early-access version 2835
This commit is contained in:
3
externals/SDL/docs/README-android.md
vendored
3
externals/SDL/docs/README-android.md
vendored
@@ -206,6 +206,9 @@ 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.
|
||||
(eg call SDL_SetRenderTarget(renderer, NULL))
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|
||||
- SDL_APP_DIDENTERFOREGROUND:
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GL context is restored, and the SDL renderer API is available (unless you
|
||||
receive SDL_RENDER_DEVICE_RESET).
|
||||
|
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
|
||||
|
||||
- for iOS-Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles):
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|
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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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`cmake ~/sdl -DSDL_TESTS=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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|
42
externals/SDL/docs/README-directfb.md
vendored
42
externals/SDL/docs/README-directfb.md
vendored
@@ -15,29 +15,34 @@ 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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/etc/directfbrc
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This file should contain the following lines to make
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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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------------------------
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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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```
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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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```
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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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```
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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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@@ -45,7 +50,9 @@ rendered in software.
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In addition, you may use (directfb-1.2.x)
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|
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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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@@ -54,14 +61,18 @@ Simple Window Manager
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=====================
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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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|
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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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@@ -71,21 +82,25 @@ 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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```
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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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|
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Edit configs/linux-directfb so that the Directories-section looks like
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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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```
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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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@@ -95,13 +110,14 @@ 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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```
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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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```
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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 Xinerama support and the target
|
||||
system does not have the Xinerama libraries installed, it will be disabled
|
||||
system. So, for example if you built SDL with XRandR support and the target
|
||||
system does not have the XRandR libraries installed, it will be disabled
|
||||
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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libxinerama-dev libxxf86vm-dev libxss-dev libgl1-mesa-dev libdbus-1-dev \
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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
|
||||
@@ -27,12 +27,11 @@ 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 \
|
||||
libX11-devel libXext-devel libXrandr-devel libXcursor-devel libXfixes-devel \
|
||||
libXi-devel libXinerama-devel libXxf86vm-devel libXScrnSaver-devel \
|
||||
dbus-devel ibus-devel fcitx-devel systemd-devel mesa-libGL-devel \
|
||||
libxkbcommon-devel mesa-libGLES-devel mesa-libEGL-devel vulkan-devel \
|
||||
wayland-devel wayland-protocols-devel libdrm-devel mesa-libgbm-devel \
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||||
libusb-devel pipewire-jack-audio-connection-kit-devel libdecor-devel \
|
||||
libsamplerate-devel
|
||||
libXi-devel libXScrnSaver-devel dbus-devel ibus-devel fcitx-devel \
|
||||
systemd-devel mesa-libGL-devel libxkbcommon-devel mesa-libGLES-devel \
|
||||
mesa-libEGL-devel vulkan-devel wayland-devel wayland-protocols-devel \
|
||||
libdrm-devel mesa-libgbm-devel libusb-devel libdecor-devel \
|
||||
libsamplerate-devel pipewire-jack-audio-connection-kit-devel \
|
||||
|
||||
NOTES:
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||||
- This includes all the audio targets except arts and esd, because Ubuntu
|
||||
|
11
externals/SDL/docs/README-macos.md
vendored
11
externals/SDL/docs/README-macos.md
vendored
@@ -43,15 +43,14 @@ make
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||||
sudo make install
|
||||
```
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||||
|
||||
This script builds SDL with 10.6 ABI compatibility on 64-bit Intel and 11.0
|
||||
This script builds SDL with 10.7 ABI compatibility on 64-bit Intel and 11.0
|
||||
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
|
||||
(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
|
||||
releases no longer support it, and eventually neither will SDL.
|
||||
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.
|
||||
32-bit Intel and macOS 10.6 runtime support has been officially dropped as
|
||||
of SDL 2.24.0.
|
||||
|
||||
To use the library once it's built, you essential have two possibilities:
|
||||
use the traditional autoconf/automake/make method, or use Xcode.
|
||||
|
44
externals/SDL/docs/README-ngage.md
vendored
Executable file
44
externals/SDL/docs/README-ngage.md
vendored
Executable file
@@ -0,0 +1,44 @@
|
||||
Nokia N-Gage
|
||||
============
|
||||
|
||||
SDL2 port for Symbian S60v1 and v2 with a main focus on the Nokia N-Gage
|
||||
(Classic and QD) by [Michael Fitzmayer](https://github.com/mupfdev).
|
||||
|
||||
Compiling
|
||||
---------
|
||||
|
||||
SDL is part of the [N-Gage SDK.](https://github.com/ngagesdk) project.
|
||||
The library is included in the
|
||||
[toolchain](https://github.com/ngagesdk/ngage-toolchain) as a
|
||||
sub-module.
|
||||
|
||||
A complete example project based on SDL2 can be found in the GitHub
|
||||
account of the SDK: [Wordle](https://github.com/ngagesdk/wordle).
|
||||
|
||||
Current level of implementation
|
||||
-------------------------------
|
||||
|
||||
The video driver currently provides full screen video support with
|
||||
keyboard input.
|
||||
|
||||
At the moment only the software renderer works.
|
||||
|
||||
Audio is not yet implemented.
|
||||
|
||||
Acknowledgements
|
||||
----------------
|
||||
|
||||
Thanks to Hannu Viitala, Kimmo Kinnunen and Markus Mertama for the
|
||||
valuable insight into Symbian programming. Without the SDL 1.2 port
|
||||
which was specially developed for CDoom (Doom for the Nokia 9210), this
|
||||
adaptation would not have been possible.
|
||||
|
||||
I would like to thank my friends
|
||||
[Razvan](https://twitter.com/bewarerazvan) and [Dan
|
||||
Whelan](https://danwhelan.ie/), for their continuous support. Without
|
||||
you and the [N-Gage community](https://discord.gg/dbUzqJ26vs), I would
|
||||
have lost my patience long ago.
|
||||
|
||||
Last but not least, I would like to thank the development team of
|
||||
[EKA2L1](https://12z1.com/) (an experimental Symbian OS emulator). Your
|
||||
patience and support in troubleshooting helped me a lot.
|
34
externals/SDL/docs/README-ps2.md
vendored
Executable file
34
externals/SDL/docs/README-ps2.md
vendored
Executable file
@@ -0,0 +1,34 @@
|
||||
PS2
|
||||
======
|
||||
SDL2 port for the Sony Playstation 2 contributed by:
|
||||
- Francisco Javier Trujillo Mata
|
||||
|
||||
|
||||
Credit to
|
||||
- The guys that ported SDL to PSP & Vita because I'm taking them as reference.
|
||||
- David G. F. for helping me with several issues and tests.
|
||||
|
||||
## Building
|
||||
To build SDL2 library for the PS2, make sure you have the latest PS2Dev status and run:
|
||||
```bash
|
||||
cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=$PS2DEV/ps2sdk/ps2dev.cmake
|
||||
cmake --build build
|
||||
cmake --install build
|
||||
```
|
||||
|
||||
|
||||
## Getting PS2 Dev
|
||||
[Installing PS2 Dev](https://github.com/ps2dev/ps2dev)
|
||||
|
||||
## Running on PCSX2 Emulator
|
||||
[PCSX2](https://github.com/PCSX2/pcsx2)
|
||||
|
||||
[More PCSX2 information](https://pcsx2.net/)
|
||||
|
||||
## To Do
|
||||
- PS2 Screen Keyboard
|
||||
- Dialogs
|
||||
- Audio
|
||||
- Video
|
||||
- Controllers
|
||||
- Others
|
43
externals/SDL/docs/README-psp.md
vendored
43
externals/SDL/docs/README-psp.md
vendored
@@ -1,31 +1,36 @@
|
||||
PSP
|
||||
======
|
||||
SDL port for the Sony PSP contributed by
|
||||
Captian Lex
|
||||
SDL2 port for the Sony PSP contributed by:
|
||||
- Captian Lex
|
||||
- Francisco Javier Trujillo Mata
|
||||
- Wouter Wijsman
|
||||
|
||||
|
||||
Credit to
|
||||
Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP
|
||||
Geecko for his PSP GU lib "Glib2d"
|
||||
|
||||
Building
|
||||
--------
|
||||
To build SDL2 library for the PSP, make sure psp-config is in the path and run:
|
||||
make -f Makefile.psp
|
||||
## Building
|
||||
To build SDL2 library for the PSP, make sure you have the latest PSPDev status and run:
|
||||
```bash
|
||||
cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=$PSPDEV/psp/share/pspdev.cmake
|
||||
cmake --build build
|
||||
cmake --install build
|
||||
```
|
||||
|
||||
|
||||
Getting PSP toolchain
|
||||
---------------------
|
||||
https://github.com/pspdev/psptoolchain
|
||||
## Getting PSP Dev
|
||||
[Installing PSP Dev](https://github.com/pspdev/pspdev)
|
||||
|
||||
Running on PPSSPP Emulator
|
||||
--------------------------
|
||||
https://github.com/hrydgard/ppsspp
|
||||
( https://github.com/hrydgard/ppsspp/wiki/Build-instructions )
|
||||
## Running on PPSSPP Emulator
|
||||
[PPSSPP](https://github.com/hrydgard/ppsspp)
|
||||
|
||||
Compiling an HelloWorld
|
||||
-----------------------
|
||||
https://psp-dev.org/doku.php?id=tutorial:hello_world
|
||||
[Build Instructions](https://github.com/hrydgard/ppsspp/wiki/Build-instructions)
|
||||
|
||||
To Do
|
||||
------
|
||||
PSP Screen Keyboard
|
||||
|
||||
## Compiling a HelloWorld
|
||||
[PSP Hello World](https://psp-dev.org/doku.php?id=tutorial:hello_world)
|
||||
|
||||
## To Do
|
||||
- PSP Screen Keyboard
|
||||
- Dialogs
|
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 libxinerama-dev libxxf86vm-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 libxss-dev
|
||||
exit
|
||||
sudo umount $SYSROOT/dev
|
||||
sudo umount $SYSROOT/proc
|
||||
|
60
externals/SDL/docs/README-versions.md
vendored
Executable file
60
externals/SDL/docs/README-versions.md
vendored
Executable file
@@ -0,0 +1,60 @@
|
||||
# Versioning
|
||||
|
||||
## Since 2.23.0
|
||||
|
||||
SDL follows an "odd/even" versioning policy, similar to GLib, GTK, Flatpak
|
||||
and older versions of the Linux kernel:
|
||||
|
||||
* The major version (first part) increases when backwards compatibility
|
||||
is broken, which will happen infrequently.
|
||||
|
||||
* If the minor version (second part) is divisible by 2
|
||||
(for example 2.24.x, 2.26.x), this indicates a version of SDL that
|
||||
is believed to be stable and suitable for production use.
|
||||
|
||||
* In stable releases, the patchlevel or micro version (third part)
|
||||
indicates bugfix releases. Bugfix releases should not add or
|
||||
remove ABI, so the ".0" release (for example 2.24.0) should be
|
||||
forwards-compatible with all the bugfix releases from the
|
||||
same cycle (for example 2.24.1).
|
||||
|
||||
* The minor version increases when new API or ABI is added, or when
|
||||
other significant changes are made. Newer minor versions are
|
||||
backwards-compatible, but not fully forwards-compatible.
|
||||
For example, programs built against SDL 2.24.x should work fine
|
||||
with SDL 2.26.x, but programs built against SDL 2.26.x will not
|
||||
necessarily work with 2.24.x.
|
||||
|
||||
* If the minor version (second part) is not divisible by 2
|
||||
(for example 2.23.x, 2.25.x), this indicates a development prerelease
|
||||
of SDL that is not suitable for stable software distributions.
|
||||
Use with caution.
|
||||
|
||||
* The patchlevel or micro version (third part) increases with
|
||||
each prerelease.
|
||||
|
||||
* Each prerelease might add new API and/or ABI.
|
||||
|
||||
* Prereleases are backwards-compatible with older stable branches.
|
||||
For example, 2.25.x will be backwards-compatible with 2.24.x.
|
||||
|
||||
* Prereleases are not guaranteed to be backwards-compatible with
|
||||
each other. For example, new API or ABI added in 2.25.1
|
||||
might be removed or changed in 2.25.2.
|
||||
If this would be a problem for you, please do not use prereleases.
|
||||
|
||||
* Only upgrade to a prerelease if you can guarantee that you will
|
||||
promptly upgrade to the stable release that follows it.
|
||||
For example, do not upgrade to 2.23.x unless you will be able to
|
||||
upgrade to 2.24.0 when it becomes available.
|
||||
|
||||
* Software distributions that have a freeze policy (in particular Linux
|
||||
distributions with a release cycle, such as Debian and Fedora)
|
||||
should usually only package stable releases, and not prereleases.
|
||||
|
||||
## Before 2.23.0
|
||||
|
||||
Older versions of SDL followed a similar policy, but instead of the
|
||||
odd/even rule applying to the minor version, it applied to the patchlevel
|
||||
(micro version, third part). For example, 2.0.22 was a stable release
|
||||
and 2.0.21 was a prerelease.
|
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](mailto:snowlion@sprynet.com) with additions by [James Turk](mailto:james@conceptofzero.net)
|
||||
### by Lion Kimbro with additions by James Turk
|
||||
|
||||
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 and rsn8887 for initial (vita2d) port
|
||||
* xerpi, cpasjuste and rsn8887 for initial (vita2d) port
|
||||
* vitasdk/dolcesdk devs
|
||||
* CBPS discord (Namely Graphene and SonicMastr)
|
||||
|
||||
@@ -22,6 +22,9 @@ 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
@@ -1,45 +1,58 @@
|
||||
Windows
|
||||
================================================================================
|
||||
# Windows
|
||||
|
||||
================================================================================
|
||||
OpenGL ES 2.x support
|
||||
================================================================================
|
||||
## LLVM and Intel C++ compiler 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 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
|
||||
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
|
||||
==============
|
||||
|
||||
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.
|
||||
- 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.
|
||||
|
||||
|
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, Mac OS X, Linux, iOS, and Android.
|
||||
SDL officially supports Windows, macOS, 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
|
||||
@@ -38,19 +38,22 @@ 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)
|
||||
- [OS X](README-macosx.md)
|
||||
- [macOS](README-macos.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
@@ -640,6 +640,7 @@ 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
|
||||
|
92
externals/SDL/docs/release_checklist.md
vendored
Executable file
92
externals/SDL/docs/release_checklist.md
vendored
Executable file
@@ -0,0 +1,92 @@
|
||||
# Release checklist
|
||||
|
||||
## New feature release
|
||||
|
||||
* Update `WhatsNew.txt`
|
||||
|
||||
* Bump version number to 2.EVEN.0 in all these locations:
|
||||
|
||||
* `configure.ac`, `CMakeLists.txt`: `SDL_*_VERSION`
|
||||
* `Xcode/SDL/Info-Framework.plist`: `CFBundleShortVersionString`,
|
||||
`CFBundleVersion`
|
||||
* `Makefile.os2`: `VERSION`
|
||||
* `Makefile.w32`: `*_VERSION`
|
||||
* `build-scripts/winrtbuild.ps1`: `$SDLVersion`
|
||||
* `include/SDL_version.h`: `SDL_*_VERSION`, `SDL_PATCHLEVEL`
|
||||
* `src/main/windows/version.rc`: `FILEVERSION`, `PRODUCTVERSION`,
|
||||
`FileVersion`, `ProductVersion`
|
||||
|
||||
* Bump ABI version information
|
||||
|
||||
* `CMakeLists.txt`, `Xcode/SDL/SDL.xcodeproj/project.pbxproj`:
|
||||
`DYLIB_CURRENT_VERSION`, `DYLIB_COMPATIBILITY_VERSION`
|
||||
* set first number in `DYLIB_CURRENT_VERSION` to
|
||||
(100 * *minor*) + 1
|
||||
* set second number in `DYLIB_CURRENT_VERSION` to 0
|
||||
* if backwards compatibility has been broken,
|
||||
increase `DYLIB_COMPATIBILITY_VERSION` (?)
|
||||
|
||||
* Run test/versioning.sh to verify that everything is consistent
|
||||
|
||||
* Regenerate `configure`
|
||||
|
||||
* Do the release
|
||||
|
||||
## New bugfix release
|
||||
|
||||
* Check that no new API/ABI was added
|
||||
|
||||
* If it was, do a new feature release (see above) instead
|
||||
|
||||
* Bump version number from 2.Y.Z to 2.Y.(Z+1) (Y is even)
|
||||
|
||||
* Same places as listed above
|
||||
|
||||
* Bump ABI version information
|
||||
|
||||
* `CMakeLists.txt`, `Xcode/SDL/SDL.xcodeproj/project.pbxproj`:
|
||||
`DYLIB_CURRENT_VERSION`, `DYLIB_COMPATIBILITY_VERSION`
|
||||
* set second number in `DYLIB_CURRENT_VERSION` to *patchlevel*
|
||||
|
||||
* Run test/versioning.sh to verify that everything is consistent
|
||||
|
||||
* Regenerate `configure`
|
||||
|
||||
* Do the release
|
||||
|
||||
## After a feature release
|
||||
|
||||
* Create a branch like `release-2.24.x`
|
||||
|
||||
* Bump version number to 2.ODD.0 for next development branch
|
||||
|
||||
* Same places as listed above
|
||||
|
||||
* Bump ABI version information
|
||||
|
||||
* Same places as listed above
|
||||
* Assume that the next feature release will contain new API/ABI
|
||||
|
||||
* Run test/versioning.sh to verify that everything is consistent
|
||||
|
||||
## New development prerelease
|
||||
|
||||
* Bump version number from 2.Y.Z to 2.Y.(Z+1) (Y is odd)
|
||||
|
||||
* Same places as listed above
|
||||
|
||||
* Bump ABI version information
|
||||
|
||||
* `CMakeLists.txt`, `Xcode/SDL/SDL.xcodeproj/project.pbxproj`:
|
||||
`DYLIB_CURRENT_VERSION`, `DYLIB_COMPATIBILITY_VERSION`
|
||||
* set first number in `DYLIB_CURRENT_VERSION` to
|
||||
(100 * *minor*) + *patchlevel* + 1
|
||||
* set second number in `DYLIB_CURRENT_VERSION` to 0
|
||||
* if backwards compatibility has been broken,
|
||||
increase `DYLIB_COMPATIBILITY_VERSION` (?)
|
||||
|
||||
* Run test/versioning.sh to verify that everything is consistent
|
||||
|
||||
* Regenerate `configure`
|
||||
|
||||
* Do the release
|
Reference in New Issue
Block a user