From 6aaedb813fa11ba0679c3051bc2eb28646b9506c Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Sat, 30 Aug 2025 16:53:58 -0700 Subject: Update to SDL3 --- src/contrib/SDL-3.2.20/docs/README-windows.md | 128 ++++++++++++++++++++++++++ 1 file changed, 128 insertions(+) create mode 100644 src/contrib/SDL-3.2.20/docs/README-windows.md (limited to 'src/contrib/SDL-3.2.20/docs/README-windows.md') diff --git a/src/contrib/SDL-3.2.20/docs/README-windows.md b/src/contrib/SDL-3.2.20/docs/README-windows.md new file mode 100644 index 0000000..1e6d464 --- /dev/null +++ b/src/contrib/SDL-3.2.20/docs/README-windows.md @@ -0,0 +1,128 @@ +# Windows + +## Old systems + +WinRT, Windows Phone, and UWP are no longer supported. + +All desktop Windows versions, back to Windows XP, are still supported. + +## LLVM and Intel C++ compiler 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 + +## MinGW-w64 compiler support + +SDL can be built with MinGW-w64 and CMake. Minimum tested MinGW-w64 version is 8.0.3. + +On a Windows host, you first need to install and set up the MSYS2 environment, which provides the MinGW-w64 toolchain. Install MSYS2, typically to `C:\msys64`, and follow the instructions on the MSYS2 wiki to use the MinGW-w64 shell to update all components in the MSYS2 environment. This generally amounts to running `pacman -Syuu` from the mingw64 shell, but refer to MSYS2's documentation for more details. Once the MSYS2 environment has been updated, install the x86_64 MinGW toolchain from the mingw64 shell with the command `pacman -S mingw-w64-x86_64-toolchain`. (You can additionally install `mingw-w64-i686-toolchain` if you intend to build 32-bit binaries as well. The remainder of this section assumes you only want to build 64-bit binaries.) + +To build and install SDL, you can use PowerShell or any CMake-compatible IDE. First, install CMake, Ninja, and Git. These tools can be installed using any number of tools, such as the MSYS2's `pacman`, `winget`, `Chocolatey`, or by manually downloading and running the installers. Clone SDL to an appropriate location with `git` and run the following commands from the root of the cloned repository: + +```sh +mkdir build +cmake -S . -B build -G Ninja -DCMAKE_TOOLCHAIN_FILE=build-scripts/cmake-toolchain-mingw64-x86_64.cmake +cmake --build build --parallel +cmake --install build --prefix C:/Libraries +``` + +This installs SDL to `C:\Libraries`. You can specify another directory of your choice as desired. Ensure that your `CMAKE_PREFIX_PATH` includes `C:\Libraries` when you want to build against this copy of SDL. The simplest way to do this is to pass it to CMake as an option at configuration time: + +```sh +cmake .. -G Ninja -DCMAKE_PREFIX_PATH=C:/Libraries +``` + +You will also need to configure CMake to use the MinGW-w64 toolchain to build your own project. Here is a minimal toolchain file that you could use for this purpose: + +``` +set(CMAKE_SYSTEM_NAME Windows) +set(CMAKE_SYSTEM_PROCESSOR x86_64) + +find_program(CMAKE_C_COMPILER NAMES x86_64-w64-mingw32-gcc REQUIRED) +find_program(CMAKE_CXX_COMPILER NAMES x86_64-w64-mingw32-g++ REQUIRED) +find_program(CMAKE_RC_COMPILER NAMES x86_64-w64-mingw32-windres windres REQUIRED) +``` + +Save this in your project and refer to it at configuration time with the option `-DCMAKE_TOOLCHAIN_FILE`. + +On Windows, you also need to copy `SDL3.dll` to an appropriate directory so that the game can find it at runtime. For guidance, see [README-cmake.md](README-cmake.md#how-do-i-copy-a-sdl3-dynamic-library-to-another-location). + +Below is a minimal `CMakeLists.txt` file to build your game linked against a system SDL that was built with the MinGW-w64 toolchain. See [README-cmake.md](README-cmake.md) for more details on including SDL in your CMake project. + +```cmake +cmake_minimum_required(VERSION 3.15) +project(mygame) + +find_package(SDL3 REQUIRED CONFIG COMPONENTS SDL3-shared) + +add_executable(mygame WIN32 mygame.c) +target_link_libraries(mygame PRIVATE SDL3::SDL3) + +# On Windows, copy SDL3.dll to the build directory +if(WIN32) + add_custom_command( + TARGET mygame POST_BUILD + COMMAND "${CMAKE_COMMAND}" -E copy $ $ + VERBATIM + ) +endif() +``` + +## 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. + +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) + +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). +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). + +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. + +## Transparent Window Support + +SDL uses the Desktop Window Manager (DWM) to create transparent windows. DWM is +always enabled from Windows 8 and above. Windows 7 only enables DWM with Aero Glass +theme. + +However, it cannot be guaranteed to work on all hardware configurations (an example +is hybrid GPU systems, such as NVIDIA Optimus laptops). -- cgit v1.2.3