Currently only supports Wayland, and it's quite..... bad
This is a DRAFT! Just a small proof-of-concept.
I'll submit a draft PR to the SDL project to see if I should continue
development.
If this is greenlit, I might making consider a WGPU SDL_GPU backend if
wgpu-native is in a good enough state (maybe Dawn if it isn't?)
No promises though! Don't get angry at me if I don't!
Current known issues:
1: Error handling is sparse.
2: It only supports the shared library version of wgpu-native, and it
does that by just loading it whenever it needs to do something
3: wgpu-native is bad and doesn't implement wgpuGetProcAddress so we're
just using SDL_LoadFunction instead. I'd much prefer using the native
wgpuGetProcAddress but alas....
SVE/SVE2 is a new SIMD extension for AArch64. Compared to NEON, SVE/SVE2 brings the following benefits that are good for SDL projects:
- Lane prediction: we don't have to treat the tail part of a stride separately when the width is n times the hardware vector size
- Although the performance is almost no difference from NEON when the hardware vector size is 128bits, when the hardware provides a longer vector size, e.g. 256, 512, ... 2048, we can enjoy the large performance gain without modifying the source code or recompiling a library.
The functional correctness is validated in a dedicated [qemu project](https://github.com/GorgonMeducer/aarch64_qemu_mac_template/tree/SDL-SVE2-Acceleration-Validation).
The performance is tested on [Radxa Orion 6 N](https://radxa.com/products/orion/o6n/), which provides 4x A720 and 4x A520 processors. Since the vector size is 128 bits, which is the same as NEON, the performance is almost the same (or no worse than) the NEON acceleration.
Based on Beyley's initial draft in #11601.
Co-authored-by: Beyley Cardellio <ep1cm1n10n123@gmail.com>
Co-authored-by: Ethan Lee <flibitijibibo@gmail.com>
Adds support for animated cursors on Cocoa, Wayland, Win32, and X11.
testcursor can take a semicolon separated list of filenames and load an animated cursor from them.
SDL_CreateGPURenderer() now allows passing in an existing GPU device and passing in a NULL window to create an offscreen renderer.
Also renamed SDL_SetRenderGPUState() to SDL_SetGPURenderState().
This reverts commit 47d8bdd1c3.
There are runtime reasons why creating a tray can fail, so the correct approach is not to assume that just because a platform supports a tray that trays are available. Instead, you should create a tray at application startup, for the lifetime of the application, and handle failures at that point.
Closes https://github.com/libsdl-org/SDL/pull/13632
This reverts commit 608f706a95.
Didn't end up using this in SDL3_mixer, and it's a super-awkward API if we
don't need it.
I _might_ bite the bullet and let people lock a physical audio device, though,
as I could see that being useful but less awkward for the same reasons I
originally wanted it.
We may want to extend this with additional properties in the future.
Also removed SDL_PROP_GPU_DEVICE_DEBUG_VULKAN_CONFORMANCE_STRING. If we need feature level queries we can add them in the future.