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SDL 2.0.2 Released With Mir & Wayland Support

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  • 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...

    Phoronix, Linux Hardware Reviews, Linux hardware benchmarks, Linux server benchmarks, Linux benchmarking, Desktop Linux, Linux performance, Open Source graphics, Linux How To, Ubuntu benchmarks, Ubuntu hardware, Phoronix Test Suite

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

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

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      • #4
        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.

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        • #5
          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?

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          • #6
            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?

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            • #7
              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?

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              • #8
                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.

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                • #9
                  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

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                  • #10
                    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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