Elis?e Maurer
I scratched my head for a while until I realized there's a typo in the command listed in the instructions for universal Mac builds: https://hg.libsdl.org/SDL/file/3a3a88db1fc2/docs/README-macosx.md#l24
It should say `g++-fat.sh` but instead it says `g++fat.sh`, which makes `./configure` fail with a C++ preprocessor error.
Michael Labb?
NVidia has released some pretty nice Tegra profiling tools for their Android devices. The NVidia Tegra Graphics Debugger works by providing an interposer library that intercepts ES2 and EGL calls. You must link against these libraries.
Unfortunately, this quietly fails with SDL2 because libEGL and libGLES2 are dynamically loaded with dlopen().
NVidia offers a secondary approach to using the Tegra Graphics Debugger: root your device and install a global interposer library. Almost no devs will try this first if they don?t have a rooted device.
I propose an update to the Android readme that explains why the static linking approach recommended by NVidia doesn?t work.
This workaround, unfortunately, requires that apps directly link to a set of
Win32-style cursor resource files (that contain a transparent cursor image).
Copies of suitable resource files are in src/core/winrt/, and should be
included directly in an app's MSVC project.
A rough explanation of this workaround/hack, and why it's needed (and
seemingly can't be done through programmatic means), is in this change's code.
"UWP" appears to be Microsoft's new name for WinRT/Windows-Store APIs.
This set of changes updates SDL's WinRT backends to support the Win10 flavor
of WinRT. It has been tested on Win10 on a desktop. In theory, it should
also support Win10 on other devices (phone, Xbox One, etc.), however further
patches may be necessary.
This adds:
- a set of MSVC 2015 project files, for use in creating UWP apps
- modifications to various pieces of SDL, in order to compile via MSVC 2015 +
the Win10 API set
- enables SDL_Window resizing and programmatic-fullscreen toggling, when using
the WinRT backend
- WinRT README updates
Note that extra steps must be taken when using glReadPixels to read the contents of the main OpenGL ES framebuffer on iOS, if multisampling is used. See the OpenGL ES section of README-ios.md for details.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().