early-access version 2847
This commit is contained in:
3
externals/SDL/docs/README-android.md
vendored
3
externals/SDL/docs/README-android.md
vendored
@@ -206,9 +206,6 @@ You should not use the SDL renderer API while the app going in background:
|
||||
after you read this message, GL context gets backed-up and you should not
|
||||
use the SDL renderer API.
|
||||
|
||||
When this event is received, you have to set the render target to NULL, if you're using it.
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||||
(eg call SDL_SetRenderTarget(renderer, NULL))
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|
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- SDL_APP_DIDENTERFOREGROUND:
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GL context is restored, and the SDL renderer API is available (unless you
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receive SDL_RENDER_DEVICE_RESET).
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||||
|
2
externals/SDL/docs/README-cmake.md
vendored
2
externals/SDL/docs/README-cmake.md
vendored
@@ -73,7 +73,7 @@ To use, set the following CMake variables when running CMake's configuration sta
|
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|
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- for iOS-Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles):
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`cmake ~/sdl -DSDL_TESTS=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64`
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`cmake ~/sdl -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64`
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|
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- for tvOS-Simulator, using the latest, installed SDK:
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|
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|
42
externals/SDL/docs/README-directfb.md
vendored
42
externals/SDL/docs/README-directfb.md
vendored
@@ -15,34 +15,29 @@ What you need:
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* Kernel-Framebuffer support: required: vesafb, radeonfb ....
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* Mesa 7.0.x - optional for OpenGL
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The `/etc/directfbrc` file should contain the following lines to make
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your joystick work and avoid crashes:
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/etc/directfbrc
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```
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This file should contain the following lines to make
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your joystick work and avoid crashes:
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------------------------
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disable-module=joystick
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disable-module=cle266
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disable-module=cyber5k
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no-linux-input-grab
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```
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------------------------
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To disable to use x11 backend when DISPLAY variable is found use
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```
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export SDL_DIRECTFB_X11_CHECK=0
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```
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To disable the use of linux input devices, i.e. multimice/multikeyboard support,
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use
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```
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export SDL_DIRECTFB_LINUX_INPUT=0
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```
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To use hardware accelerated YUV-overlays for YUV-textures, use:
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```
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export SDL_DIRECTFB_YUV_DIRECT=1
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```
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This is disabled by default. It will only support one
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YUV texture, namely the first. Every other YUV texture will be
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@@ -50,9 +45,7 @@ rendered in software.
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In addition, you may use (directfb-1.2.x)
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```
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export SDL_DIRECTFB_YUV_UNDERLAY=1
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```
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to make the YUV texture an underlay. This will make the cursor to
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be shown.
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@@ -61,18 +54,14 @@ Simple Window Manager
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=====================
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The driver has support for a very, very basic window manager you may
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want to use when running with `wm=default`. Use
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want to use when running with "wm=default". Use
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|
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```
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export SDL_DIRECTFB_WM=1
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```
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to enable basic window borders. In order to have the window title rendered,
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you need to have the following font installed:
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|
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```
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/usr/share/fonts/truetype/freefont/FreeSans.ttf
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```
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OpenGL Support
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==============
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@@ -82,25 +71,21 @@ works at least on all directfb supported platforms.
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As of this writing 20100802 you need to pull Mesa from git and do the following:
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```
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------------------------
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git clone git://anongit.freedesktop.org/git/mesa/mesa
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cd mesa
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git checkout 2c9fdaf7292423c157fc79b5ce43f0f199dd753a
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```
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------------------------
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Edit `configs/linux-directfb` so that the Directories-section looks like this:
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```
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Edit configs/linux-directfb so that the Directories-section looks like
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------------------------
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# Directories
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SRC_DIRS = mesa glu
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GLU_DIRS = sgi
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DRIVER_DIRS = directfb
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PROGRAM_DIRS =
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```
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------------------------
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Then do the following:
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```
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make linux-directfb
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make
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@@ -110,14 +95,13 @@ sudo make install INSTALL_DIR=/usr/local/dfb_GL
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cd src/mesa/drivers/directfb
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make
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sudo make install INSTALL_DIR=/usr/local/dfb_GL
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```
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------------------------
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To run the SDL - testprograms:
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```
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export SDL_VIDEODRIVER=directfb
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export LD_LIBRARY_PATH=/usr/local/dfb_GL/lib
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export LD_PRELOAD=/usr/local/dfb_GL/libGL.so.7
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./testgl
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```
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|
17
externals/SDL/docs/README-linux.md
vendored
17
externals/SDL/docs/README-linux.md
vendored
@@ -3,8 +3,8 @@ Linux
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By default SDL will only link against glibc, the rest of the features will be
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enabled dynamically at runtime depending on the available features on the target
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system. So, for example if you built SDL with XRandR support and the target
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system does not have the XRandR libraries installed, it will be disabled
|
||||
system. So, for example if you built SDL with Xinerama support and the target
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||||
system does not have the Xinerama libraries installed, it will be disabled
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at runtime, and you won't get a missing library error, at least with the
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default configuration parameters.
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@@ -17,7 +17,7 @@ Ubuntu 20.04, all available features enabled:
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sudo apt-get install build-essential git make cmake autoconf automake \
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libtool pkg-config libasound2-dev libpulse-dev libaudio-dev libjack-dev \
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libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxfixes-dev libxi-dev \
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libxss-dev libgl1-mesa-dev libdbus-1-dev \
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libxinerama-dev libxxf86vm-dev libxss-dev libgl1-mesa-dev libdbus-1-dev \
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libudev-dev libgles2-mesa-dev libegl1-mesa-dev libibus-1.0-dev \
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fcitx-libs-dev libsamplerate0-dev libsndio-dev libwayland-dev \
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libxkbcommon-dev libdrm-dev libgbm-dev
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@@ -27,11 +27,12 @@ Fedora 35, all available features enabled:
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sudo yum install gcc git-core make cmake autoconf automake libtool \
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alsa-lib-devel pulseaudio-libs-devel nas-devel pipewire-devel \
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libX11-devel libXext-devel libXrandr-devel libXcursor-devel libXfixes-devel \
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libXi-devel libXScrnSaver-devel dbus-devel ibus-devel fcitx-devel \
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systemd-devel mesa-libGL-devel libxkbcommon-devel mesa-libGLES-devel \
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mesa-libEGL-devel vulkan-devel wayland-devel wayland-protocols-devel \
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libdrm-devel mesa-libgbm-devel libusb-devel libdecor-devel \
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libsamplerate-devel pipewire-jack-audio-connection-kit-devel \
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libXi-devel libXinerama-devel libXxf86vm-devel libXScrnSaver-devel \
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dbus-devel ibus-devel fcitx-devel systemd-devel mesa-libGL-devel \
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libxkbcommon-devel mesa-libGLES-devel mesa-libEGL-devel vulkan-devel \
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||||
wayland-devel wayland-protocols-devel libdrm-devel mesa-libgbm-devel \
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libusb-devel pipewire-jack-audio-connection-kit-devel libdecor-devel \
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libsamplerate-devel
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NOTES:
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||||
- This includes all the audio targets except arts and esd, because Ubuntu
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|
11
externals/SDL/docs/README-macos.md
vendored
11
externals/SDL/docs/README-macos.md
vendored
@@ -43,14 +43,15 @@ make
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sudo make install
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||||
```
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||||
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This script builds SDL with 10.7 ABI compatibility on 64-bit Intel and 11.0
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This script builds SDL with 10.6 ABI compatibility on 64-bit Intel and 11.0
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||||
ABI compatibility on ARM64 architectures. For best compatibility you
|
||||
should compile your application the same way.
|
||||
|
||||
Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK.
|
||||
PowerPC support for macOS has been officially dropped as of SDL 2.0.2.
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||||
32-bit Intel and macOS 10.6 runtime support has been officially dropped as
|
||||
of SDL 2.24.0.
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||||
Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK
|
||||
(even if you target back to 10.6 systems). PowerPC support for Mac OS X has
|
||||
been officially dropped as of SDL 2.0.2. 32-bit Intel, using an older Xcode
|
||||
release, is still supported at the time of this writing, but current Xcode
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||||
releases no longer support it, and eventually neither will SDL.
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||||
|
||||
To use the library once it's built, you essential have two possibilities:
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||||
use the traditional autoconf/automake/make method, or use Xcode.
|
||||
|
43
externals/SDL/docs/README-psp.md
vendored
43
externals/SDL/docs/README-psp.md
vendored
@@ -1,36 +1,31 @@
|
||||
PSP
|
||||
======
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||||
SDL2 port for the Sony PSP contributed by:
|
||||
- Captian Lex
|
||||
- Francisco Javier Trujillo Mata
|
||||
- Wouter Wijsman
|
||||
|
||||
SDL port for the Sony PSP contributed by
|
||||
Captian Lex
|
||||
|
||||
Credit to
|
||||
Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP
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||||
Geecko for his PSP GU lib "Glib2d"
|
||||
|
||||
## Building
|
||||
To build SDL2 library for the PSP, make sure you have the latest PSPDev status and run:
|
||||
```bash
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cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=$PSPDEV/psp/share/pspdev.cmake
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cmake --build build
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||||
cmake --install build
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||||
```
|
||||
Building
|
||||
--------
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||||
To build SDL2 library for the PSP, make sure psp-config is in the path and run:
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||||
make -f Makefile.psp
|
||||
|
||||
|
||||
## Getting PSP Dev
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||||
[Installing PSP Dev](https://github.com/pspdev/pspdev)
|
||||
Getting PSP toolchain
|
||||
---------------------
|
||||
https://github.com/pspdev/psptoolchain
|
||||
|
||||
## Running on PPSSPP Emulator
|
||||
[PPSSPP](https://github.com/hrydgard/ppsspp)
|
||||
Running on PPSSPP Emulator
|
||||
--------------------------
|
||||
https://github.com/hrydgard/ppsspp
|
||||
( https://github.com/hrydgard/ppsspp/wiki/Build-instructions )
|
||||
|
||||
[Build Instructions](https://github.com/hrydgard/ppsspp/wiki/Build-instructions)
|
||||
Compiling an HelloWorld
|
||||
-----------------------
|
||||
https://psp-dev.org/doku.php?id=tutorial:hello_world
|
||||
|
||||
|
||||
## Compiling a HelloWorld
|
||||
[PSP Hello World](https://psp-dev.org/doku.php?id=tutorial:hello_world)
|
||||
|
||||
## To Do
|
||||
- PSP Screen Keyboard
|
||||
- Dialogs
|
||||
To Do
|
||||
------
|
||||
PSP Screen Keyboard
|
||||
|
2
externals/SDL/docs/README-raspberrypi.md
vendored
2
externals/SDL/docs/README-raspberrypi.md
vendored
@@ -63,7 +63,7 @@ Now, before chrooting into the ARM sysroot, you'll need to apply a workaround,
|
||||
edit $SYSROOT/etc/ld.so.preload and comment out all lines in it.
|
||||
|
||||
sudo chroot $SYSROOT
|
||||
apt-get install libudev-dev libasound2-dev libdbus-1-dev libraspberrypi0 libraspberrypi-bin libraspberrypi-dev libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxi-dev libxss-dev
|
||||
apt-get install libudev-dev libasound2-dev libdbus-1-dev libraspberrypi0 libraspberrypi-bin libraspberrypi-dev libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev libxss-dev
|
||||
exit
|
||||
sudo umount $SYSROOT/dev
|
||||
sudo umount $SYSROOT/proc
|
||||
|
2
externals/SDL/docs/README-visualc.md
vendored
2
externals/SDL/docs/README-visualc.md
vendored
@@ -1,7 +1,7 @@
|
||||
Using SDL with Microsoft Visual C++
|
||||
===================================
|
||||
|
||||
### by Lion Kimbro with additions by James Turk
|
||||
### by [Lion Kimbro](mailto:snowlion@sprynet.com) with additions by [James Turk](mailto:james@conceptofzero.net)
|
||||
|
||||
You can either use the precompiled libraries from the [SDL](https://www.libsdl.org/download.php) web site, or you can build SDL
|
||||
yourself.
|
||||
|
5
externals/SDL/docs/README-vita.md
vendored
5
externals/SDL/docs/README-vita.md
vendored
@@ -3,7 +3,7 @@ PS Vita
|
||||
SDL port for the Sony Playstation Vita and Sony Playstation TV
|
||||
|
||||
Credit to
|
||||
* xerpi, cpasjuste and rsn8887 for initial (vita2d) port
|
||||
* xerpi and rsn8887 for initial (vita2d) port
|
||||
* vitasdk/dolcesdk devs
|
||||
* CBPS discord (Namely Graphene and SonicMastr)
|
||||
|
||||
@@ -22,9 +22,6 @@ Notes
|
||||
* gles1/gles2 support and renderers are disabled by default and can be enabled by configuring with `-DVIDEO_VITA_PVR=ON`
|
||||
These renderers support 720p and 1080i resolutions. These can be specified with:
|
||||
`SDL_setenv("VITA_RESOLUTION", "720", 1);` and `SDL_setenv("VITA_RESOLUTION", "1080", 1);`
|
||||
* Desktop GL 1.X and 2.X support and renderers are also disabled by default and also can be enabled with `-DVIDEO_VITA_PVR=ON` as long as gl4es4vita is present in your SDK.
|
||||
They support the same resolutions as the gles1/gles2 backends and require specifying `SDL_setenv("VITA_PVR_OGL", "1", 1);`
|
||||
anytime before video subsystem initialization.
|
||||
* gles2 support via PIB is disabled by default and can be enabled by configuring with `-DVIDEO_VITA_PIB=ON`
|
||||
* By default SDL emits mouse events for touch events on every touchscreen.
|
||||
Vita has two touchscreens, so it's recommended to use `SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");` and handle touch events instead.
|
||||
|
81
externals/SDL/docs/README-windows.md
vendored
81
externals/SDL/docs/README-windows.md
vendored
@@ -1,58 +1,45 @@
|
||||
# Windows
|
||||
Windows
|
||||
================================================================================
|
||||
|
||||
## LLVM and Intel C++ compiler support
|
||||
================================================================================
|
||||
OpenGL ES 2.x support
|
||||
================================================================================
|
||||
|
||||
SDL will build with the Visual Studio project files with LLVM-based compilers, such as the Intel oneAPI C++
|
||||
compiler, but you'll have to manually add the "-msse3" command line option
|
||||
to at least the SDL_audiocvt.c source file, and possibly others. This may
|
||||
not be necessary if you build SDL with CMake instead of the included Visual
|
||||
Studio solution.
|
||||
|
||||
Details are here: https://github.com/libsdl-org/SDL/issues/5186
|
||||
|
||||
|
||||
## OpenGL ES 2.x support
|
||||
|
||||
SDL has support for OpenGL ES 2.x under Windows via two alternative
|
||||
implementations.
|
||||
|
||||
The most straightforward method consists in running your app in a system with
|
||||
a graphic card paired with a relatively recent (as of November of 2013) driver
|
||||
which supports the WGL_EXT_create_context_es2_profile extension. Vendors known
|
||||
SDL has support for OpenGL ES 2.x under Windows via two alternative
|
||||
implementations.
|
||||
The most straightforward method consists in running your app in a system with
|
||||
a graphic card paired with a relatively recent (as of November of 2013) driver
|
||||
which supports the WGL_EXT_create_context_es2_profile extension. Vendors known
|
||||
to ship said extension on Windows currently include nVidia and Intel.
|
||||
|
||||
The other method involves using the
|
||||
[ANGLE library](https://code.google.com/p/angleproject/). If an OpenGL ES 2.x
|
||||
context is requested and no WGL_EXT_create_context_es2_profile extension is
|
||||
found, SDL will try to load the libEGL.dll library provided by ANGLE.
|
||||
|
||||
The other method involves using the ANGLE library (https://code.google.com/p/angleproject/)
|
||||
If an OpenGL ES 2.x context is requested and no WGL_EXT_create_context_es2_profile
|
||||
extension is found, SDL will try to load the libEGL.dll library provided by
|
||||
ANGLE.
|
||||
To obtain the ANGLE binaries, you can either compile from source from
|
||||
https://chromium.googlesource.com/angle/angle or copy the relevant binaries
|
||||
from a recent Chrome/Chromium install for Windows. The files you need are:
|
||||
|
||||
- libEGL.dll
|
||||
- libGLESv2.dll
|
||||
- d3dcompiler_46.dll (supports Windows Vista or later, better shader
|
||||
compiler) *or* d3dcompiler_43.dll (supports Windows XP or later)
|
||||
https://chromium.googlesource.com/angle/angle or copy the relevant binaries from
|
||||
a recent Chrome/Chromium install for Windows. The files you need are:
|
||||
|
||||
* libEGL.dll
|
||||
* libGLESv2.dll
|
||||
* d3dcompiler_46.dll (supports Windows Vista or later, better shader compiler)
|
||||
or...
|
||||
* d3dcompiler_43.dll (supports Windows XP or later)
|
||||
|
||||
If you compile ANGLE from source, you can configure it so it does not need the
|
||||
d3dcompiler_* DLL at all (for details on this, see their documentation).
|
||||
d3dcompiler_* DLL at all (for details on this, see their documentation).
|
||||
However, by default SDL will try to preload the d3dcompiler_46.dll to
|
||||
comply with ANGLE's requirements. If you wish SDL to preload
|
||||
d3dcompiler_43.dll (to support Windows XP) or to skip this step at all, you
|
||||
can use the SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more
|
||||
details).
|
||||
comply with ANGLE's requirements. If you wish SDL to preload d3dcompiler_43.dll (to
|
||||
support Windows XP) or to skip this step at all, you can use the
|
||||
SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more details).
|
||||
|
||||
Known Bugs:
|
||||
|
||||
* SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears
|
||||
that there's a bug in the library which prevents the window contents from
|
||||
refreshing if this is set to anything other than the default value.
|
||||
|
||||
Vulkan Surface Support
|
||||
==============
|
||||
|
||||
- SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears
|
||||
that there's a bug in the library which prevents the window contents from
|
||||
refreshing if this is set to anything other than the default value.
|
||||
|
||||
## Vulkan Surface Support
|
||||
|
||||
Support for creating Vulkan surfaces is configured on by default. To disable
|
||||
it change the value of `SDL_VIDEO_VULKAN` to 0 in `SDL_config_windows.h`. You
|
||||
must install the [Vulkan SDK](https://www.lunarg.com/vulkan-sdk/) in order to
|
||||
use Vulkan graphics in your application.
|
||||
|
||||
Support for creating Vulkan surfaces is configured on by default. To disable it change the value of `SDL_VIDEO_VULKAN` to 0 in `SDL_config_windows.h`. You must install the [Vulkan SDK](https://www.lunarg.com/vulkan-sdk/) in order to use Vulkan graphics in your application.
|
||||
|
7
externals/SDL/docs/README.md
vendored
7
externals/SDL/docs/README.md
vendored
@@ -14,7 +14,7 @@ hardware via OpenGL and Direct3D. It is used by video playback software,
|
||||
emulators, and popular games including Valve's award winning catalog
|
||||
and many Humble Bundle games.
|
||||
|
||||
SDL officially supports Windows, macOS, Linux, iOS, and Android.
|
||||
SDL officially supports Windows, Mac OS X, Linux, iOS, and Android.
|
||||
Support for other platforms may be found in the source code.
|
||||
|
||||
SDL is written in C, works natively with C++, and there are bindings
|
||||
@@ -38,22 +38,19 @@ More documentation and FAQs are available online at [the wiki](http://wiki.libsd
|
||||
- [Git](README-git.md)
|
||||
- [iOS](README-ios.md)
|
||||
- [Linux](README-linux.md)
|
||||
- [macOS](README-macos.md)
|
||||
- [OS X](README-macosx.md)
|
||||
- [OS/2](README-os2.md)
|
||||
- [Native Client](README-nacl.md)
|
||||
- [Pandora](README-pandora.md)
|
||||
- [Supported Platforms](README-platforms.md)
|
||||
- [Porting information](README-porting.md)
|
||||
- [PSP](README-psp.md)
|
||||
- [PS2](README-ps2.md)
|
||||
- [Raspberry Pi](README-raspberrypi.md)
|
||||
- [Touch](README-touch.md)
|
||||
- [Versions](README-versions.md)
|
||||
- [WinCE](README-wince.md)
|
||||
- [Windows](README-windows.md)
|
||||
- [WinRT](README-winrt.md)
|
||||
- [PSVita](README-vita.md)
|
||||
- [Nokia N-Gage](README-ngage.md)
|
||||
|
||||
If you need help with the library, or just want to discuss SDL related
|
||||
issues, you can join the [SDL Discourse](https://discourse.libsdl.org/),
|
||||
|
1
externals/SDL/docs/doxyfile
vendored
1
externals/SDL/docs/doxyfile
vendored
@@ -640,7 +640,6 @@ EXCLUDE = ../include/SDL_opengles2_gl2ext.h \
|
||||
../include/SDL_opengles.h \
|
||||
../include/SDL_opengl.h \
|
||||
../include/SDL_egl.h \
|
||||
./release_checklist.md \
|
||||
|
||||
|
||||
# The EXCLUDE_SYMLINKS tag can be used select whether or not files or
|
||||
|
Reference in New Issue
Block a user