From 30f41c02aec763d32e62351452da9ef582bc3472 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 6 Mar 2026 13:30:59 -0800 Subject: Move contrib libraries to contrib repo --- contrib/SDL-3.2.8/docs/README-windows.md | 128 ------------------------------- 1 file changed, 128 deletions(-) delete mode 100644 contrib/SDL-3.2.8/docs/README-windows.md (limited to 'contrib/SDL-3.2.8/docs/README-windows.md') diff --git a/contrib/SDL-3.2.8/docs/README-windows.md b/contrib/SDL-3.2.8/docs/README-windows.md deleted file mode 100644 index 1e6d464..0000000 --- a/contrib/SDL-3.2.8/docs/README-windows.md +++ /dev/null @@ -1,128 +0,0 @@ -# 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