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WinRT: merged with latest SDL 2.x/HG code
SDL 2.x recently accepted patches to enable OpenGL ES 2 support via Google's ANGLE library. The thought is to try to eventually merge SDL/WinRT's OpenGL code with SDL-official's.
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================================================================================ | ||
Simple DirectMedia Layer for Linux | ||
================================================================================ | ||
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By default SDL will only link against glibc, the rest of the features will be | ||
enabled dynamically at runtime depending on the available features on the target | ||
system. So, for example if you built SDL with Xinerama support and the target | ||
system does not have the Xinerama libraries installed, it will be disabled | ||
at runtime, and you won't get a missing library error, at least with the | ||
default configuration parameters. | ||
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================================================================================ | ||
Build Dependencies | ||
================================================================================ | ||
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Ubuntu 13.04, all available features enabled: | ||
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sudo apt-get install build-essential mercurial make cmake autoconf automake \ | ||
libtool libasound2-dev libpulse-dev libaudio-dev libx11-dev libxext-dev \ | ||
libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev \ | ||
libxss-dev libgl1-mesa-dev libesd0-dev libdbus-1-dev libudev-dev \ | ||
libgles1-mesa-dev libgles2-mesa-dev libegl1-mesa-dev | ||
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NOTES: | ||
- This includes all the audio targets except arts, because Ubuntu pulled the | ||
artsc0-dev package, but in theory SDL still supports it. | ||
- DirectFB isn't included because the configure script (currently) fails to find | ||
it at all. You can do "sudo apt-get install libdirectfb-dev" and fix the | ||
configure script to include DirectFB support. Send patches. :) | ||
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================================================================================ | ||
Joystick does not work | ||
================================================================================ | ||
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If you compiled or are using a version of SDL with udev support (and you should!) | ||
there's a few issues that may cause SDL to fail to detect your joystick. To | ||
debug this, start by installing the evtest utility. On Ubuntu/Debian: | ||
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sudo apt-get install evtest | ||
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Then run: | ||
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sudo evtest | ||
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You'll hopefully see your joystick listed along with a name like "/dev/input/eventXX" | ||
Now run: | ||
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cat /dev/input/event/XX | ||
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If you get a permission error, you need to set a udev rule to change the mode of | ||
your device (see below) | ||
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Also, try: | ||
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sudo udevadm info --query=all --name=input/eventXX | ||
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If you see a line stating ID_INPUT_JOYSTICK=1, great, if you don't see it, | ||
you need to set up an udev rule to force this variable. | ||
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A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks | ||
like: | ||
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SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1" | ||
SUBSYSTEM=="input", ATTRS{idProduct}=="0764", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1" | ||
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You can set up similar rules for your device by changing the values listed in | ||
idProduct and idVendor. To obtain these values, try: | ||
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sudo udevadm info -a --name=input/eventXX | grep idVendor | ||
sudo udevadm info -a --name=input/eventXX | grep idProduct | ||
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If multiple values come up for each of these, the one you want is the first one of each. | ||
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On other systems which ship with an older udev (such as CentOS), you may need | ||
to set up a rule such as: | ||
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SUBSYSTEM=="input", ENV{ID_CLASS}=="joystick", ENV{ID_INPUT_JOYSTICK}="1" | ||
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================================================================================ | ||
Simple DirectMedia Layer for Windows | ||
================================================================================ | ||
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================================================================================ | ||
OpenGL ES 2.x support | ||
================================================================================ | ||
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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. | ||
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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: | ||
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* libEGL.dll | ||
* libGLESv2.dll | ||
* d3dcompiler_46.dll (supports Windows Vista or later, better shader compiler) | ||
or... | ||
* d3dcompiler_43.dll (supports Windows XP or later) | ||
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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_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more details). | ||
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Known Bugs: | ||
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* 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. | ||
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