From 9632fb33699674184518e28b774560bfbf1cb2fa Mon Sep 17 00:00:00 2001 From: "Ryan C. Gordon" Date: Fri, 23 Jul 2021 12:48:28 -0400 Subject: [PATCH] README-dynapi.md: Cleaned up markdown formatting. --- docs/README-dynapi.md | 42 +++++++++++++++++++++++++----------------- 1 file changed, 25 insertions(+), 17 deletions(-) diff --git a/docs/README-dynapi.md b/docs/README-dynapi.md index 40b44db80..4e97b308c 100644 --- a/docs/README-dynapi.md +++ b/docs/README-dynapi.md @@ -1,7 +1,6 @@ -Dynamic API -================================================================================ -Originally posted by Ryan at: - https://plus.google.com/103391075724026391227/posts/TB8UfnDYu4U +# Dynamic API + +Originally posted [on Ryan's Google+ account](https://plus.google.com/103391075724026391227/posts/TB8UfnDYu4U). Background: @@ -35,10 +34,12 @@ So here's what we did: SDL now has, internally, a table of function pointers. So, this is what SDL_Init now looks like: - UInt32 SDL_Init(Uint32 flags) - { - return jump_table.SDL_Init(flags); - } +```c +UInt32 SDL_Init(Uint32 flags) +{ + return jump_table.SDL_Init(flags); +} +``` Except that is all done with a bunch of macro magic so we don't have to maintain every one of these. @@ -47,22 +48,26 @@ What is jump_table.SDL_init()? Eventually, that's a function pointer of the real SDL_Init() that you've been calling all this time. But at startup, it looks more like this: - Uint32 SDL_Init_DEFAULT(Uint32 flags) - { - SDL_InitDynamicAPI(); - return jump_table.SDL_Init(flags); - } +```c +Uint32 SDL_Init_DEFAULT(Uint32 flags) +{ + SDL_InitDynamicAPI(); + return jump_table.SDL_Init(flags); +} +``` SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function -pointers, which means that this _DEFAULT function never gets called again. +pointers, which means that this `_DEFAULT` function never gets called again. First call to any SDL function sets the whole thing up. So you might be asking, what was the value in that? Isn't this what the operating system's dynamic loader was supposed to do for us? Yes, but now we've got this level of indirection, we can do things like this: - export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0 - ./MyGameThatIsStaticallyLinkedToSDL2 +```bash +export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0 +./MyGameThatIsStaticallyLinkedToSDL2 +``` And now, this game that is statically linked to SDL, can still be overridden with a newer, or better, SDL. The statically linked one will only be used as @@ -94,7 +99,9 @@ SDL's function pointers (which might be statically linked into a program, or in a shared library of its own). If so, it loads that library and looks for and calls a single function: - SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize); +```c +SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize); +``` That function takes a version number (more on that in a moment), the address of the jump table, and the size, in bytes, of the table. @@ -116,6 +123,7 @@ Steam Client, this isn't a bad option. Finally, I'm sure some people are reading this and thinking, "I don't want that overhead in my project!" + To which I would point out that the extra function call through the jump table probably wouldn't even show up in a profile, but lucky you: this can all be disabled. You can build SDL without this if you absolutely must, but we would