README-porting.txt
author David Ludwig <dludwig@pobox.com>
Wed, 25 Dec 2013 21:39:48 -0500
changeset 8563 c0e68f3b6bbb
parent 7222 2435b221d77d
permissions -rw-r--r--
WinRT: compiled the d3d11 renderer's shaders into SDL itself

Previously, the shaders would get compiled separately, the output of which would need to be packaged into the app. This change should make SDL's dll be the only binary needed to include SDL in a WinRT app.
     1 
     2 * Porting To A New Platform
     3 
     4   The first thing you have to do when porting to a new platform, is look at
     5 include/SDL_platform.h and create an entry there for your operating system.
     6 The standard format is __PLATFORM__, where PLATFORM is the name of the OS.
     7 Ideally SDL_platform.h will be able to auto-detect the system it's building
     8 on based on C preprocessor symbols.
     9 
    10 There are two basic ways of building SDL at the moment:
    11 
    12 1. The "UNIX" way:  ./configure; make; make install
    13 
    14    If you have a GNUish system, then you might try this.  Edit configure.in,
    15    take a look at the large section labelled:
    16 	"Set up the configuration based on the target platform!"
    17    Add a section for your platform, and then re-run autogen.sh and build!
    18 
    19 2. Using an IDE:
    20 
    21    If you're using an IDE or other non-configure build system, you'll probably
    22    want to create a custom SDL_config.h for your platform.  Edit SDL_config.h,
    23    add a section for your platform, and create a custom SDL_config_{platform}.h,
    24    based on SDL_config.h.minimal and SDL_config.h.in
    25 
    26    Add the top level include directory to the header search path, and then add
    27    the following sources to the project:
    28 	src/*.c
    29 	src/atomic/*.c
    30 	src/audio/*.c
    31 	src/cpuinfo/*.c
    32 	src/events/*.c
    33 	src/file/*.c
    34 	src/haptic/*.c
    35 	src/joystick/*.c
    36 	src/power/*.c
    37 	src/render/*.c
    38 	src/stdlib/*.c
    39 	src/thread/*.c
    40 	src/timer/*.c
    41 	src/video/*.c
    42 	src/audio/disk/*.c
    43 	src/audio/dummy/*.c
    44 	src/video/dummy/*.c
    45 	src/haptic/dummy/*.c
    46 	src/joystick/dummy/*.c
    47 	src/main/dummy/*.c
    48 	src/thread/generic/*.c
    49 	src/timer/dummy/*.c
    50 	src/loadso/dummy/*.c
    51 
    52 
    53 Once you have a working library without any drivers, you can go back to each
    54 of the major subsystems and start implementing drivers for your platform.
    55 
    56 If you have any questions, don't hesitate to ask on the SDL mailing list:
    57 	http://www.libsdl.org/mailing-list.php
    58 
    59 Enjoy!
    60 	Sam Lantinga				(slouken@libsdl.org)
    61