20.9 # 0.12
 
 HOMEPAGE=  https://www.libsdl.org/
 
@@ -19,10 +19,10 @@ DEBUG_PACKAGES= ${BUILD_PACKAGES}
 # zlib
 PERMIT_PACKAGE=Yes
 
-WANTLIB=   m pthread sndio usbhid samplerate
-# GL/Xau/Xdmcp are dlopen'd by SDL
-WANTLIB+=   GL X11 Xau xcb Xcursor Xdmcp Xext Xfixes Xi Xinerama
-WANTLIB+=  Xrandr Xrender Xss Xxf86vm
+WANTLIB+=  X11 Xcursor Xext Xfixes Xi Xinerama Xrandr Xrender Xss
+WANTLIB+=  Xxf86vm m pthread samplerate sndio usbhid xcb
+# GL and X11 libraries are dlopen'd by SDL
+WANTLIB+=  GL
 
 LIB_DEPENDS=   audio/libsamplerate
 
@@ -30,14 +30,12 @@ USE_GMAKE=  Yes
 SEPARATE_BUILD=Yes
 CONFIGURE_STYLE=   gnu
 MODGNU_CONFIG_GUESS_DIRS=  ${WRKSRC} ${WRKSRC}/build-scripts
-CONFIGURE_ENV+=CPPFLAGS="-I${LOCALBASE}/include" \
-   LDFLAGS="-L${LOCALBASE}/lib"
-
 CONFIGURE_ARGS+= --disable-alsa \
 --disable-arts \
 --disable-dbus \