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author | 3gg <3gg@shellblade.net> | 2024-05-04 16:51:29 -0700 |
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committer | 3gg <3gg@shellblade.net> | 2024-05-04 16:51:29 -0700 |
commit | 8222bfe56d4dabe8d92fc4b25ea1b0163b16f3e1 (patch) | |
tree | 763389e42276035ac134d94eb1dc32293b88d807 /src/contrib/SDL-2.30.2/docs/README-windows.md |
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1 | # Windows | ||
2 | |||
3 | ## LLVM and Intel C++ compiler support | ||
4 | |||
5 | SDL will build with the Visual Studio project files with LLVM-based compilers, such as the Intel oneAPI C++ | ||
6 | compiler, but you'll have to manually add the "-msse3" command line option | ||
7 | to at least the SDL_audiocvt.c source file, and possibly others. This may | ||
8 | not be necessary if you build SDL with CMake instead of the included Visual | ||
9 | Studio solution. | ||
10 | |||
11 | Details are here: https://github.com/libsdl-org/SDL/issues/5186 | ||
12 | |||
13 | |||
14 | ## OpenGL ES 2.x support | ||
15 | |||
16 | SDL has support for OpenGL ES 2.x under Windows via two alternative | ||
17 | implementations. | ||
18 | |||
19 | The most straightforward method consists in running your app in a system with | ||
20 | a graphic card paired with a relatively recent (as of November of 2013) driver | ||
21 | which supports the WGL_EXT_create_context_es2_profile extension. Vendors known | ||
22 | to ship said extension on Windows currently include nVidia and Intel. | ||
23 | |||
24 | The other method involves using the | ||
25 | [ANGLE library](https://code.google.com/p/angleproject/). If an OpenGL ES 2.x | ||
26 | context is requested and no WGL_EXT_create_context_es2_profile extension is | ||
27 | found, SDL will try to load the libEGL.dll library provided by ANGLE. | ||
28 | |||
29 | To obtain the ANGLE binaries, you can either compile from source from | ||
30 | https://chromium.googlesource.com/angle/angle or copy the relevant binaries | ||
31 | from a recent Chrome/Chromium install for Windows. The files you need are: | ||
32 | |||
33 | - libEGL.dll | ||
34 | - libGLESv2.dll | ||
35 | - d3dcompiler_46.dll (supports Windows Vista or later, better shader | ||
36 | compiler) *or* d3dcompiler_43.dll (supports Windows XP or later) | ||
37 | |||
38 | If you compile ANGLE from source, you can configure it so it does not need the | ||
39 | d3dcompiler_* DLL at all (for details on this, see their documentation). | ||
40 | However, by default SDL will try to preload the d3dcompiler_46.dll to | ||
41 | comply with ANGLE's requirements. If you wish SDL to preload | ||
42 | d3dcompiler_43.dll (to support Windows XP) or to skip this step at all, you | ||
43 | can use the SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more | ||
44 | details). | ||
45 | |||
46 | Known Bugs: | ||
47 | |||
48 | - SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears | ||
49 | that there's a bug in the library which prevents the window contents from | ||
50 | refreshing if this is set to anything other than the default value. | ||
51 | |||
52 | ## Vulkan Surface Support | ||
53 | |||
54 | Support for creating Vulkan surfaces is configured on by default. To disable | ||
55 | it change the value of `SDL_VIDEO_VULKAN` to 0 in `SDL_config_windows.h`. You | ||
56 | must install the [Vulkan SDK](https://www.lunarg.com/vulkan-sdk/) in order to | ||
57 | use Vulkan graphics in your application. | ||
58 | |||