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update sdl to release 2.0.22
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135 changed files with 5746 additions and 1161 deletions
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@ -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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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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@ -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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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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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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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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/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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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
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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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# 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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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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@ -1,7 +1,7 @@
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Using SDL with Microsoft Visual C++
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===================================
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### by [Lion Kimbro](mailto:snowlion@sprynet.com) with additions by [James Turk](mailto:james@conceptofzero.net)
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### by Lion Kimbro with additions by James Turk
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You can either use the precompiled libraries from the [SDL](https://www.libsdl.org/download.php) web site, or you can build SDL
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yourself.
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@ -22,6 +22,9 @@ Notes
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* gles1/gles2 support and renderers are disabled by default and can be enabled by configuring with `-DVIDEO_VITA_PVR=ON`
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These renderers support 720p and 1080i resolutions. These can be specified with:
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`SDL_setenv("VITA_RESOLUTION", "720", 1);` and `SDL_setenv("VITA_RESOLUTION", "1080", 1);`
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* 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.
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They support the same resolutions as the gles1/gles2 backends and require specifying `SDL_setenv("VITA_PVR_OGL", "1", 1);`
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anytime before video subsystem initialization.
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* gles2 support via PIB is disabled by default and can be enabled by configuring with `-DVIDEO_VITA_PIB=ON`
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* By default SDL emits mouse events for touch events on every touchscreen.
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Vita has two touchscreens, so it's recommended to use `SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");` and handle touch events instead.
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@ -1,45 +1,58 @@
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Windows
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================================================================================
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# Windows
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================================================================================
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OpenGL ES 2.x support
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================================================================================
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## LLVM and Intel C++ compiler support
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SDL has support for OpenGL ES 2.x under Windows via two alternative
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implementations.
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The most straightforward method consists in running your app in a system with
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a graphic card paired with a relatively recent (as of November of 2013) driver
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which supports the WGL_EXT_create_context_es2_profile extension. Vendors known
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SDL will build with the Visual Studio project files with LLVM-based compilers, such as the Intel oneAPI C++
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compiler, but you'll have to manually add the "-msse3" command line option
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to at least the SDL_audiocvt.c source file, and possibly others. This may
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not be necessary if you build SDL with CMake instead of the included Visual
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Studio solution.
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Details are here: https://github.com/libsdl-org/SDL/issues/5186
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## OpenGL ES 2.x support
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SDL has support for OpenGL ES 2.x under Windows via two alternative
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implementations.
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The most straightforward method consists in running your app in a system with
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a graphic card paired with a relatively recent (as of November of 2013) driver
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which supports the WGL_EXT_create_context_es2_profile extension. Vendors known
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to ship said extension on Windows currently include nVidia and Intel.
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The other method involves using the ANGLE library (https://code.google.com/p/angleproject/)
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If an OpenGL ES 2.x context is requested and no WGL_EXT_create_context_es2_profile
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extension is found, SDL will try to load the libEGL.dll library provided by
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ANGLE.
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The other method involves using the
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[ANGLE library](https://code.google.com/p/angleproject/). If an OpenGL ES 2.x
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context is requested and no WGL_EXT_create_context_es2_profile extension is
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found, SDL will try to load the libEGL.dll library provided by ANGLE.
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To obtain the ANGLE binaries, you can either compile from source from
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https://chromium.googlesource.com/angle/angle or copy the relevant binaries from
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a recent Chrome/Chromium install for Windows. The files you need are:
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* libEGL.dll
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* libGLESv2.dll
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* d3dcompiler_46.dll (supports Windows Vista or later, better shader compiler)
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or...
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* d3dcompiler_43.dll (supports Windows XP or later)
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https://chromium.googlesource.com/angle/angle or copy the relevant binaries
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from a recent Chrome/Chromium install for Windows. The files you need are:
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- libEGL.dll
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- libGLESv2.dll
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- d3dcompiler_46.dll (supports Windows Vista or later, better shader
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compiler) *or* d3dcompiler_43.dll (supports Windows XP or later)
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If you compile ANGLE from source, you can configure it so it does not need the
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d3dcompiler_* DLL at all (for details on this, see their documentation).
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d3dcompiler_* DLL at all (for details on this, see their documentation).
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However, by default SDL will try to preload the d3dcompiler_46.dll to
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comply with ANGLE's requirements. If you wish SDL to preload d3dcompiler_43.dll (to
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support Windows XP) or to skip this step at all, you can use the
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SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more details).
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comply with ANGLE's requirements. If you wish SDL to preload
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d3dcompiler_43.dll (to support Windows XP) or to skip this step at all, you
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can use the SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more
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details).
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Known Bugs:
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* SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears
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that there's a bug in the library which prevents the window contents from
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refreshing if this is set to anything other than the default value.
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Vulkan Surface Support
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==============
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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.
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- SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears
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that there's a bug in the library which prevents the window contents from
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refreshing if this is set to anything other than the default value.
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## Vulkan Surface Support
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Support for creating Vulkan surfaces is configured on by default. To disable
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it change the value of `SDL_VIDEO_VULKAN` to 0 in `SDL_config_windows.h`. You
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must install the [Vulkan SDK](https://www.lunarg.com/vulkan-sdk/) in order to
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use Vulkan graphics in your application.
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