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Thread: SDL 2.0.2 Released With Mir & Wayland Support

  1. #1
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    Default SDL 2.0.2 Released With Mir & Wayland Support

    Phoronix: SDL 2.0.2 Released With Mir & Wayland Support

    As some other exciting Linux gaming news this morning besides Valve open-sourcing their Direct3D to OpenGL translation layer and Crytek publicly confirming their Linux CryEngine port, the open-source community is out this week with SDL 2.0.2...

    http://www.phoronix.com/vr.php?view=MTYyNjU

  2. #2
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    Arch Linux ships sdl2 with --enable-video-wayland for easier experementation. Otherwise you have to build it yourself and specifically enable it.

  3. #3
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    They also broke OpenGL on Mac OS X 10.6 so 2.0.3 release is imminent.

  4. #4

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    I did not see it in the changelog but I believe the 2.0.2 release also included the "Dynamic API magic" that let's you replace libSDL functionality even when it is static linking was used.

  5. #5
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    Default Wha is mir?

    Currently the wikipedia article http://en.wikipedia.org/wiki/Mir_%28software%29 claism, mir is just another display server, such as X.Org Server, or XFree86, but protocol agnostic.

    If that is the case, why is there a need for special mir support, such as there is a need for X11 or Wayland support, both being protocols for display servers?

    Is it possible, that mir is not only a display server, but also a display server protocol competing with Wayland?

  6. #6
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    Default What is mir?

    Is mir just a display server, or is mir also a display server protocol?

    Why is there a need for patches to gein mir-support, like there is one for wayland-support?

  7. #7
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    Default Isn't there Video Codec Engine support in Linux?

    http://en.wikipedia.org/wiki/Video_Codec_Engine is for encoding bitstreams, while http://en.wikipedia.org/wiki/Unified_Video_Decoder is for decoding a certain range of codecs entirely by this SIP. Isn't that better that a quad-code CPU or a second graphics card?

  8. #8
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    Quote Originally Posted by toka View Post
    Is mir just a display server, or is mir also a display server protocol?

    Why is there a need for patches to gein mir-support, like there is one for wayland-support?
    Mir only provides a library, no protocol.
    Well, software isn't driven by magic so if you want to support something you'll have to add support.

  9. #9
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    Quote Originally Posted by paintbynumbers View Post
    I did not see it in the changelog but I believe the 2.0.2 release also included the "Dynamic API magic" that let's you replace libSDL functionality even when it is static linking was used.
    Code:
    $ cat WhatsNew.txt 
    
    This is a list of major changes in SDL's version history.
    
    ---------------------------------------------------------------------------
    2.0.2:
    ---------------------------------------------------------------------------
    General:
    * Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
    * Added an API to load a database of game controller mappings from a file:
        SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
    * Added game controller mappings for the PS4 and OUYA controllers
    * Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
    * Added SDL_DetachThread()
    * Added SDL_HasAVX() to determine if the CPU has AVX features
    * Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
    * EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
      them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
    * Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
    * The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
    * Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
    * testgl2 does not need to link with libGL anymore
    * Added testgles2 test program to demonstrate working with OpenGL ES 2.0
    * Added controllermap test program to visually map a game controller
    
    Windows:
    * Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
      the driver or emulated through ANGLE)
    * Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
    * Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
    * Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
    
    Mac OS X:
    * Added a hint SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK to control whether Ctrl+click should be treated as a right click on Mac OS X. This is off by default.
    
    Linux:
    * Fixed fullscreen and focused behavior when receiving NotifyGrab events
    * Added experimental Wayland and Mir support, disabled by default
    
    Android:
    * Joystick support (minimum SDK version required to build SDL is now 12, 
      the required runtime version remains at 10, but on such devices joystick 
      support won't be available).
    * Hotplugging support for joysticks
    * Added a hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK to control whether the accelerometer should be listed as a 3 axis joystick, which it will by default.
    
    
    ---------------------------------------------------------------------------
    2.0.1:
    ---------------------------------------------------------------------------
    
    General:
    * Added an API to get common filesystem paths in SDL_filesystem.h:
        SDL_GetBasePath(), SDL_GetPrefPath()
    * Added an API to do optimized YV12 and IYUV texture updates:
        SDL_UpdateYUVTexture()
    * Added an API to get the amount of RAM on the system:
        SDL_GetSystemRAM()
    * Added a macro to perform timestamp comparisons with SDL_GetTicks():
        SDL_TICKS_PASSED()
    * Dramatically improved OpenGL ES 2.0 rendering performance
    * Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
    
    Windows:
    * Created a static library configuration for the Visual Studio 2010 project
    * Added a hint to create the Direct3D device with support for multi-threading:
        SDL_HINT_RENDER_DIRECT3D_THREADSAFE
    * Added a function to get the D3D9 adapter index for a display:
        SDL_Direct3D9GetAdapterIndex()
    * Added a function to get the D3D9 device for a D3D9 renderer:
        SDL_RenderGetD3D9Device()
    * Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
    * Fixed crash when using two XInput controllers at the same time
    * Fixed detecting a mixture of XInput and DirectInput controllers
    * Fixed clearing a D3D render target larger than the window
    * Improved support for format specifiers in SDL_snprintf()
    
    Mac OS X:
    * Added support for retina displays:
      Create your window with the SDL_WINDOW_ALLOW_HIGHDPI flag, and then use SDL_GL_GetDrawableSize() to find the actual drawable size. You are responsible for scaling mouse and drawing coordinates appropriately.
    * Fixed mouse warping in fullscreen mode
    * Right mouse click is emulated by holding the Ctrl key while left clicking
    
    Linux:
    * Fixed float audio support with the PulseAudio driver
    * Fixed missing line endpoints in the OpenGL renderer on some drivers
    * X11 symbols are no longer defined to avoid collisions when linking statically
    
    iOS:
    * Fixed status bar visibility on iOS 7
    * Flipped the accelerometer Y axis to match expected values
    
    Android:
    IMPORTANT: You MUST get the updated SDLActivity.java to match C code
    * Moved EGL initialization to native code 
    * Fixed the accelerometer axis rotation relative to the device rotation
    * Fixed race conditions when handling the EGL context on pause/resume
    * Touch devices are available for enumeration immediately after init
    
    Raspberry Pi:
    * Added support for the Raspberry Pi, see README-raspberrypi.txt for details

  10. #10
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    Quote Originally Posted by toka View Post
    Is mir just a display server, or is mir also a display server protocol?

    Why is there a need for patches to gein mir-support, like there is one for wayland-support?
    Mir is a display server does not use a defined protocol. As with any display server you still need to talk to it, in the case of Mir this is done through API calls.

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