remove sdl subtree and update

This commit is contained in:
Green Sky 2024-04-15 18:12:17 +02:00
parent 85edd0eab6
commit 3d557f91d8
No known key found for this signature in database
1684 changed files with 39 additions and 648450 deletions

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@ -1,9 +1,17 @@
cmake_minimum_required(VERSION 3.9 FATAL_ERROR) cmake_minimum_required(VERSION 3.16...3.24 FATAL_ERROR)
set(SDL_SHARED OFF CACHE INTERNAL "") include(FetchContent)
set(SDL_STATIC ON CACHE INTERNAL "")
#TODO: pic ?
add_subdirectory(./SDL EXCLUDE_FROM_ALL) if (NOT TARGET SDL3::SDL3)
#add_subdirectory(./SDL) set(SDL_SHARED OFF CACHE INTERNAL "")
set(SDL_STATIC ON CACHE INTERNAL "")
#TODO: pic ?
FetchContent_Declare(SDL3
GIT_REPOSITORY https://github.com/libsdl-org/SDL
GIT_TAG 0429f5d6a36fc35b551bcc2acd4a40c2db6dab82 # tip when looking
FIND_PACKAGE_ARGS # for the future
)
FetchContent_MakeAvailable(SDL3)
endif()

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@ -1,90 +0,0 @@
---
AlignConsecutiveMacros: Consecutive
AlignConsecutiveAssignments: None
AlignConsecutiveBitFields: None
AlignConsecutiveDeclarations: None
AlignEscapedNewlines: Right
AlignOperands: Align
AlignTrailingComments: true
AllowAllArgumentsOnNextLine: true
AllowAllParametersOfDeclarationOnNextLine: true
AllowShortEnumsOnASingleLine: true
AllowShortBlocksOnASingleLine: Never
AllowShortCaseLabelsOnASingleLine: false
AllowShortFunctionsOnASingleLine: All
AllowShortIfStatementsOnASingleLine: Never
AllowShortLoopsOnASingleLine: false
AlwaysBreakAfterDefinitionReturnType: None
AlwaysBreakAfterReturnType: None
AlwaysBreakBeforeMultilineStrings: false
AlwaysBreakTemplateDeclarations: MultiLine
# Custom brace breaking
BreakBeforeBraces: Custom
BraceWrapping:
AfterCaseLabel: true
AfterClass: true
AfterControlStatement: Never
AfterEnum: true
AfterFunction: true
AfterNamespace: true
AfterObjCDeclaration: true
AfterStruct: true
AfterUnion: true
AfterExternBlock: false
BeforeElse: false
BeforeWhile: false
IndentBraces: false
SplitEmptyFunction: true
SplitEmptyRecord: true
# Make the closing brace of container literals go to a new line
Cpp11BracedListStyle: false
# Never format includes
IncludeBlocks: Preserve
# clang-format version 4.0 through 12.0:
#SortIncludes: false
# clang-format version 13.0+:
#SortIncludes: Never
# No length limit, in case it breaks macros, you can
# disable it with /* clang-format off/on */ comments
ColumnLimit: 0
IndentWidth: 4
ContinuationIndentWidth: 4
IndentCaseLabels: false
IndentCaseBlocks: false
IndentGotoLabels: true
IndentPPDirectives: None
IndentExternBlock: NoIndent
PointerAlignment: Right
SpaceAfterCStyleCast: false
SpacesInCStyleCastParentheses: false
SpacesInConditionalStatement: false
SpacesInContainerLiterals: true
SpaceBeforeAssignmentOperators: true
SpaceBeforeCaseColon: false
SpaceBeforeParens: ControlStatements
SpaceAroundPointerQualifiers: Default
SpaceInEmptyBlock: false
SpaceInEmptyParentheses: false
UseCRLF: false
UseTab: Never
ForEachMacros:
[
"spa_list_for_each",
"spa_list_for_each_safe",
"wl_list_for_each",
"wl_array_for_each",
"udev_list_entry_foreach",
]
---

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@ -1,59 +0,0 @@
---
Checks: >
-*,
bugprone-assert-side-effect,
bugprone-assignment-in-if-condition,
bugprone-bool-pointer-implicit-conversion,
bugprone-dangling-handle,
bugprone-dynamic-static-initializers,
bugprone-infinite-loop,
bugprone-integer-division,
bugprone-macro-repeated-side-effects,
bugprone-misplaced-operator-in-strlen-in-alloc,
bugprone-misplaced-pointer-arithmetic-in-alloc,
bugprone-misplaced-widening-cast,
bugprone-not-null-terminated-result,
bugprone-posix-return,
bugprone-redundant-branch-condition,
bugprone-string-literal-with-embedded-nul,
bugprone-suspicious-memset-usage,
bugprone-suspicious-semicolon,
bugprone-suspicious-string-compare,
bugprone-too-small-loop-variable,
bugprone-unused-return-value,
cert-err33-c,
clang-analyzer-core.*,
clang-analyzer-valist.*,
clang-analyzer-unix.Malloc,
clang-diagnostic-*,
google-readability-casting,
misc-misleading-bidirectional,
misc-misleading-identifier,
misc-misplaced-const,
misc-redundant-expression,
objc-*,
performance-type-promotion-in-math-fn,
readability-avoid-const-params-in-decls,
readability-braces-around-statements,
readability-const-return-type,
readability-duplicate-include,
readability-inconsistent-declaration-parameter-name,
readability-misplaced-array-index,
readability-non-const-parameter,
readability-redundant-control-flow,
readability-redundant-declaration,
readability-redundant-function-ptr-dereference,
readability-redundant-preprocessor,
readability-simplify-boolean-expr
CheckOptions:
- key: bugprone-assert-side-effect.AssertMacros
value: "SDL_assert, SDL_assert_release, SDL_assert_paranoid, SDL_assert_always, SDL_COMPILE_TIME_ASSERT"
- key: bugprone-misplaced-widening-cast.CheckImplicitCasts
value: true
- key: bugprone-not-null-terminated-result.WantToUseSafeFunctions
value: false # Do not recommend _s functions
FormatStyle: "file"
HeaderFilterRegex: "*.h$"
WarningsAsErrors: ""

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@ -1,69 +0,0 @@
# For format see editorconfig.org
# Copyright 2022 Collabora Ltd.
# SPDX-License-Identifier: Zlib
root = true
[*.{c,cc,cg,cpp,gradle,h,java,m,metal,pl,py,S,sh,txt}]
indent_size = 4
indent_style = space
insert_final_newline = true
trim_trailing_whitespace = true
[*.{html,js,json,m4,yml,yaml,vcxproj,vcxproj.filters}]
indent_size = 2
indent_style = space
trim_tailing_whitespace = true
[*.xml]
indent_size = 4
indent_style = space
[{CMakeLists.txt,cmake/*.cmake}]
indent_size = 2
indent_style = space
insert_final_newline = true
trim_trailing_whitespace = true
[{cmake/cmake_uninstall.cmake.in,test/CMakeLists.txt,cmake/SDL3Config.cmake.in}]
indent_size = 4
indent_style = space
insert_final_newline = true
trim_trailing_whitespace = true
[{Makefile.*,*.mk,*.sln,*.pbxproj,*.plist}]
indent_size = 8
indent_style = tab
tab_width = 8
[src/joystick/controller_type.*]
indent_style = tab
[src/joystick/hidapi/steam/*.h]
indent_style = tab
[src/libm/*.c]
indent_style = tab
[src/test/SDL_test_{crc32,md5,random}.c]
indent_size = 2
indent_style = space
[src/video/yuv2rgb/*.{c,h}]
indent_style = tab
[wayland-protocols/*.xml]
indent_size = 2
indent_style = space
[*.{markdown,md}]
indent_size = 4
indent_style = space
# Markdown syntax treats tabs as 4 spaces
tab_width = 4
[{*.bat,*.rc}]
end_of_line = crlf
[*.cocci]'
insert_final_newline = true

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@ -1,7 +0,0 @@
<!--- Provide a general summary of your changes in the Title above -->
## Description
<!--- Describe your changes in detail -->
## Existing Issue(s)
<!--- If it fixes an open issue, please link to the issue here. -->

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@ -1,16 +0,0 @@
cmake_minimum_required(VERSION 3.0)
project(ci_utils C CXX)
set(txt "CC=${CMAKE_C_COMPILER}
CXX=${CMAKE_CXX_COMPILER}
CFLAGS=${CMAKE_C_FLAGS}
CXXFLAGS=${CMAKE_CXX_FLAGS}
LDFLAGS=${CMAKE_EXE_LINKER_FLAGS} ${CMAKE_C_STANDARD_LIBRARIES}
")
message("${txt}")
set(VAR_PATH "/tmp/env.txt" CACHE PATH "Where to write environment file")
message(STATUS "Writing CC/CXX/CFLAGS/CXXFLAGS/LDFLAGS environment to ${VAR_PATH}")
file(WRITE "${VAR_PATH}" "${txt}")

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name: Build (Android)
on: [push, pull_request]
concurrency:
group: ${{ github.workflow }}-${{ github.event.pull_request.number || github.run_id }}
cancel-in-progress: true
jobs:
android:
name: ${{ matrix.platform.name }}
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
platform:
- { name: Android.mk }
- { name: CMake, cmake: 1, android_abi: "arm64-v8a", android_platform: 23, arch: "aarch64", artifact: "SDL-android-arm64", apk-artifact: "SDL-android-apks-arm64" }
steps:
- uses: actions/checkout@v3
- uses: nttld/setup-ndk@v1
id: setup_ndk
with:
local-cache: true
ndk-version: r21e
- name: Build (Android.mk)
if: ${{ matrix.platform.name == 'Android.mk' }}
run: |
./build-scripts/androidbuildlibs.sh
- uses: actions/setup-java@v3
if: ${{ matrix.platform.name == 'CMake' }}
with:
distribution: 'temurin'
java-version: '11'
- name: Setup (CMake)
if: ${{ matrix.platform.name == 'CMake' }}
run: |
sudo apt-get update
sudo apt-get install ninja-build pkg-config
- name: Configure (CMake)
if: ${{ matrix.platform.name == 'CMake' }}
run: |
cmake -S . -B build \
-Wdeprecated -Wdev -Werror \
-DCMAKE_TOOLCHAIN_FILE=${{ steps.setup_ndk.outputs.ndk-path }}/build/cmake/android.toolchain.cmake \
-DSDL_WERROR=ON \
-DSDL_TESTS=ON \
-DSDL_INSTALL_TESTS=ON \
-DSDL_CLANG_TIDY=ON \
-DANDROID_PLATFORM=${{ matrix.platform.android_platform }} \
-DANDROID_ABI=${{ matrix.platform.android_abi }} \
-DSDL_SHARED=ON \
-DSDL_STATIC=ON \
-DSDL_STATIC_PIC=ON \
-DSDL_VENDOR_INFO="Github Workflow" \
-DCMAKE_INSTALL_PREFIX=prefix \
-DCMAKE_BUILD_TYPE=Release \
-GNinja
- name: Build (CMake)
if: ${{ matrix.platform.name == 'CMake' }}
run: |
cmake --build build --config Release --parallel --verbose
- name: Build test apk's (CMake)
if: ${{ matrix.platform.name == 'CMake' }}
run: |
cmake --build build --config Release --parallel --verbose --target testaudiocapture-apk testcontroller-apk testmultiaudio-apk testsprite-apk
- name: Install (CMake)
if: ${{ matrix.platform.name == 'CMake' }}
run: |
cmake --install build --config Release
echo "SDL3_DIR=$(pwd)/prefix" >> $GITHUB_ENV
( cd prefix; find ) | LC_ALL=C sort -u
- name: Package (CPack)
if: ${{ matrix.platform.name == 'CMake' }}
run: |
cmake --build build/ --config Release --target package
- name: Verify CMake configuration files
if: ${{ matrix.platform.name == 'CMake' }}
run: |
cmake -S cmake/test -B cmake_config_build -G Ninja \
-DCMAKE_TOOLCHAIN_FILE=${{ steps.setup_ndk.outputs.ndk-path }}/build/cmake/android.toolchain.cmake \
-DANDROID_PLATFORM=${{ matrix.platform.android_platform }} \
-DANDROID_ABI=${{ matrix.platform.android_abi }} \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_PREFIX_PATH=${{ env.SDL3_DIR }}
cmake --build cmake_config_build --verbose
- name: Verify sdl3.pc
if: ${{ matrix.platform.name == 'CMake' }}
run: |
export CC="${{ steps.setup_ndk.outputs.ndk-path }}/toolchains/llvm/prebuilt/linux-x86_64/bin/clang --target=${{ matrix.platform.arch }}-none-linux-androideabi${{ matrix.platform.android_platform }}"
export PKG_CONFIG_PATH=${{ env.SDL3_DIR }}/lib/pkgconfig
cmake/test/test_pkgconfig.sh
- uses: actions/upload-artifact@v3
if: ${{ matrix.platform.name == 'CMake' }}
with:
if-no-files-found: error
name: ${{ matrix.platform.artifact }}
path: build/dist/SDL3*
- uses: actions/upload-artifact@v3
if: ${{ matrix.platform.name == 'CMake' }}
with:
if-no-files-found: error
name: ${{ matrix.platform.apk-artifact }}
path: build/test/*.apk

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@ -1,56 +0,0 @@
name: Build (C/P Actions)
on: [push, pull_request]
concurrency:
group: ${{ github.workflow }}-${{ github.event.pull_request.number || github.run_id }}
cancel-in-progress: true
jobs:
freebsd:
runs-on: ubuntu-latest
name: '${{ matrix.platform.name }} ${{ matrix.platform.os-version }}'
timeout-minutes: 30
strategy:
fail-fast: false
matrix:
platform:
- { name: FreeBSD, os: freebsd, os-version: 13.2, os-arch: x86-64, artifact: SDL-freebsd-x64,
sdl-cmake-configure-arguments: '-DSDL_CHECK_REQUIRED_INCLUDES="/usr/local/include" -DSDL_CHECK_REQUIRED_LINK_OPTIONS="-L/usr/local/lib"',
setup-cmd: 'sudo pkg update',
install-cmd: 'sudo pkg install -y cmake ninja pkgconf libXcursor libXext libXinerama libXi libXfixes libXrandr libXScrnSaver libXxf86vm wayland wayland-protocols libxkbcommon mesa-libs libglvnd evdev-proto libinotify alsa-lib jackit pipewire pulseaudio sndio dbus zh-fcitx ibus libudev-devd',
}
- { name: NetBSD, os: netbsd, os-version: 9.3, os-arch: x86-64, artifact: SDL-netbsd-x64,
sdl-cmake-configure-arguments: '',
setup-cmd: 'export PATH="/usr/pkg/sbin:/usr/pkg/bin:/sbin:$PATH";export PKG_CONFIG_PATH="/usr/pkg/lib/pkgconfig";export PKG_PATH="https://cdn.netBSD.org/pub/pkgsrc/packages/NetBSD/$(uname -p)/$(uname -r|cut -f "1 2" -d.)/All/";echo "PKG_PATH=$PKG_PATH";echo "uname -a -> \"$(uname -a)\"";sudo -E sysctl -w security.pax.aslr.enabled=0;sudo -E sysctl -w security.pax.aslr.global=0;sudo -E pkgin clean;sudo -E pkgin update',
install-cmd: 'sudo -E pkgin -y install cmake dbus pkgconf ninja-build pulseaudio libxkbcommon wayland wayland-protocols libinotify libusb1',
}
steps:
- uses: actions/checkout@v3
- name: Build
uses: cross-platform-actions/action@v0.21.1
with:
operating_system: ${{ matrix.platform.os }}
architecture: ${{ matrix.platform.os-arch }}
version: ${{ matrix.platform.os-version }}
run: |
${{ matrix.platform.setup-cmd }}
${{ matrix.platform.install-cmd }}
cmake -S . -B build -GNinja \
-Wdeprecated -Wdev -Werror \
-DCMAKE_BUILD_TYPE=Release \
-DSDL_WERROR=ON \
${{ matrix.platform.sdl-cmake-configure-arguments }}
cmake --build build/ --config Release --verbose
cmake --build build/ --config Release --target package
cmake --build build/ --config Release --target clean
rm -rf build/dist/_CPack_Packages
rm -rf build/CMakeFiles
rm -rf build/docs
- uses: actions/upload-artifact@v3
with:
if-no-files-found: error
name: ${{ matrix.platform.artifact }}
path: build/dist/SDL3*

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name: Build (Emscripten)
on: [push, pull_request]
concurrency:
group: ${{ github.workflow }}-${{ github.event.pull_request.number || github.run_id }}
cancel-in-progress: true
jobs:
emscripten:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- uses: mymindstorm/setup-emsdk@v12
with:
version: 3.1.35
- name: Install ninja
run: |
sudo apt-get -y update
sudo apt-get install -y ninja-build
- name: Configure (CMake)
run: |
emcmake cmake -S . -B build \
-Wdeprecated -Wdev -Werror \
-DSDL_WERROR=ON \
-DSDL_TESTS=ON \
-DSDL_INSTALL_TESTS=ON \
-DCMAKE_BUILD_TYPE=Debug \
-DCMAKE_INSTALL_PREFIX=prefix \
-GNinja
- name: Build (CMake)
run: cmake --build build/ --verbose
- name: Run build-time tests
run: |
set -eu
export SDL_TESTS_QUICK=1
# FIXME: enable Emscripten build time tests
# ctest -VV --test-dir build/
- name: Install (CMake)
run: |
echo "SDL3_DIR=$(pwd)/prefix" >> $GITHUB_ENV
cmake --install build/
- name: Package (CPack)
run: |
cmake --build build/ --config Debug --target package
- name: Verify CMake configuration files
run: |
emcmake cmake -S cmake/test -B cmake_config_build \
-DCMAKE_BUILD_TYPE=Debug \
-DSDL_VENDOR_INFO="Github Workflow" \
-DTEST_SHARED=FALSE \
-DCMAKE_PREFIX_PATH=${{ env.SDL3_DIR }}
cmake --build cmake_config_build --verbose
- uses: actions/upload-artifact@v3
with:
if-no-files-found: error
name: SDL-emscripten
path: build/dist/SDL3*

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@ -1,57 +0,0 @@
name: Build (Haiku)
on: [push, pull_request]
jobs:
haiku:
runs-on: ubuntu-latest
name: Haiku
container: haiku/cross-compiler:x86_64-r1beta4
steps:
- uses: actions/checkout@v3
- name: Setup dependencies
run: |
apt-get install pkg-config -y
- name: Configure Haiku environment variables
run: |
echo "CC=x86_64-unknown-haiku-gcc" >> $GITHUB_ENV
echo "CXX=x86_64-unknown-haiku-g++" >> $GITHUB_ENV
- name: Configure (CMake)
run: |
cmake -S . -B build -GNinja \
-Wdeprecated -Wdev -Werror \
-DSDL_SHARED=ON \
-DSDL_STATIC=ON \
-DSDL_TESTS=ON \
-DSDL_WERROR=ON \
-DSDL_INSTALL_TESTS=ON \
-DSDL_VENDOR_INFO=Github_Workflow \
-DCMAKE_INSTALL_PREFIX=cmake_prefix \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_SYSTEM_NAME=Haiku
- name: Build (CMake)
run: |
cmake --build build/ --config Release --verbose --parallel
- name: Install (CMake)
run: |
echo "SDL3_DIR=$(pwd)/cmake_prefix" >> $GITHUB_ENV
cmake --install build/ --config Release
- name: Package (CPack)
run: |
cmake --build build/ --config Release --target package
- name: Verify CMake configuration files
run: |
cmake -S cmake/test -B cmake_config_build -G Ninja \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_PREFIX_PATH=${{ env.SDL3_DIR }} \
-DCMAKE_SYSTEM_NAME=Haiku
cmake --build ./cmake_config_build --verbose
- name: Verify sdl3.pc
run: |
export PKG_CONFIG_PATH=${{ env.SDL3_DIR }}/lib/pkgconfig
cmake/test/test_pkgconfig.sh
- uses: actions/upload-artifact@v3
with:
if-no-files-found: error
name: SDL-haiku
path: build/dist/SDL3*

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@ -1,24 +0,0 @@
name: Build (iOS/tvOS)
on: [push, pull_request]
concurrency:
group: ${{ github.workflow }}-${{ github.event.pull_request.number || github.run_id }}
cancel-in-progress: true
jobs:
Build:
name: ${{ matrix.platform.name }}
runs-on: macos-latest
strategy:
fail-fast: false
matrix:
platform:
- { name: iOS, target: SDL3, sdk: iphoneos }
- { name: tvOS, target: SDL3, sdk: appletvos }
steps:
- uses: actions/checkout@v3
- name: Build
run: xcodebuild -project Xcode/SDL/SDL.xcodeproj -target '${{ matrix.platform.target }}' -configuration Release -sdk ${{ matrix.platform.sdk }} clean build

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@ -1,92 +0,0 @@
name: Build (LoongArch64)
on: [push, pull_request]
concurrency:
group: ${{ github.workflow }}-${{ github.event.pull_request.number || github.run_id }}
cancel-in-progress: true
jobs:
loongarch64:
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
platform:
- { toolchain-version: 2022.09.06 }
steps:
- uses: actions/checkout@v3
- name: Install build requirements
run: |
sudo apt-get update -y
sudo apt-get install -y --no-install-recommends cmake ninja-build pkg-config tar wget
- uses: actions/cache/restore@v3
id: restore-cache
with:
path: /opt/cross-tools
key: loongarch64-${{ matrix.platform.toolchain-version }}
- name: Download LoongArch64 gcc+glibc toolchain
if: ${{ !steps.restore-cache.outputs.cache-hit }}
run: |
url="https://github.com/loongson/build-tools/releases/download/${{ matrix.platform.toolchain-version }}/loongarch64-clfs-6.3-cross-tools-gcc-glibc.tar.xz"
wget "$url" -O /tmp/toolchain.tar.xz
mkdir -p /opt
tar -C /opt -x -f /tmp/toolchain.tar.xz
- uses: actions/cache/save@v3
if: ${{ !steps.restore-cache.outputs.cache-hit }}
with:
path: /opt/cross-tools
key: loongarch64-${{ matrix.platform.toolchain-version }}
- name: Set-up Loongarch64 build environment
run: |
echo "/opt/cross-tools/bin" >> $GITHUB_PATH
echo "CC=loongarch64-unknown-linux-gnu-gcc" >> $GITHUB_ENV
echo "CXX=loongarch64-unknown-linux-gnu-g++" >> $GITHUB_ENV
- name: Configure (CMake)
run: |
cmake -S . -B build -G Ninja \
-Wdeprecated -Wdev -Werror \
-DSDL_SHARED=ON \
-DSDL_STATIC=ON \
-DSDL_TESTS=ON \
-DSDL_WERROR=ON \
-DSDL_TESTS=ON \
-DSDL_INSTALL_TESTS=ON \
-DSDL_VENDOR_INFO="Github Workflow" \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_INSTALL_PREFIX=prefix
- name: Build (CMake)
run: |
cmake --build build --verbose
- name: Install (CMake)
run: |
echo "SDL3_DIR=$(pwd)/prefix" >> $GITHUB_ENV
cmake --install build/
( cd prefix; find ) | LC_ALL=C sort -u
- name: Package (CPack)
run: |
cmake --build build/ --config Release --target package
- name: Verify CMake configuration files
run: |
cmake -S cmake/test -B cmake_config_build -G Ninja \
-DTEST_SHARED=TRUE \
-DTEST_STATIC=TRUE \
-DCMAKE_PREFIX_PATH=${{ env.SDL3_DIR }} \
-DCMAKE_BUILD_TYPE=Release
cmake --build cmake_config_build --verbose
- name: Verify sdl3.pc
run: |
export PKG_CONFIG_PATH=${{ env.SDL3_DIR }}/lib/pkgconfig
cmake/test/test_pkgconfig.sh
- uses: actions/upload-artifact@v3
with:
if-no-files-found: error
name: SDL-loongarch64
path: build/dist/SDL3*

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@ -1,157 +0,0 @@
name: Build
on: [push, pull_request]
concurrency:
group: ${{ github.workflow }}-${{ github.event.pull_request.number || github.run_id }}
cancel-in-progress: true
jobs:
Build:
name: ${{ matrix.platform.name }}
runs-on: ${{ matrix.platform.os }}
defaults:
run:
shell: ${{ matrix.platform.shell }}
strategy:
fail-fast: false
matrix:
platform:
- { name: Windows (mingw32), os: windows-latest, shell: 'msys2 {0}', msystem: mingw32, msys-env: mingw-w64-i686, artifact: 'SDL-mingw32' }
- { name: Windows (mingw64), os: windows-latest, shell: 'msys2 {0}', msystem: mingw64, msys-env: mingw-w64-x86_64, artifact: 'SDL-mingw64' }
- { name: Windows (clang32), os: windows-latest, shell: 'msys2 {0}', msystem: clang32, msys-env: mingw-w64-clang-i686, artifact: 'SDL-msys2-clang32' }
- { name: Windows (clang64), os: windows-latest, shell: 'msys2 {0}', msystem: clang64, msys-env: mingw-w64-clang-x86_64, artifact: 'SDL-msys2-clang64' }
- { name: Windows (ucrt64), os: windows-latest, shell: 'msys2 {0}', msystem: ucrt64, msys-env: mingw-w64-ucrt-x86_64, artifact: 'SDL-msys2-ucrt64' }
- { name: Ubuntu 20.04, os: ubuntu-20.04, shell: sh, artifact: 'SDL-ubuntu20.04' }
- { name: Intel oneAPI (Ubuntu 20.04), os: ubuntu-20.04, shell: bash, artifact: 'SDL-ubuntu20.04-oneapi', intel: true,
source_cmd: 'source /opt/intel/oneapi/setvars.sh; export CC=icx; export CXX=icx;'}
- { name: Intel Compiler (Ubuntu 20.04), os: ubuntu-20.04, shell: bash, artifact: 'SDL-ubuntu20.04-icc', intel: true, cmake: '-DSDL_CLANG_TIDY=OFF',
source_cmd: 'source /opt/intel/oneapi/setvars.sh; export CC=icc; export CXX=icpc; export CFLAGS=-diag-disable=10441; export CXXFLAGS=-diag-disable=10441; '}
- { name: Ubuntu 22.04, os: ubuntu-22.04, shell: sh, artifact: 'SDL-ubuntu22.04' }
- { name: MacOS (Framework), os: macos-latest, shell: sh, cmake: '-DCMAKE_OSX_ARCHITECTURES="x86_64;arm64" -DSDL_FRAMEWORK=ON -DSDL_CLANG_TIDY=OFF', skip_test_pkgconfig: true, artifact: 'SDL-macos-framework', no-static: true }
- { name: MacOS (GNU prefix), os: macos-latest, shell: sh, cmake: '-DCMAKE_OSX_ARCHITECTURES="x86_64" -DCLANG_TIDY_BINARY="$(brew --prefix llvm)/bin/clang-tidy"', artifact: 'SDL-macos-gnu' }
steps:
- name: Set up MSYS2
if: matrix.platform.shell == 'msys2 {0}'
uses: msys2/setup-msys2@v2
with:
msystem: ${{ matrix.platform.msystem }}
install: >-
${{ matrix.platform.msys-env }}-cc
${{ matrix.platform.msys-env }}-cmake
${{ matrix.platform.msys-env }}-ninja
${{ matrix.platform.msys-env }}-perl
${{ matrix.platform.msys-env }}-pkg-config
${{ matrix.platform.msys-env }}-clang-tools-extra
- name: Setup Linux dependencies
if: runner.os == 'Linux'
run: |
sudo apt-get update
sudo apt-get install build-essential git \
pkg-config cmake ninja-build gnome-desktop-testing libasound2-dev libpulse-dev \
libaudio-dev libjack-dev libsndio-dev libusb-1.0-0-dev libx11-dev libxext-dev \
libxrandr-dev libxcursor-dev libxfixes-dev libxi-dev libxss-dev libwayland-dev \
libxkbcommon-dev libdrm-dev libgbm-dev libgl1-mesa-dev libgles2-mesa-dev \
libegl1-mesa-dev libdbus-1-dev libibus-1.0-dev libudev-dev fcitx-libs-dev
- name: Setup extra Ubuntu 22.04 dependencies
if: matrix.platform.os == 'ubuntu-22.04'
run: |
sudo apt-get install libpipewire-0.3-dev libdecor-0-dev
- name: Setup Macos dependencies
if: runner.os == 'macOS'
run: |
export HOMEBREW_NO_INSTALLED_DEPENDENTS_CHECK=1
brew update
brew install \
ninja \
pkg-config \
llvm
- name: Setup Intel oneAPI
if: matrix.platform.intel
run: |
# Download the key to system keyring
wget -O- https://apt.repos.intel.com/intel-gpg-keys/GPG-PUB-KEY-INTEL-SW-PRODUCTS.PUB \
| gpg --dearmor | sudo tee /usr/share/keyrings/oneapi-archive-keyring.gpg > /dev/null
# Add signed entry to apt sources and configure the APT client to use Intel repository:
echo "deb [signed-by=/usr/share/keyrings/oneapi-archive-keyring.gpg] https://apt.repos.intel.com/oneapi all main" | sudo tee /etc/apt/sources.list.d/oneAPI.list
# Update package list
sudo apt-get update -y
# Install oneAPI
sudo apt-get install -y intel-oneapi-compiler-dpcpp-cpp-and-cpp-classic
- uses: actions/checkout@v3
- name: Check that versioning is consistent
# We only need to run this once: arbitrarily use the Linux/CMake build
if: "runner.os == 'Linux'"
run: ./build-scripts/test-versioning.sh
- name: Configure (CMake)
run: |
${{ matrix.platform.source_cmd }}
cmake -S . -B build -G Ninja \
-Wdeprecated -Wdev -Werror \
-DSDL_SHARED=ON \
-DSDL_STATIC=ON \
-DSDL_TESTS=ON \
-DSDL_WERROR=ON \
-DSDL_INSTALL_TESTS=ON \
-DSDL_VENDOR_INFO="Github Workflow" \
-DSDL_CLANG_TIDY=ON \
-DCMAKE_INSTALL_PREFIX=cmake_prefix \
-DCMAKE_BUILD_TYPE=Release \
${{ matrix.platform.cmake }}
- name: Build (CMake)
id: build
run: |
${{ matrix.platform.source_cmd }}
cmake --build build/ --config Release --verbose --parallel
- name: Run build-time tests (CMake)
run: |
${{ matrix.platform.source_cmd }}
set -eu
export SDL_TESTS_QUICK=1
ctest -VV --test-dir build/ -j2
if test "${{ runner.os }}" = "Linux"; then
# This should show us the SDL_REVISION
strings build/libSDL3.so.0 | grep SDL-
fi
- name: Install (CMake)
run: |
${{ matrix.platform.source_cmd }}
set -eu
cmake --install build/ --config Release
( cd cmake_prefix; find . ) | LC_ALL=C sort -u
- name: Package (CPack)
if: ${{ always() && steps.build.outcome == 'success' }}
run: |
cmake --build build/ --config Release --target package
- name: Verify CMake configuration files
run: |
${{ matrix.platform.source_cmd }}
cmake -S cmake/test -B cmake_config_build -G Ninja \
-DTEST_SHARED=ON \
-DTEST_STATIC=${{ !matrix.platform.no-static }} \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_PREFIX_PATH=$(echo "${{ github.workspace }}/cmake_prefix" | sed -e 's#\\#/#g')
cmake --build cmake_config_build --verbose
- name: Verify sdl3.pc
if: ${{ !matrix.platform.skip_test_pkgconfig }}
run: |
${{ matrix.platform.source_cmd }}
export PKG_CONFIG_PATH=$(echo "${{ github.workspace }}/cmake_prefix/lib/pkgconfig" | sed -e 's#\\#/#g')
cmake/test/test_pkgconfig.sh
- uses: actions/upload-artifact@v3
if: ${{ always() && steps.build.outcome == 'success' }}
with:
if-no-files-found: error
name: ${{ matrix.platform.artifact }}
path: build/dist/SDL3*

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@ -1,102 +0,0 @@
name: Build (MSVC)
on: [push, pull_request]
concurrency:
group: ${{ github.workflow }}-${{ github.event.pull_request.number || github.run_id }}
cancel-in-progress: true
jobs:
Build:
name: ${{ matrix.platform.name }}
runs-on: windows-latest
strategy:
fail-fast: false
matrix:
platform:
- { name: Windows (x64), flags: -A x64, project: VisualC/SDL.sln, projectflags: '/p:Platform=x64', artifact: 'SDL-VC-x64' }
- { name: Windows (x86), flags: -A Win32, project: VisualC/SDL.sln, projectflags: '/p:Platform=Win32', artifact: 'SDL-VC-x86' }
- { name: Windows static VCRT (x64), flags: -A x64 -DSDL_FORCE_STATIC_VCRT=ON, artifact: 'SDL-VC-static-VCRT-x64' }
- { name: Windows static VCRT (x86), flags: -A Win32 -DSDL_FORCE_STATIC_VCRT=ON, artifact: 'SDL-VC-static-VCRT-x86' }
- { name: Windows (clang-cl x64), flags: -T ClangCL -A x64, artifact: 'SDL-clang-cl-x64' }
- { name: Windows (clang-cl x86), flags: -T ClangCL -A Win32, artifact: 'SDL-clang-cl-x86' }
- { name: Windows (ARM), flags: -A ARM, artifact: 'SDL-VC-arm32', notests: true }
- { name: Windows (ARM64), flags: -A ARM64, artifact: 'SDL-VC-arm64', notests: true }
- { name: UWP (x64), flags: -A x64 -DCMAKE_SYSTEM_NAME=WindowsStore -DCMAKE_SYSTEM_VERSION="10.0", nowerror: true, notests: true,
project: VisualC-WinRT/SDL-UWP.sln, projectflags: '/p:Platform=x64 /p:WindowsTargetPlatformVersion=10.0.17763.0', artifact: 'SDL-VC-UWP' }
steps:
- uses: actions/checkout@v3
- name: Create CMake project using SDL as a subproject
shell: python
run: |
import os
import textwrap
srcdir = r"${{ github.workspace }}".replace("\\", "/")
builddir = f"{ srcdir }/build"
os.makedirs(builddir)
cmakelists_txt = textwrap.dedent(f"""\
# Always build .PDB symbol file
set(CMAKE_POLICY_DEFAULT_CMP0141 "NEW" CACHE STRING "MSVC debug information format flags are selected by an abstraction")
set(CMAKE_MSVC_DEBUG_INFORMATION_FORMAT "ProgramDatabase" CACHE STRING "MSVC debug information format")
set(CMAKE_EXE_LINKER_FLAGS "-DEBUG" CACHE STRING "Linker flags for executables")
set(CMAKE_SHARED_LINKER_FLAGS "-DEBUG" CACHE STRING "Linker flag for shared libraries")
cmake_minimum_required(VERSION 3.0...3.25)
project(sdl_user)
enable_testing()
add_subdirectory("{ srcdir }" SDL)
""")
print(cmakelists_txt)
with open(f"{ builddir }/CMakeLists.txt", "w") as f:
f.write(cmakelists_txt)
- name: Configure (CMake)
run: cmake -S build -B build `
-Wdeprecated -Wdev -Werror `
-DSDL_WERROR=${{ !matrix.platform.nowerror }} `
-DSDL_SHARED=ON `
-DSDL_STATIC=ON `
-DSDL_TESTS=ON `
-DSDL_INSTALL_TESTS=ON `
-DSDL_VENDOR_INFO="Github Workflow" `
-DSDL_DISABLE_INSTALL=OFF `
-DSDL_DISABLE_INSTALL_CPACK=OFF `
-DSDL_DISABLE_INSTALL_DOCS=OFF `
${{ matrix.platform.flags }} `
-DCMAKE_INSTALL_PREFIX=prefix
- name: Build (CMake)
id: build
run: |
cmake --build build/ --config Release --parallel
- name: Run build-time tests
if: ${{ !matrix.platform.notests }}
run: |
$env:SDL_TESTS_QUICK=1
ctest -VV --test-dir build/ -C Release -j2
- name: Install (CMake)
run: |
echo "SDL3_DIR=$Env:GITHUB_WORKSPACE/prefix" >> $Env:GITHUB_ENV
cmake --install build/
- name: Package (CPack)
if: ${{ always() && steps.build.outcome == 'success' }}
run: |
cmake --build build/ --config Release --target PACKAGE
- name: Verify CMake configuration files
run: |
cmake -S cmake/test -B cmake_config_build `
-DCMAKE_PREFIX_PATH=${{ env.SDL3_DIR }} `
${{ matrix.platform.flags }}
cmake --build cmake_config_build --config Release
- name: Add msbuild to PATH
if: ${{ matrix.platform.project != '' }}
uses: microsoft/setup-msbuild@v1.1.3
- name: Build msbuild
if: ${{ matrix.platform.project != '' }}
run: msbuild ${{ matrix.platform.project }} /m /p:BuildInParallel=true /p:Configuration=Release ${{ matrix.platform.projectflags }}
- uses: actions/upload-artifact@v3
if: ${{ always() && steps.build.outcome == 'success' }}
with:
if-no-files-found: error
name: ${{ matrix.platform.artifact }}
path: build/dist/SDL3*

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@ -1,65 +0,0 @@
name: Build (Nintendo 3DS)
on: [push, pull_request]
concurrency:
group: ${{ github.workflow }}-${{ github.event.pull_request.number || github.run_id }}
cancel-in-progress: true
jobs:
n3ds:
runs-on: ubuntu-latest
container:
image: devkitpro/devkitarm:latest
steps:
- uses: actions/checkout@v3
- name: Install build requirements
run: |
apt update
apt install ninja-build
- name: Configure (CMake)
run: |
cmake -S . -B build -G Ninja \
-Wdeprecated -Wdev -Werror \
-DCMAKE_TOOLCHAIN_FILE=${DEVKITPRO}/cmake/3DS.cmake \
-DSDL_WERROR=ON \
-DSDL_TESTS=ON \
-DSDL_INSTALL_TESTS=ON \
-DSDL_VENDOR_INFO="Github Workflow" \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_INSTALL_PREFIX=prefix
- name: Build (CMake)
run: |
cmake --build build --verbose
- name: Install (CMake)
run: |
echo "SDL3_DIR=$(pwd)/prefix" >> $GITHUB_ENV
cmake --install build/
( cd prefix; find ) | LC_ALL=C sort -u
- name: Package (CPack)
run: |
cmake --build build/ --config Release --target package
- name: Verify CMake configuration files
run: |
cmake -S cmake/test -B cmake_config_build -G Ninja \
-DCMAKE_TOOLCHAIN_FILE=${DEVKITPRO}/cmake/3DS.cmake \
-DTEST_SHARED=FALSE \
-DCMAKE_PREFIX_PATH=${{ env.SDL3_DIR }} \
-DCMAKE_BUILD_TYPE=Release
cmake --build cmake_config_build --verbose
- name: Extract CC/CXX/CFLAGS/CXXFLAGS from CMake toolchain
run: |
cmake -S .github/cmake -B /tmp/cmake_extract \
-DCMAKE_TOOLCHAIN_FILE=${DEVKITPRO}/cmake/3DS.cmake \
-DCMAKE_BUILD_TYPE=Release \
-DVAR_PATH=/tmp/n3ds_env.txt
cat /tmp/n3ds_env.txt >> $GITHUB_ENV
- name: Verify sdl3.pc
run: |
export PKG_CONFIG_PATH=${{ env.SDL3_DIR }}/lib/pkgconfig
cmake/test/test_pkgconfig.sh
- uses: actions/upload-artifact@v3
with:
if-no-files-found: error
name: SDL-n3ds
path: build/dist/SDL3*

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@ -1,61 +0,0 @@
name: Build (PowerPC64)
on: [push, pull_request]
concurrency:
group: ${{ github.workflow }}-${{ github.event.pull_request.number || github.run_id }}
cancel-in-progress: true
jobs:
ppc64le:
runs-on: ubuntu-latest
container:
image: dockcross/linux-ppc64le:latest
steps:
- uses: actions/checkout@v3
- name: Install build requirements
run: |
apt-get update -y
apt-get install -y cmake ninja-build
- name: Configure (CMake)
run: |
# FIXME: Enable SDL_WERROR
cmake -S . -B build -G Ninja \
-Wdeprecated -Wdev -Werror \
-DSDL_SHARED=ON \
-DSDL_STATIC=ON \
-DSDL_TESTS=ON \
-DSDL_WERROR=OFF \
-DSDL_TESTS=ON \
-DSDL_INSTALL_TESTS=ON \
-DSDL_VENDOR_INFO="Github Workflow" \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_INSTALL_PREFIX=prefix
- name: Build (CMake)
run: |
cmake --build build --verbose
- name: Install (CMake)
run: |
echo "SDL3_DIR=$(pwd)/prefix" >> $GITHUB_ENV
cmake --install build/
( cd prefix; find ) | LC_ALL=C sort -u
- name: Package (CPack)
run: |
cmake --build build/ --config Release --target package
- name: Verify CMake configuration files
run: |
cmake -S cmake/test -B cmake_config_build -G Ninja \
-DTEST_SHARED=TRUE \
-DTEST_STATIC=TRUE \
-DCMAKE_PREFIX_PATH=${{ env.SDL3_DIR }} \
-DCMAKE_BUILD_TYPE=Release
cmake --build cmake_config_build --verbose
- name: Verify sdl3.pc
run: |
export PKG_CONFIG_PATH=${{ env.SDL3_DIR }}/lib/pkgconfig
cmake/test/test_pkgconfig.sh
- uses: actions/upload-artifact@v3
with:
if-no-files-found: error
name: SDL-ppc64le
path: build/dist/SDL3*

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@ -1,60 +0,0 @@
name: Build (Sony Playstation 2)
on: [push, pull_request]
concurrency:
group: ${{ github.workflow }}-${{ github.event.pull_request.number || github.run_id }}
cancel-in-progress: true
jobs:
ps2:
runs-on: ubuntu-latest
container: ps2dev/ps2dev:latest
steps:
- uses: actions/checkout@v3
- name: Setup dependencies
run: |
apk update
apk add cmake gmp mpc1 mpfr4 ninja pkgconf make git
- name: Configure (CMake)
run: |
cmake -S . -B build -G Ninja \
-DCMAKE_TOOLCHAIN_FILE=$PS2DEV/ps2sdk/ps2dev.cmake \
-DSDL_WERROR=ON \
-DSDL_TESTS=ON \
-DSDL_INSTALL_TESTS=ON \
-DCMAKE_INSTALL_PREFIX=cmake_prefix \
-DCMAKE_BUILD_TYPE=Release
- name: Build (CMake)
run: cmake --build build --config Release --verbose
- name: Install (CMake)
run: |
set -eu
cmake --install build/ --config Release
echo "SDL3_DIR=$(pwd)/cmake_prefix" >> $GITHUB_ENV
( cd cmake_prefix; find ) | LC_ALL=C sort -u
- name: Package (CPack)
run: |
cmake --build build/ --config Release --target package
- name: Verify CMake configuration files
run: |
cmake -S cmake/test -B cmake_config_build -G Ninja \
-Wdeprecated -Wdev -Werror \
-DCMAKE_TOOLCHAIN_FILE=$PS2DEV/ps2sdk/ps2dev.cmake \
-DTEST_SHARED=FALSE \
-DCMAKE_PREFIX_PATH=${{ env.SDL3_DIR }} \
-DCMAKE_BUILD_TYPE=Release
cmake --build cmake_config_build --verbose
- name: Verify sdl3.pc
run: |
export CC=mips64r5900el-ps2-elf-gcc
export LDFLAGS="-L$PS2DEV/ps2sdk/ee/lib -L$PS2DEV/gsKit/lib -L$PS2DEV/ps2sdk/ports/lib"
export PKG_CONFIG_PATH=${{ env.SDL3_DIR }}/lib/pkgconfig
cmake/test/test_pkgconfig.sh
- uses: actions/upload-artifact@v3
with:
if-no-files-found: error
name: SDL-ps2
path: build/dist/SDL3*

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@ -1,61 +0,0 @@
name: Build (Sony Playstation Portable)
on: [push, pull_request]
concurrency:
group: ${{ github.workflow }}-${{ github.event.pull_request.number || github.run_id }}
cancel-in-progress: true
jobs:
psp:
runs-on: ubuntu-latest
container: pspdev/pspdev:latest
steps:
- uses: actions/checkout@v3
- name: Setup dependencies
run: |
apk update
apk add cmake gmp mpc1 mpfr4 make pkgconf
- name: Patch the pspdev toolchain to use -isystem instead of -I
run: |
# https://github.com/pspdev/pspsdk/issues/123
sed -E s/-I/-isystem/g -i $PSPDEV/psp/share/pspdev.cmake
- name: Configure (CMake)
run: |
cmake -S . -B build \
-Wdeprecated -Wdev -Werror \
-DCMAKE_TOOLCHAIN_FILE=$PSPDEV/psp/share/pspdev.cmake \
-DSDL_WERROR=ON \
-DSDL_TESTS=ON \
-DSDL_INSTALL_TESTS=ON \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_INSTALL_PREFIX=prefix
- name: Build (CMake)
run: cmake --build build --config Release --verbose
- name: Install (CMake)
run: |
echo "SDL3_DIR=$(pwd)/prefix" >> $GITHUB_ENV
cmake --install build --config Release
( cd prefix; find ) | LC_ALL=C sort -u
- name: Package (CPack)
run: |
cmake --build build/ --config Release --target package
- name: Verify CMake configuration files
run: |
cmake -S cmake/test -B cmake_config_build \
-DCMAKE_TOOLCHAIN_FILE=$PSPDEV/psp/share/pspdev.cmake \
-DCMAKE_PREFIX_PATH=${{ env.SDL3_DIR }} \
-DTEST_SHARED=FALSE \
-DCMAKE_BUILD_TYPE=Release
cmake --build cmake_config_build --verbose
- name: Verify sdl3.pc
run: |
export CC=psp-gcc
export LDFLAGS="-L$PSPDEV/lib -L$PSPDEV/psp/lib -L$PSPDEV/psp/sdk/lib"
export PKG_CONFIG_PATH=${{ env.SDL3_DIR }}/lib/pkgconfig
cmake/test/test_pkgconfig.sh
- uses: actions/upload-artifact@v3
with:
if-no-files-found: error
name: SDL-psp
path: build/dist/SDL3*

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@ -1,64 +0,0 @@
name: Build (RISC OS)
on: [push, pull_request]
concurrency:
group: ${{ github.workflow }}-${{ github.event.pull_request.number || github.run_id }}
cancel-in-progress: true
jobs:
Build:
name: ${{ matrix.platform.name }}
runs-on: ubuntu-latest
container: riscosdotinfo/riscos-gccsdk-4.7:latest
strategy:
fail-fast: false
matrix:
platform:
- { name: CMake }
steps:
- name: Setup dependencies
run: apt-get update && apt-get install -y cmake ninja-build
- uses: actions/checkout@v3
- name: Configure (CMake)
if: ${{ contains(matrix.platform.name, 'CMake') }}
run: |
cmake -S . -B build -G Ninja \
-Wdeprecated -Wdev -Werror \
-DCMAKE_TOOLCHAIN_FILE=/home/riscos/env/toolchain-riscos.cmake \
-DCMAKE_DISABLE_PRECOMPILE_HEADERS=ON \
-DRISCOS:BOOL=ON \
-DSDL_GCC_ATOMICS=OFF \
-DSDL_TESTS=ON \
-DSDL_INSTALL_TESTS=ON \
-DSDL_VENDOR_INFO="Github Workflow" \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_INSTALL_PREFIX=${{ github.workspace }}/prefix_cmake
- name: Build (CMake)
if: ${{ contains(matrix.platform.name, 'CMake') }}
run: cmake --build build --verbose
- name: Install (CMake)
if: ${{ contains(matrix.platform.name, 'CMake') }}
run: |
echo "SDL3_DIR=${{ github.workspace }}/prefix_cmake" >> $GITHUB_ENV
cmake --install build/
( cd ${{ github.workspace }}/prefix_cmake; find ) | LC_ALL=C sort -u
- name: Package (CPack)
run: |
cmake --build build/ --config Release --target package
- name: Verify CMake configuration files
run: |
cmake -S cmake/test -B cmake_config_build -G Ninja \
-DTEST_SHARED=OFF \
-DCMAKE_TOOLCHAIN_FILE=/home/riscos/env/toolchain-riscos.cmake \
-DCMAKE_PREFIX_PATH=${{ env.SDL3_DIR }} \
-DCMAKE_BUILD_TYPE=Release \
${{ matrix.platform.test_args }}
cmake --build cmake_config_build --verbose
- uses: actions/upload-artifact@v3
with:
if-no-files-found: error
name: SDL-riscos
path: build/dist/SDL3*

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@ -1,22 +0,0 @@
name: Build (visionOS)
# FIXME: Enable this workflow once CMake 3.28 becomes available on GitHub
on: [push, pull_request]
concurrency:
group: ${{ github.workflow }}-${{ github.event.pull_request.number || github.run_id }}
cancel-in-progress: true
jobs:
Build:
name: visionOS
runs-on: macos-latest
steps:
- uses: actions/checkout@v3
- name: Configure
run: |
cmake -B build -GXcode -DCMAKE_SYSTEM_NAME=visionOS
- name: Build
run: |
cmake --build build

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@ -1,136 +0,0 @@
name: Build (Sony Playstation Vita)
on: [push, pull_request]
concurrency:
group: ${{ github.workflow }}-${{ github.event.pull_request.number || github.run_id }}
cancel-in-progress: true
defaults:
run:
shell: sh
jobs:
vita:
name: ${{ matrix.platform.name }}
runs-on: ubuntu-latest
container:
image: vitasdk/vitasdk:latest
strategy:
fail-fast: false
matrix:
platform:
- { name: Vita (GLES w/ pib), pib: true, version: 1.1.4, artifact: SDL-vita-pib }
- { name: Vita (GLES w/ PVR_PSP2 + gles4vita), pvr: true, version: 3.9, artifact: SDL-vita-pvr }
steps:
- uses: actions/checkout@v3
- name: Install build requirements
run: |
apk update
apk add cmake ninja pkgconf bash tar
- uses: actions/cache/restore@v3
id: restore-cache
with:
path: /vita/dependencies
key: ${{ matrix.platform.artifact }}-${{ matrix.platform.version }}
- name: Download PVR_PSP2 (GLES)
if: ${{ !!matrix.platform.pvr && !steps.restore-cache.outputs.cache-hit }}
run: |
pvr_psp2_version=${{ matrix.platform.version }}
mkdir -p /vita/dependencies/include
mkdir -p /vita/dependencies/lib
# Configure PVR_PSP2 headers
wget https://github.com/GrapheneCt/PVR_PSP2/archive/refs/tags/v$pvr_psp2_version.zip -P/tmp
unzip /tmp/v$pvr_psp2_version.zip -d/tmp
cp -r /tmp/PVR_PSP2-$pvr_psp2_version/include/* /vita/dependencies/include
rm /tmp/v$pvr_psp2_version.zip
# include guard of PVR_PSP2's khrplatform.h does not match the usual one
sed -i -e s/__drvkhrplatform_h_/__khrplatform_h_/ /vita/dependencies/include/KHR/khrplatform.h
# Configure PVR_PSP2 stub libraries
wget https://github.com/GrapheneCt/PVR_PSP2/releases/download/v$pvr_psp2_version/vitasdk_stubs.zip -P/tmp
unzip /tmp/vitasdk_stubs.zip -d/tmp/pvr_psp2_stubs
find /tmp/pvr_psp2_stubs -type f -name "*.a" -exec cp {} /vita/dependencies/lib \;
rm /tmp/vitasdk_stubs.zip
rm -rf /tmp/pvr_psp2_stubs
- name: Download gl4es4vita (OpenGL)
if: ${{ !!matrix.platform.pib && !steps.restore-cache.outputs.cache-hit }}
run: |
gl4es4vita_version=${{ matrix.platform.version }}
mkdir -p /vita/dependencies/include
mkdir -p /vita/dependencies/lib
# Configure gl4es4vita headers
wget https://github.com/SonicMastr/gl4es4vita/releases/download/v$gl4es4vita_version-vita/include.zip -P/tmp
unzip -o /tmp/include.zip -d/vita/dependencies/include
rm /tmp/include.zip
# Configure gl4es4vita stub libraries
wget https://github.com/SonicMastr/gl4es4vita/releases/download/v$gl4es4vita_version-vita/vitasdk_stubs.zip -P/tmp
unzip /tmp/vitasdk_stubs.zip -d/vita/dependencies/lib
- uses: actions/cache/save@v3
if: ${{ !steps.restore-cache.outputs.cache-hit }}
with:
path: /vita/dependencies
key: ${{ matrix.platform.artifact }}-${{ matrix.platform.version }}
- name: Copy PVR_PSP2 (GLES) or gl4es4vita (OpenGL) to vita toolchain dir
run: |
cp -rv /vita/dependencies/* ${VITASDK}/arm-vita-eabi
- name: Fix vita.toolchain.cmake
run: |
# cache PKG_CONFIG_PATH
sed -i -E 's/set\( PKG_CONFIG_EXECUTABLE "\$\{VITASDK}\/bin\/arm-vita-eabi-pkg-config" )/set( PKG_CONFIG_EXECUTABLE "${VITASDK}\/bin\/arm-vita-eabi-pkg-config" CACHE PATH "Path of pkg-config executable" )/' ${VITASDK}/share/vita.toolchain.cmake
- name: Configure (CMake)
run: |
cmake -S . -B build -G Ninja \
-Wdeprecated -Wdev -Werror \
-DCMAKE_TOOLCHAIN_FILE=${VITASDK}/share/vita.toolchain.cmake \
-DVIDEO_VITA_PIB=${{ !!matrix.platform.pib }} \
-DVIDEO_VITA_PVR=${{ !!matrix.platform.pvr }} \
-DSDL_ARMNEON=ON \
-DSDL_ARMSIMD=ON \
-DSDL_WERROR=ON \
-DSDL_TESTS=ON \
-DSDL_INSTALL_TESTS=ON \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_INSTALL_PREFIX=prefix
- name: Build (CMake)
run: cmake --build build --verbose
- name: Install (CMake)
run: |
echo "SDL3_DIR=$(pwd)/prefix" >> $GITHUB_ENV
cmake --install build/
( cd prefix; find ) | LC_ALL=C sort -u
- name: Package (CPack)
run: |
cmake --build build/ --config Release --target package
- name: Verify CMake configuration files
run: |
cmake -S cmake/test -B cmake_config_build -G Ninja \
-DCMAKE_TOOLCHAIN_FILE=${VITASDK}/share/vita.toolchain.cmake \
-DTEST_SHARED=FALSE \
-DCMAKE_PREFIX_PATH=${{ env.SDL3_DIR }} \
-DCMAKE_BUILD_TYPE=Release
cmake --build cmake_config_build --verbose
- name: Verify sdl3.pc
run: |
export CC=arm-vita-eabi-gcc
export PKG_CONFIG_PATH=${{ env.SDL3_DIR }}/lib/pkgconfig
cmake/test/test_pkgconfig.sh
- uses: actions/upload-artifact@v3
with:
if-no-files-found: error
name: ${{ matrix.platform.artifact }}
path: build/dist/SDL3*

View File

@ -1,160 +0,0 @@
build/
build-*/
!build-scripts/
buildbot/
/VERSION.txt
__pycache__
*.so
*.so.*
*.dll
*.exe
*.o
*.obj
*.res
*.lib
*.a
*.la
*.dSYM
*,e1f
*,ff8
*.lnk
*.err
*.exp
*.map
*.orig
*~
*.swp
*.tmp
*.rej
# for CMake
CMakeFiles/
CMakeCache.txt
cmake_install.cmake
cmake_uninstall.cmake
SDL3ConfigVersion.cmake
.ninja_*
*.ninja
# for CLion
.idea
cmake-build-*
# for Xcode
*.mode1*
*.perspective*
*.pbxuser
(^|/)build($|/)
.DS_Store
xcuserdata
*.xcworkspace
# for Visual Studio Code
.vscode/
# for Visual C++
.vs
Debug
Release
*.user
*.ncb
*.suo
*.sdf
VisualC/tests/gamepadmap/axis.bmp
VisualC/tests/gamepadmap/button.bmp
VisualC/tests/gamepadmap/gamepadmap.bmp
VisualC/tests/gamepadmap/gamepadmap_back.bmp
VisualC/tests/loopwave/sample.wav
VisualC/tests/testautomation/*.bmp
VisualC/tests/testgamepad/axis.bmp
VisualC/tests/testgamepad/button.bmp
VisualC/tests/testgamepad/gamepadmap.bmp
VisualC/tests/testgamepad/gamepadmap_back.bmp
VisualC/tests/testoverlay/moose.dat
VisualC/tests/testrendertarget/icon.bmp
VisualC/tests/testrendertarget/sample.bmp
VisualC/tests/testscale/icon.bmp
VisualC/tests/testscale/sample.bmp
VisualC/tests/testsprite/icon.bmp
VisualC/tests/testyuv/testyuv.bmp
VisualC-GDK/**/Layout
VisualC-GDK/shaders/*.h
# for Android
android-project/local.properties
android-project/.gradle/
test/checkkeys
test/checkkeysthreads
test/gamepadmap
test/loopwave
test/loopwavequeue
test/testatomic
test/testaudiocapture
test/testaudiohotplug
test/testaudioinfo
test/testautomation
test/testbounds
test/testcustomcursor
test/testdisplayinfo
test/testdraw
test/testdrawchessboard
test/testdropfile
test/testerror
test/testevdev
test/testfile
test/testfilesystem
test/testgamepad
test/testgeometry
test/testgesture
test/testgl
test/testgles
test/testgles2
test/testhaptic
test/testhittesting
test/testhotplug
test/testiconv
test/testime
test/testintersections
test/testjoystick
test/testkeys
test/testloadso
test/testlocale
test/testlock
test/testmessage
test/testmouse
test/testmultiaudio
test/testnative
test/testoverlay
test/testplatform
test/testpower
test/testqsort
test/testrelative
test/testrendercopyex
test/testrendertarget
test/testresample
test/testrumble
test/testscale
test/testsem
test/testsensor
test/testshader
test/testshape
test/testsprite
test/testspriteminimal
test/teststreaming
test/testsurround
test/testthread
test/testtimer
test/testurl
test/testver
test/testviewport
test/testvulkan
test/testwm
test/testyuv
test/torturethread
# for Doxygen
docs/output
SDL.tag
doxygen_warn.txt

View File

@ -1,17 +0,0 @@
projectfullname = SDL
projectshortname = SDL
incsubdir = include/SDL3
wikisubdir =
readmesubdir = docs
apiprefixregex = (SDL_|SDLK_|KMOD_|AUDIO_)
mainincludefname = SDL3/SDL.h
versionfname = include/SDL3/SDL_version.h
versionmajorregex = \A\#define\s+SDL_MAJOR_VERSION\s+(\d+)\Z
versionminorregex = \A\#define\s+SDL_MINOR_VERSION\s+(\d+)\Z
versionpatchregex = \A\#define\s+SDL_PATCHLEVEL\s+(\d+)\Z
selectheaderregex = \ASDL.*?\.h\Z
projecturl = https://libsdl.org/
wikiurl = https://wiki.libsdl.org
bugreporturl = https://github.com/libsdl-org/sdlwiki/issues/new
warn_about_missing = 0
wikipreamble = (This is the documentation for SDL3, which is under heavy development and the API is changing! [SDL2](https://wiki.libsdl.org/SDL2/) is the current stable version!)

View File

@ -1,136 +0,0 @@
LOCAL_PATH := $(call my-dir)
###########################
#
# SDL shared library
#
###########################
include $(CLEAR_VARS)
LOCAL_MODULE := SDL3
LOCAL_C_INCLUDES := $(LOCAL_PATH)/include $(LOCAL_PATH)/src
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_C_INCLUDES)
LOCAL_SRC_FILES := \
$(subst $(LOCAL_PATH)/,, \
$(wildcard $(LOCAL_PATH)/src/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/dummy/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/aaudio/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/openslES/*.c) \
$(LOCAL_PATH)/src/atomic/SDL_atomic.c.arm \
$(LOCAL_PATH)/src/atomic/SDL_spinlock.c.arm \
$(wildcard $(LOCAL_PATH)/src/core/*.c) \
$(wildcard $(LOCAL_PATH)/src/core/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/cpuinfo/*.c) \
$(wildcard $(LOCAL_PATH)/src/dynapi/*.c) \
$(wildcard $(LOCAL_PATH)/src/events/*.c) \
$(wildcard $(LOCAL_PATH)/src/file/*.c) \
$(wildcard $(LOCAL_PATH)/src/haptic/*.c) \
$(wildcard $(LOCAL_PATH)/src/haptic/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/hidapi/*.c) \
$(wildcard $(LOCAL_PATH)/src/hidapi/android/*.cpp) \
$(wildcard $(LOCAL_PATH)/src/joystick/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/hidapi/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/virtual/*.c) \
$(wildcard $(LOCAL_PATH)/src/loadso/dlopen/*.c) \
$(wildcard $(LOCAL_PATH)/src/locale/*.c) \
$(wildcard $(LOCAL_PATH)/src/locale/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/misc/*.c) \
$(wildcard $(LOCAL_PATH)/src/misc/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/power/*.c) \
$(wildcard $(LOCAL_PATH)/src/power/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/filesystem/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/sensor/*.c) \
$(wildcard $(LOCAL_PATH)/src/sensor/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/render/*.c) \
$(wildcard $(LOCAL_PATH)/src/render/*/*.c) \
$(wildcard $(LOCAL_PATH)/src/stdlib/*.c) \
$(wildcard $(LOCAL_PATH)/src/thread/*.c) \
$(wildcard $(LOCAL_PATH)/src/thread/pthread/*.c) \
$(wildcard $(LOCAL_PATH)/src/timer/*.c) \
$(wildcard $(LOCAL_PATH)/src/timer/unix/*.c) \
$(wildcard $(LOCAL_PATH)/src/video/*.c) \
$(wildcard $(LOCAL_PATH)/src/video/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/video/yuv2rgb/*.c))
LOCAL_CFLAGS += -DGL_GLEXT_PROTOTYPES
LOCAL_CFLAGS += \
-Wall -Wextra \
-Wmissing-prototypes \
-Wunreachable-code-break \
-Wunneeded-internal-declaration \
-Wmissing-variable-declarations \
-Wfloat-conversion \
-Wshorten-64-to-32 \
-Wunreachable-code-return \
-Wshift-sign-overflow \
-Wstrict-prototypes \
-Wkeyword-macro \
# Warnings we haven't fixed (yet)
LOCAL_CFLAGS += -Wno-unused-parameter -Wno-sign-compare
LOCAL_CXXFLAGS += -std=gnu++11
LOCAL_LDLIBS := -ldl -lGLESv1_CM -lGLESv2 -lOpenSLES -llog -landroid
LOCAL_LDFLAGS := -Wl,--no-undefined -Wl,--version-script=$(LOCAL_PATH)/src/dynapi/SDL_dynapi.sym
ifeq ($(NDK_DEBUG),1)
cmd-strip :=
endif
LOCAL_STATIC_LIBRARIES := cpufeatures
include $(BUILD_SHARED_LIBRARY)
###########################
#
# SDL_test static library
#
###########################
LOCAL_MODULE := SDL3_test
LOCAL_MODULE_FILENAME := libSDL3_test
LOCAL_SRC_FILES := \
$(subst $(LOCAL_PATH)/,, \
$(wildcard $(LOCAL_PATH)/src/test/*.c))
LOCAL_LDLIBS :=
LOCAL_LDFLAGS :=
LOCAL_EXPORT_LDLIBS :=
include $(BUILD_STATIC_LIBRARY)
###########################
#
# SDL static library
#
###########################
LOCAL_MODULE := SDL3_static
LOCAL_MODULE_FILENAME := libSDL3
LOCAL_LDLIBS :=
LOCAL_LDFLAGS :=
LOCAL_EXPORT_LDLIBS := -ldl -lGLESv1_CM -lGLESv2 -llog -landroid
include $(BUILD_STATIC_LIBRARY)
$(call import-module,android/cpufeatures)

View File

@ -1,16 +0,0 @@
Bugs are now managed in the SDL issue tracker, here:
https://github.com/libsdl-org/SDL/issues
You may report bugs there, and search to see if a given issue has already
been reported, discussed, and maybe even fixed.
You may also find help at the SDL forums/mailing list:
https://discourse.libsdl.org/
Bug reports are welcome here, but we really appreciate if you use the issue
tracker, as bugs discussed on the mailing list may be forgotten or missed.

File diff suppressed because it is too large Load Diff

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@ -1,34 +0,0 @@
# Simple DirectMedia Layer CREDITS
Thanks to everyone who made this possible, including:
- Cliff Matthews, for giving me a reason to start this project. :) -- Executor rocks! *grin*
- Ryan Gordon for helping everybody out and keeping the dream alive. :)
- Gabriel Jacobo for his work on the Android port and generally helping out all around.
- Philipp Wiesemann for his attention to detail reviewing the entire SDL code base and proposes patches.
- Andreas Schiffler for his dedication to unit tests, Visual Studio projects, and managing the Google Summer of Code.
- Mike Sartain for incorporating SDL into Team Fortress 2 and cheering me on at Valve.
- Alfred Reynolds for the game controller API and general (in)sanity
- Jørgen Tjernø¸ for numerous magical macOS fixes.
- Pierre-Loup Griffais for his deep knowledge of OpenGL drivers.
- Julian Winter for the SDL 2.0 website.
- Sheena Smith for many months of great work on the SDL wiki creating the API documentation and style guides.
- Paul Hunkin for his port of SDL to Android during the Google Summer of Code 2010.
- Eli Gottlieb for his work on shaped windows during the Google Summer of Code 2010.
- Jim Grandpre for his work on multi-touch and gesture recognition during
the Google Summer of Code 2010.
- Edgar "bobbens" Simo for his force feedback API development during the
Google Summer of Code 2008.
- Aaron Wishnick for his work on audio resampling and pitch shifting during
the Google Summer of Code 2008.
- Holmes Futrell for his port of SDL to the iPhone and iPod Touch during the
Google Summer of Code 2008.
- Jon Atkins for SDL_image, SDL_mixer and SDL_net documentation.
- Everybody at Loki Software, Inc. for their great contributions!
And a big hand to everyone else who has contributed over the years.
THANKS! :)
-- Sam Lantinga <slouken@libsdl.org>

View File

@ -1,64 +0,0 @@
# To compile and install SDL:
## Windows with Visual Studio:
Read ./docs/README-visualc.md
## Windows building with mingw-w64 for x86:
Run: `cmake -S . -B build -DCMAKE_TOOLCHAIN_FILE=build-scripts/cmake-toolchain-mingw64-i686.cmake && cmake --build build && cmake --install build`
## Windows building with mingw-w64 for x64:
Run: `cmake -S . -B build -DCMAKE_TOOLCHAIN_FILE=build-scripts/cmake-toolchain-mingw64-x86_64.cmake && cmake --build build && cmake --install build`
## macOS with Xcode:
Read docs/README-macos.md
## macOS from the command line:
Run: `cmake -S . -B build && cmake --build build && cmake --install build`
## Linux and other UNIX systems:
Run: `cmake -S . -B build && cmake --build build && cmake --install build`
## Android:
Read docs/README-android.md
## iOS:
Read docs/README-ios.md
## Using CMake:
Read docs/README-cmake.md
# Example code
Look at the example programs in ./test, and check out the online
documentation at https://wiki.libsdl.org/SDL3/
# Discussion
## Forums/mailing lists
Join the SDL developer discussions, sign up on
https://discourse.libsdl.org/
and go to the development forum
https://discourse.libsdl.org/c/sdl-development/6
Once you sign up, you can use the forum through the website, or as a mailing
list from your email client.
## Announcement list
Sign up for the announcement list through the web interface:
https://www.libsdl.org/mailing-list.php

View File

@ -1,18 +0,0 @@
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.

View File

@ -1,13 +0,0 @@
Please distribute this file with the SDL runtime environment:
The Simple DirectMedia Layer (SDL for short) is a cross-platform library
designed to make it easy to write multi-media software, such as games
and emulators.
The Simple DirectMedia Layer library source code is available from:
https://www.libsdl.org/
This library is distributed under the terms of the zlib license:
http://www.zlib.net/zlib_license.html

View File

@ -1,18 +0,0 @@
# Simple DirectMedia Layer (SDL) Version 3.0
https://www.libsdl.org/
Simple DirectMedia Layer is a cross-platform development library designed
to provide low level access to audio, keyboard, mouse, joystick, and graphics
hardware via OpenGL and Direct3D. It is used by video playback software,
emulators, and popular games including Valve's award winning catalog
and many Humble Bundle games.
More extensive documentation is available in the docs directory, starting
with [README.md](docs/README.md). If you are migrating to SDL 3.0 from SDL 2.0,
the changes are extensively documented in [README-migration.md](docs/README-migration.md).
Enjoy!
Sam Lantinga (slouken@libsdl.org)

View File

@ -1,120 +0,0 @@
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.1.32414.318
MinimumVisualStudioVersion = 10.0.40219.1
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "tests", "tests", "{D69D5741-611F-4E14-8541-1FEE94F50B5A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL3", "SDL\SDL.vcxproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsprite", "tests\testsprite\testsprite.vcxproj", "{40FB7794-D3C3-4CFE-BCF4-A80C96635682}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL3_test", "SDL_test\SDL_test.vcxproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testcontroller", "tests\testcontroller\testcontroller.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08305}"
ProjectSection(ProjectDependencies) = postProject
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgdk", "tests\testgdk\testgdk.vcxproj", "{1C9A3F71-35A5-4C56-B292-F4375B3C3649}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Gaming.Desktop.x64 = Debug|Gaming.Desktop.x64
Debug|Gaming.Xbox.Scarlett.x64 = Debug|Gaming.Xbox.Scarlett.x64
Debug|Gaming.Xbox.XboxOne.x64 = Debug|Gaming.Xbox.XboxOne.x64
Release|Gaming.Desktop.x64 = Release|Gaming.Desktop.x64
Release|Gaming.Xbox.Scarlett.x64 = Release|Gaming.Xbox.Scarlett.x64
Release|Gaming.Xbox.XboxOne.x64 = Release|Gaming.Xbox.XboxOne.x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Gaming.Desktop.x64.ActiveCfg = Debug|Gaming.Desktop.x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Gaming.Desktop.x64.Build.0 = Debug|Gaming.Desktop.x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Gaming.Xbox.Scarlett.x64.ActiveCfg = Debug|Gaming.Xbox.Scarlett.x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Gaming.Xbox.Scarlett.x64.Build.0 = Debug|Gaming.Xbox.Scarlett.x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Gaming.Xbox.XboxOne.x64.ActiveCfg = Debug|Gaming.Xbox.XboxOne.x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Gaming.Xbox.XboxOne.x64.Build.0 = Debug|Gaming.Xbox.XboxOne.x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Gaming.Desktop.x64.ActiveCfg = Release|Gaming.Desktop.x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Gaming.Desktop.x64.Build.0 = Release|Gaming.Desktop.x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Gaming.Xbox.Scarlett.x64.ActiveCfg = Release|Gaming.Xbox.Scarlett.x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Gaming.Xbox.Scarlett.x64.Build.0 = Release|Gaming.Xbox.Scarlett.x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Gaming.Xbox.XboxOne.x64.ActiveCfg = Release|Gaming.Xbox.XboxOne.x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Gaming.Xbox.XboxOne.x64.Build.0 = Release|Gaming.Xbox.XboxOne.x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|Gaming.Desktop.x64.ActiveCfg = Debug|Gaming.Desktop.x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|Gaming.Desktop.x64.Build.0 = Debug|Gaming.Desktop.x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|Gaming.Desktop.x64.Deploy.0 = Debug|Gaming.Desktop.x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|Gaming.Xbox.Scarlett.x64.ActiveCfg = Debug|Gaming.Xbox.Scarlett.x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|Gaming.Xbox.Scarlett.x64.Build.0 = Debug|Gaming.Xbox.Scarlett.x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|Gaming.Xbox.Scarlett.x64.Deploy.0 = Debug|Gaming.Xbox.Scarlett.x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|Gaming.Xbox.XboxOne.x64.ActiveCfg = Debug|Gaming.Xbox.XboxOne.x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|Gaming.Xbox.XboxOne.x64.Build.0 = Debug|Gaming.Xbox.XboxOne.x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|Gaming.Xbox.XboxOne.x64.Deploy.0 = Debug|Gaming.Xbox.XboxOne.x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|Gaming.Desktop.x64.ActiveCfg = Release|Gaming.Desktop.x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|Gaming.Desktop.x64.Build.0 = Release|Gaming.Desktop.x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|Gaming.Desktop.x64.Deploy.0 = Release|Gaming.Desktop.x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|Gaming.Xbox.Scarlett.x64.ActiveCfg = Release|Gaming.Xbox.Scarlett.x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|Gaming.Xbox.Scarlett.x64.Build.0 = Release|Gaming.Xbox.Scarlett.x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|Gaming.Xbox.Scarlett.x64.Deploy.0 = Release|Gaming.Xbox.Scarlett.x64
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#!/bin/sh
find . -type f \( -name '*.user' -o -name '*.sdf' -o -name '*.ncb' -o -name '*.suo' \) -print -delete
find . -type f \( -name '*.bmp' -o -name '*.wav' -o -name '*.dat' \) -print -delete
find . -depth -type d \( -name Gaming.Desktop.x64 \) -exec rm -rv {} \;
find . -depth -type d \( -name Gaming.Xbox.Scarlett.x64 \) -exec rm -rv {} \;
find . -depth -type d \( -name Gaming.Xbox.XboxOne.x64 \) -exec rm -rv {} \;
rm shaders/*.h

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struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define ColorRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
"DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
"DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
"DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0)"
[RootSignature(ColorRS)]
float4 main(PixelShaderInput input) : SV_TARGET0
{
return input.color;
}

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@ -1,43 +0,0 @@
Texture2D theTextureY : register(t0);
Texture2D theTextureUV : register(t1);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define NVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(NVRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.1644, 0.0000, 1.5960};
const float3 Gcoeff = {1.1644, -0.3918, -0.8130};
const float3 Bcoeff = {1.1644, 2.0172, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.yz = theTextureUV.Sample(theSampler, input.tex).rg;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}

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@ -1,43 +0,0 @@
Texture2D theTextureY : register(t0);
Texture2D theTextureUV : register(t1);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define NVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(NVRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.1644, 0.0000, 1.7927};
const float3 Gcoeff = {1.1644, -0.2132, -0.5329};
const float3 Bcoeff = {1.1644, 2.1124, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.yz = theTextureUV.Sample(theSampler, input.tex).rg;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}

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@ -1,43 +0,0 @@
Texture2D theTextureY : register(t0);
Texture2D theTextureUV : register(t1);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define NVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(NVRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {0.0, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.0000, 0.0000, 1.4020};
const float3 Gcoeff = {1.0000, -0.3441, -0.7141};
const float3 Bcoeff = {1.0000, 1.7720, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.yz = theTextureUV.Sample(theSampler, input.tex).rg;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}

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@ -1,43 +0,0 @@
Texture2D theTextureY : register(t0);
Texture2D theTextureUV : register(t1);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define NVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(NVRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.1644, 0.0000, 1.5960};
const float3 Gcoeff = {1.1644, -0.3918, -0.8130};
const float3 Bcoeff = {1.1644, 2.0172, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.yz = theTextureUV.Sample(theSampler, input.tex).gr;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}

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@ -1,43 +0,0 @@
Texture2D theTextureY : register(t0);
Texture2D theTextureUV : register(t1);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define NVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(NVRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.1644, 0.0000, 1.7927};
const float3 Gcoeff = {1.1644, -0.2132, -0.5329};
const float3 Bcoeff = {1.1644, 2.1124, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.yz = theTextureUV.Sample(theSampler, input.tex).gr;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}

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@ -1,43 +0,0 @@
Texture2D theTextureY : register(t0);
Texture2D theTextureUV : register(t1);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define NVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(NVRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {0.0, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.0000, 0.0000, 1.4020};
const float3 Gcoeff = {1.0000, -0.3441, -0.7141};
const float3 Bcoeff = {1.0000, 1.7720, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.yz = theTextureUV.Sample(theSampler, input.tex).gr;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}

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@ -1,24 +0,0 @@
Texture2D theTexture : register(t0);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define TextureRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(TextureRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
return theTexture.Sample(theSampler, input.tex) * input.color;
}

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@ -1,46 +0,0 @@
Texture2D theTextureY : register(t0);
Texture2D theTextureU : register(t1);
Texture2D theTextureV : register(t2);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define YUVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(YUVRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.1644, 0.0000, 1.5960};
const float3 Gcoeff = {1.1644, -0.3918, -0.8130};
const float3 Bcoeff = {1.1644, 2.0172, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.y = theTextureU.Sample(theSampler, input.tex).r;
yuv.z = theTextureV.Sample(theSampler, input.tex).r;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}

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@ -1,46 +0,0 @@
Texture2D theTextureY : register(t0);
Texture2D theTextureU : register(t1);
Texture2D theTextureV : register(t2);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define YUVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(YUVRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.1644, 0.0000, 1.7927};
const float3 Gcoeff = {1.1644, -0.2132, -0.5329};
const float3 Bcoeff = {1.1644, 2.1124, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.y = theTextureU.Sample(theSampler, input.tex).r;
yuv.z = theTextureV.Sample(theSampler, input.tex).r;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}

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@ -1,46 +0,0 @@
Texture2D theTextureY : register(t0);
Texture2D theTextureU : register(t1);
Texture2D theTextureV : register(t2);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define YUVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(YUVRS)]
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {0.0, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.0000, 0.0000, 1.4020};
const float3 Gcoeff = {1.0000, -0.3441, -0.7141};
const float3 Bcoeff = {1.0000, 1.7720, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.y = theTextureU.Sample(theSampler, input.tex).r;
yuv.z = theTextureV.Sample(theSampler, input.tex).r;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}

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@ -1,95 +0,0 @@
#pragma pack_matrix( row_major )
struct VertexShaderConstants
{
matrix model;
matrix projectionAndView;
};
ConstantBuffer<VertexShaderConstants> Constants : register(b0);
struct VertexShaderInput
{
float3 pos : POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
struct VertexShaderOutput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
#define ColorRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
"DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
"DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
"DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0)"
#define TextureRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
#define YUVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
#define NVRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
[RootSignature(ColorRS)]
VertexShaderOutput mainColor(VertexShaderInput input)
{
VertexShaderOutput output;
float4 pos = float4(input.pos, 1.0f);
// Transform the vertex position into projected space.
pos = mul(pos, Constants.model);
pos = mul(pos, Constants.projectionAndView);
output.pos = pos;
// Pass through texture coordinates and color values without transformation
output.tex = input.tex;
output.color = input.color;
return output;
}
[RootSignature(TextureRS)]
VertexShaderOutput mainTexture(VertexShaderInput input)
{
return mainColor(input);
}
[RootSignature(YUVRS)]
VertexShaderOutput mainYUV(VertexShaderInput input)
{
return mainColor(input);
}
[RootSignature(NVRS)]
VertexShaderOutput mainNV(VertexShaderInput input)
{
return mainColor(input);
}

View File

@ -1,35 +0,0 @@
if %2.==one. goto setxboxone
rem Xbox Series compile
set XBOXDXC="%GameDKLatest%\GXDK\bin\Scarlett\DXC.exe"
set SUFFIX=_Series.h
goto startbuild
:setxboxone
set XBOXDXC="%GameDKLatest%\GXDK\bin\XboxOne\DXC.exe"
set SUFFIX=_One.h
:startbuild
echo Building with %XBOXDXC%
cd "%1\shaders"
rem Root Signatures
%XBOXDXC% -E ColorRS -T rootsig_1_1 -rootsig-define ColorRS -Fh D3D12_RootSig_Color%SUFFIX% -Vn D3D12_RootSig_Color D3D12_VertexShader.hlsl
%XBOXDXC% -E TextureRS -T rootsig_1_1 -rootsig-define TextureRS -Fh D3D12_RootSig_Texture%SUFFIX% -Vn D3D12_RootSig_Texture D3D12_VertexShader.hlsl
%XBOXDXC% -E YUVRS -T rootsig_1_1 -rootsig-define YUVRS -Fh D3D12_RootSig_YUV%SUFFIX% -Vn D3D12_RootSig_YUV D3D12_VertexShader.hlsl
%XBOXDXC% -E NVRS -T rootsig_1_1 -rootsig-define NVRS -Fh D3D12_RootSig_NV%SUFFIX% -Vn D3D12_RootSig_NV D3D12_VertexShader.hlsl
rem Vertex Shaders
%XBOXDXC% -E mainColor -T vs_6_0 -Fh D3D12_VertexShader_Color%SUFFIX% -Vn D3D12_VertexShader_Color D3D12_VertexShader.hlsl
%XBOXDXC% -E mainTexture -T vs_6_0 -Fh D3D12_VertexShader_Texture%SUFFIX% -Vn D3D12_VertexShader_Texture D3D12_VertexShader.hlsl
%XBOXDXC% -E mainNV -T vs_6_0 -Fh D3D12_VertexShader_NV%SUFFIX% -Vn D3D12_VertexShader_NV D3D12_VertexShader.hlsl
%XBOXDXC% -E mainYUV -T vs_6_0 -Fh D3D12_VertexShader_YUV%SUFFIX% -Vn D3D12_VertexShader_YUV D3D12_VertexShader.hlsl
rem Pixel Shaders
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_Colors%SUFFIX% -Vn D3D12_PixelShader_Colors D3D12_PixelShader_Colors.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV12_BT601%SUFFIX% -Vn D3D12_PixelShader_NV12_BT601 D3D12_PixelShader_NV12_BT601.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV12_BT709%SUFFIX% -Vn D3D12_PixelShader_NV12_BT709 D3D12_PixelShader_NV12_BT709.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV12_JPEG%SUFFIX% -Vn D3D12_PixelShader_NV12_JPEG D3D12_PixelShader_NV12_JPEG.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV21_BT601%SUFFIX% -Vn D3D12_PixelShader_NV21_BT601 D3D12_PixelShader_NV21_BT601.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV21_BT709%SUFFIX% -Vn D3D12_PixelShader_NV21_BT709 D3D12_PixelShader_NV21_BT709.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_NV21_JPEG%SUFFIX% -Vn D3D12_PixelShader_NV21_JPEG D3D12_PixelShader_NV21_JPEG.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_Textures%SUFFIX% -Vn D3D12_PixelShader_Textures D3D12_PixelShader_Textures.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_YUV_BT601%SUFFIX% -Vn D3D12_PixelShader_YUV_BT601 D3D12_PixelShader_YUV_BT601.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_YUV_BT709%SUFFIX% -Vn D3D12_PixelShader_YUV_BT709 D3D12_PixelShader_YUV_BT709.hlsl
%XBOXDXC% -E main -T ps_6_0 -Fh D3D12_PixelShader_YUV_JPEG%SUFFIX% -Vn D3D12_PixelShader_YUV_JPEG D3D12_PixelShader_YUV_JPEG.hlsl

View File

@ -1,9 +0,0 @@
<Package>
<Chunk Id="1000" Marker="Launch">
<FileGroup DestinationPath="." SourcePath="." Include="testcontroller.exe" />
<FileGroup DestinationPath="." SourcePath="." Include="MicrosoftGame.config" />
<FileGroup DestinationPath="." SourcePath="." Include="*.bmp" />
<FileGroup DestinationPath="." SourcePath="." Include="*.png" />
<FileGroup DestinationPath="." SourcePath="." Include="*.dll" />
</Chunk>
</Package>

View File

@ -1,339 +0,0 @@
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<CopyFileToFolders Include="xboxone\MicrosoftGame.config">
<FileType>Document</FileType>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">true</ExcludedFromBuild>
</CopyFileToFolders>
</ItemGroup>
<ItemGroup>
<CopyFileToFolders Include="..\..\logos\SplashScreenImage.png" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

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@ -1,52 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<ClCompile Include="..\..\..\test\testcontroller.c" />
<ClCompile Include="..\..\..\test\testutils.c" />
<ClCompile Include="..\..\..\test\gamepadutils.c" />
</ItemGroup>
<ItemGroup>
<CopyFileToFolders Include="..\..\logos\Logo44x44.png">
<Filter>logos</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="..\..\logos\Logo100x100.png">
<Filter>logos</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="..\..\logos\Logo150x150.png">
<Filter>logos</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="..\..\logos\Logo480x480.png">
<Filter>logos</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="wingdk\MicrosoftGame.config">
<Filter>wingdk</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="xboxseries\MicrosoftGame.config">
<Filter>xboxseries</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="xboxone\MicrosoftGame.config">
<Filter>xboxone</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="..\..\logos\SplashScreenImage.png">
<Filter>logos</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="PackageLayout.xml" />
<CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.GDK.C.Thunks.dll">
<Filter>wingdk</Filter>
</CopyFileToFolders>
</ItemGroup>
<ItemGroup>
<Filter Include="logos">
<UniqueIdentifier>{5e858cf0-6fba-498d-b33d-11c8ecbb79c7}</UniqueIdentifier>
</Filter>
<Filter Include="xboxseries">
<UniqueIdentifier>{5790a250-283e-4f51-8f28-6a977d3c7a6c}</UniqueIdentifier>
</Filter>
<Filter Include="wingdk">
<UniqueIdentifier>{a4d235e4-4017-4193-af62-ecb2ac249be4}</UniqueIdentifier>
</Filter>
<Filter Include="xboxone">
<UniqueIdentifier>{e704dcb9-c83c-4c94-a139-b0f3e3f428f2}</UniqueIdentifier>
</Filter>
</ItemGroup>
</Project>

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@ -1,34 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Game configVersion="1">
<!-- Set these to the correct identifiers from Partner Center -->
<Identity Name="SDL"
Version="1.0.0.0"
Publisher="CN=Publisher"/>
<ExecutableList>
<Executable Name="testcontroller.exe"
TargetDeviceFamily="PC"
Id="Game" />
</ExecutableList>
<DesktopRegistration>
<DependencyList>
<KnownDependency Name="VC14"/>
</DependencyList>
</DesktopRegistration>
<!-- Set these to the correct values from Partner Center -->
<MSAAppId>PleaseChangeMe</MSAAppId>
<TitleId>FFFFFFFF</TitleId>
<ShellVisuals DefaultDisplayName="testcontroller"
PublisherDisplayName="SDL"
Square480x480Logo="Logo480x480.png"
Square150x150Logo="Logo150x150.png"
Square44x44Logo="Logo44x44.png"
Description="testcontroller"
ForegroundText="light"
BackgroundColor="#000000"
StoreLogo="Logo100x100.png"/>
</Game>

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@ -1,29 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Game configVersion="1">
<!-- Set these to the correct identifiers from Partner Center -->
<Identity Name="SDL"
Version="1.0.0.0"
Publisher="CN=Publisher"/>
<ExecutableList>
<Executable Name="testcontroller.exe"
TargetDeviceFamily="XboxOne"
Id="Game" />
</ExecutableList>
<!-- Set these to the correct values from Partner Center -->
<MSAAppId>PleaseChangeMe</MSAAppId>
<TitleId>FFFFFFFF</TitleId>
<ShellVisuals DefaultDisplayName="testcontroller"
PublisherDisplayName="SDL"
Square480x480Logo="Logo480x480.png"
Square150x150Logo="Logo150x150.png"
Square44x44Logo="Logo44x44.png"
SplashScreenImage="SplashScreenImage.png"
Description="testcontroller"
ForegroundText="light"
BackgroundColor="#000000"
StoreLogo="Logo100x100.png"/>
</Game>

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@ -1,29 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Game configVersion="1">
<!-- Set these to the correct identifiers from Partner Center -->
<Identity Name="SDL"
Version="1.0.0.0"
Publisher="CN=Publisher"/>
<ExecutableList>
<Executable Name="testcontroller.exe"
TargetDeviceFamily="Scarlett"
Id="Game" />
</ExecutableList>
<!-- Set these to the correct values from Partner Center -->
<MSAAppId>PleaseChangeMe</MSAAppId>
<TitleId>FFFFFFFF</TitleId>
<ShellVisuals DefaultDisplayName="testcontroller"
PublisherDisplayName="SDL"
Square480x480Logo="Logo480x480.png"
Square150x150Logo="Logo150x150.png"
Square44x44Logo="Logo44x44.png"
SplashScreenImage="SplashScreenImage.png"
Description="testcontroller"
ForegroundText="light"
BackgroundColor="#000000"
StoreLogo="Logo100x100.png"/>
</Game>

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@ -1,10 +0,0 @@
<Package>
<Chunk Id="1000" Marker="Launch">
<FileGroup DestinationPath="." SourcePath="." Include="testgdk.exe" />
<FileGroup DestinationPath="." SourcePath="." Include="MicrosoftGame.config" />
<FileGroup DestinationPath="." SourcePath="." Include="*.bmp" />
<FileGroup DestinationPath="." SourcePath="." Include="*.wav" />
<FileGroup DestinationPath="." SourcePath="." Include="*.png" />
<FileGroup DestinationPath="." SourcePath="." Include="*.dll" />
</Chunk>
</Package>

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@ -1,462 +0,0 @@
/*
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely.
*/
/* testgdk: Basic tests of using task queue/xbl (with simple drawing) in GDK.
* NOTE: As of June 2022 GDK, login will only work if MicrosoftGame.config is
* configured properly. See README-gdk.md.
*/
#include <stdlib.h>
#include <stdio.h>
#include <time.h>
#include <SDL3/SDL_test.h>
#include <SDL3/SDL_test_common.h>
#include "../src/core/windows/SDL_windows.h"
#include <SDL3/SDL_main.h>
extern "C" {
#include "../test/testutils.h"
}
#include <XGameRuntime.h>
#define NUM_SPRITES 100
#define MAX_SPEED 1
static SDLTest_CommonState *state;
static int num_sprites;
static SDL_Texture **sprites;
static SDL_bool cycle_color;
static SDL_bool cycle_alpha;
static int cycle_direction = 1;
static int current_alpha = 0;
static int current_color = 0;
static int sprite_w, sprite_h;
static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
int done;
static struct
{
SDL_AudioSpec spec;
Uint8 *sound; /* Pointer to wave data */
Uint32 soundlen; /* Length of wave data */
int soundpos; /* Current play position */
} wave;
static SDL_AudioStream *stream;
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
quit(int rc)
{
SDL_free(sprites);
SDL_DestroyAudioStream(stream);
SDL_free(wave.sound);
SDLTest_CommonQuit(state);
/* If rc is 0, just let main return normally rather than calling exit.
* This allows testing of platforms where SDL_main is required and does meaningful cleanup.
*/
if (rc != 0) {
exit(rc);
}
}
static int fillerup(void)
{
const int minimum = (wave.soundlen / SDL_AUDIO_FRAMESIZE(wave.spec)) / 2;
if (SDL_GetAudioStreamQueued(stream) < minimum) {
SDL_PutAudioStreamData(stream, wave.sound, wave.soundlen);
}
return 0;
}
void
UserLoggedIn(XUserHandle user)
{
HRESULT hr;
char gamertag[128];
hr = XUserGetGamertag(user, XUserGamertagComponent::UniqueModern, sizeof(gamertag), gamertag, NULL);
if (SUCCEEDED(hr)) {
SDL_Log("User logged in: %s", gamertag);
} else {
SDL_Log("[GDK] UserLoggedIn -- XUserGetGamertag failed: 0x%08x.", hr);
}
XUserCloseHandle(user);
}
void
AddUserUICallback(XAsyncBlock *asyncBlock)
{
HRESULT hr;
XUserHandle user = NULL;
hr = XUserAddResult(asyncBlock, &user);
if (SUCCEEDED(hr)) {
uint64_t userId;
hr = XUserGetId(user, &userId);
if (FAILED(hr)) {
/* If unable to get the user ID, it means the account is banned, etc. */
SDL_Log("[GDK] AddUserSilentCallback -- XUserGetId failed: 0x%08x.", hr);
XUserCloseHandle(user);
/* Per the docs, likely should call XUserResolveIssueWithUiAsync here. */
} else {
UserLoggedIn(user);
}
} else {
SDL_Log("[GDK] AddUserUICallback -- XUserAddAsync failed: 0x%08x.", hr);
}
delete asyncBlock;
}
void
AddUserUI()
{
HRESULT hr;
XAsyncBlock *asyncBlock = new XAsyncBlock;
asyncBlock->context = NULL;
asyncBlock->queue = NULL; /* A null queue will use the global process task queue */
asyncBlock->callback = &AddUserUICallback;
hr = XUserAddAsync(XUserAddOptions::None, asyncBlock);
if (FAILED(hr)) {
delete asyncBlock;
SDL_Log("[GDK] AddUserSilent -- failed: 0x%08x", hr);
}
}
void
AddUserSilentCallback(XAsyncBlock *asyncBlock)
{
HRESULT hr;
XUserHandle user = NULL;
hr = XUserAddResult(asyncBlock, &user);
if (SUCCEEDED(hr)) {
uint64_t userId;
hr = XUserGetId(user, &userId);
if (FAILED(hr)) {
/* If unable to get the user ID, it means the account is banned, etc. */
SDL_Log("[GDK] AddUserSilentCallback -- XUserGetId failed: 0x%08x. Trying with UI.", hr);
XUserCloseHandle(user);
AddUserUI();
} else {
UserLoggedIn(user);
}
} else {
SDL_Log("[GDK] AddUserSilentCallback -- XUserAddAsync failed: 0x%08x. Trying with UI.", hr);
AddUserUI();
}
delete asyncBlock;
}
void
AddUserSilent()
{
HRESULT hr;
XAsyncBlock *asyncBlock = new XAsyncBlock;
asyncBlock->context = NULL;
asyncBlock->queue = NULL; /* A null queue will use the global process task queue */
asyncBlock->callback = &AddUserSilentCallback;
hr = XUserAddAsync(XUserAddOptions::AddDefaultUserSilently, asyncBlock);
if (FAILED(hr)) {
delete asyncBlock;
SDL_Log("[GDK] AddUserSilent -- failed: 0x%08x", hr);
}
}
int
LoadSprite(const char *file)
{
int i;
for (i = 0; i < state->num_windows; ++i) {
/* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */
sprites[i] = LoadTexture(state->renderers[i], file, SDL_TRUE, &sprite_w, &sprite_h);
if (!sprites[i]) {
return -1;
}
if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError());
SDL_DestroyTexture(sprites[i]);
return -1;
}
}
/* We're ready to roll. :) */
return 0;
}
void
DrawSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
{
SDL_Rect viewport;
SDL_FRect temp;
/* Query the sizes */
SDL_GetRenderViewport(renderer, &viewport);
/* Cycle the color and alpha, if desired */
if (cycle_color) {
current_color += cycle_direction;
if (current_color < 0) {
current_color = 0;
cycle_direction = -cycle_direction;
}
if (current_color > 255) {
current_color = 255;
cycle_direction = -cycle_direction;
}
SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color,
(Uint8) current_color);
}
if (cycle_alpha) {
current_alpha += cycle_direction;
if (current_alpha < 0) {
current_alpha = 0;
cycle_direction = -cycle_direction;
}
if (current_alpha > 255) {
current_alpha = 255;
cycle_direction = -cycle_direction;
}
SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha);
}
/* Draw a gray background */
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
/* Test points */
SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
SDL_RenderPoint(renderer, 0.0f, 0.0f);
SDL_RenderPoint(renderer, (float)(viewport.w - 1), 0.0f);
SDL_RenderPoint(renderer, 0.0f, (float)(viewport.h - 1));
SDL_RenderPoint(renderer, (float)(viewport.w - 1), (float)(viewport.h - 1));
/* Test horizontal and vertical lines */
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderLine(renderer, 1.0f, 0.0f, (float)(viewport.w - 2), 0.0f);
SDL_RenderLine(renderer, 1.0f, (float)(viewport.h - 1), (float)(viewport.w - 2), (float)(viewport.h - 1));
SDL_RenderLine(renderer, 0.0f, 1.0f, 0.0f, (float)(viewport.h - 2));
SDL_RenderLine(renderer, (float)(viewport.w - 1), 1, (float)(viewport.w - 1), (float)(viewport.h - 2));
/* Test fill and copy */
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
temp.x = 1.0f;
temp.y = 1.0f;
temp.w = (float)sprite_w;
temp.h = (float)sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderTexture(renderer, sprite, NULL, &temp);
temp.x = (float)(viewport.w-sprite_w-1);
temp.y = 1.0f;
temp.w = (float)sprite_w;
temp.h = (float)sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderTexture(renderer, sprite, NULL, &temp);
temp.x = 1.0f;
temp.y = (float)(viewport.h-sprite_h-1);
temp.w = (float)sprite_w;
temp.h = (float)sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderTexture(renderer, sprite, NULL, &temp);
temp.x = (float)(viewport.w-sprite_w-1);
temp.y = (float)(viewport.h-sprite_h-1);
temp.w = (float)(sprite_w);
temp.h = (float)(sprite_h);
SDL_RenderFillRect(renderer, &temp);
SDL_RenderTexture(renderer, sprite, NULL, &temp);
/* Test diagonal lines */
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderLine(renderer, (float)sprite_w, (float)sprite_h,
(float)(viewport.w-sprite_w-2), (float)(viewport.h-sprite_h-2));
SDL_RenderLine(renderer, (float)(viewport.w-sprite_w-2), (float)sprite_h,
(float)sprite_w, (float)(viewport.h-sprite_h-2));
/* Update the screen! */
SDL_RenderPresent(renderer);
}
void
loop()
{
int i;
SDL_Event event;
/* Check for events */
while (SDL_PollEvent(&event)) {
if (event.type == SDL_EVENT_KEY_DOWN && !event.key.repeat) {
SDL_Log("Initial SDL_EVENT_KEY_DOWN: %s", SDL_GetScancodeName(event.key.keysym.scancode));
}
#if defined(__XBOXONE__) || defined(__XBOXSERIES__)
/* On Xbox, ignore the keydown event because the features aren't supported */
if (event.type != SDL_EVENT_KEY_DOWN) {
SDLTest_CommonEvent(state, &event, &done);
}
#else
SDLTest_CommonEvent(state, &event, &done);
#endif
}
for (i = 0; i < state->num_windows; ++i) {
if (state->windows[i] == NULL) {
continue;
}
DrawSprites(state->renderers[i], sprites[i]);
}
fillerup();
}
int
main(int argc, char *argv[])
{
int i;
const char *icon = "icon.bmp";
char *soundname = NULL;
/* Initialize parameters */
num_sprites = NUM_SPRITES;
/* Initialize test framework */
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO | SDL_INIT_AUDIO);
if (!state) {
return 1;
}
for (i = 1; i < argc;) {
int consumed;
consumed = SDLTest_CommonArg(state, i);
if (consumed == 0) {
consumed = -1;
if (SDL_strcasecmp(argv[i], "--blend") == 0) {
if (argv[i + 1]) {
if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
blendMode = SDL_BLENDMODE_NONE;
consumed = 2;
} else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
blendMode = SDL_BLENDMODE_BLEND;
consumed = 2;
} else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
blendMode = SDL_BLENDMODE_ADD;
consumed = 2;
} else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
blendMode = SDL_BLENDMODE_MOD;
consumed = 2;
} else if (SDL_strcasecmp(argv[i + 1], "sub") == 0) {
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT, SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT);
consumed = 2;
}
}
} else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
cycle_color = SDL_TRUE;
consumed = 1;
} else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
cycle_alpha = SDL_TRUE;
consumed = 1;
} else if (SDL_isdigit(*argv[i])) {
num_sprites = SDL_atoi(argv[i]);
consumed = 1;
} else if (argv[i][0] != '-') {
icon = argv[i];
consumed = 1;
}
}
if (consumed < 0) {
static const char *options[] = {
"[--blend none|blend|add|mod]",
"[--cyclecolor]",
"[--cyclealpha]",
"[num_sprites]",
"[icon.bmp]",
NULL };
SDLTest_CommonLogUsage(state, argv[0], options);
quit(1);
}
i += consumed;
}
if (!SDLTest_CommonInit(state)) {
quit(2);
}
/* Create the windows, initialize the renderers, and load the textures */
sprites =
(SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
if (!sprites) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
quit(2);
}
for (i = 0; i < state->num_windows; ++i) {
SDL_Renderer *renderer = state->renderers[i];
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
}
if (LoadSprite(icon) < 0) {
quit(2);
}
soundname = GetResourceFilename(argc > 1 ? argv[1] : NULL, "sample.wav");
if (!soundname) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s\n", SDL_GetError());
quit(1);
}
/* Load the wave file into memory */
if (SDL_LoadWAV(soundname, &wave.spec, &wave.sound, &wave.soundlen) == -1) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", soundname, SDL_GetError());
quit(1);
}
/* Show the list of available drivers */
SDL_Log("Available audio drivers:");
for (i = 0; i < SDL_GetNumAudioDrivers(); ++i) {
SDL_Log("%i: %s", i, SDL_GetAudioDriver(i));
}
SDL_Log("Using audio driver: %s\n", SDL_GetCurrentAudioDriver());
stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_OUTPUT, &wave.spec, NULL, NULL);
if (!stream) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create audio stream: %s\n", SDL_GetError());
return -1;
}
SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
/* Main render loop */
done = 0;
/* Try to add the default user silently */
AddUserSilent();
while (!done) {
loop();
}
quit(0);
SDL_free(soundname);
return 0;
}

View File

@ -1,395 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Gaming.Desktop.x64">
<Configuration>Debug</Configuration>
<Platform>Gaming.Desktop.x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|Gaming.Xbox.Scarlett.x64">
<Configuration>Debug</Configuration>
<Platform>Gaming.Xbox.Scarlett.x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|Gaming.Xbox.XboxOne.x64">
<Configuration>Debug</Configuration>
<Platform>Gaming.Xbox.XboxOne.x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Gaming.Desktop.x64">
<Configuration>Release</Configuration>
<Platform>Gaming.Desktop.x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Gaming.Xbox.Scarlett.x64">
<Configuration>Release</Configuration>
<Platform>Gaming.Xbox.Scarlett.x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Gaming.Xbox.XboxOne.x64">
<Configuration>Release</Configuration>
<Platform>Gaming.Xbox.XboxOne.x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{1C9A3F71-35A5-4C56-B292-F4375B3C3649}</ProjectGuid>
<RootNamespace>testsprite</RootNamespace>
<VisualStudioVersion Condition="'$(VisualStudioVersion)' == ''">10.0</VisualStudioVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
<UseDebugLibraries>true</UseDebugLibraries>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
<UseDebugLibraries>true</UseDebugLibraries>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
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View File

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View File

@ -1,34 +0,0 @@
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View File

@ -1,29 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
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View File

@ -1,29 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
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View File

@ -1,9 +0,0 @@
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@ -1,389 +0,0 @@
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View File

@ -1,52 +0,0 @@
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View File

@ -1,34 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
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Publisher="CN=Publisher"/>
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ForegroundText="light"
BackgroundColor="#000000"
StoreLogo="Logo100x100.png"/>
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View File

@ -1,29 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
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SplashScreenImage="SplashScreenImage.png"
Description="testsprite"
ForegroundText="light"
BackgroundColor="#000000"
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</Game>

View File

@ -1,29 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
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ForegroundText="light"
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<ClCompile Include="..\..\src\video\windows\SDL_windowsmessagebox.c" />
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<ResourceCompile Include="..\..\src\core\windows\version.rc" />
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<ImportGroup Label="ExtensionTargets">
<Import Project="$(VCTargetsPath)\BuildCustomizations\masm.targets" />
</ImportGroup>
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@ -1,175 +0,0 @@
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<PropertyGroup Label="Globals">
<ProjectName>SDL3_test</ProjectName>
<ProjectGuid>{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}</ProjectGuid>
<RootNamespace>SDL_test</RootNamespace>
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@ -1,4 +0,0 @@
#!/bin/sh
find . -type f \( -name '*.user' -o -name '*.sdf' -o -name '*.ncb' -o -name '*.suo' \) -print -delete
find . -type f \( -name '*.bmp' -o -name '*.wav' -o -name '*.dat' \) -print -delete
find . -depth -type d \( -name Win32 -o -name x64 \) -exec rm -rv {} \;

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@ -1,54 +0,0 @@
# based on the files generated by CMake's write_basic_package_version_file
# SDL CMake version configuration file:
# This file is meant to be placed in a cmake subfolder of SDL3-devel-3.x.y-VC
if(NOT EXISTS "${CMAKE_CURRENT_LIST_DIR}/../include/SDL3/SDL_version.h")
message(AUTHOR_WARNING "Could not find SDL3/SDL_version.h. This script is meant to be placed in the root of SDL3-devel-3.x.y-VC")
return()
endif()
file(READ "${CMAKE_CURRENT_LIST_DIR}/../include/SDL3/SDL_version.h" _sdl_version_h)
string(REGEX MATCH "#define[ \t]+SDL_MAJOR_VERSION[ \t]+([0-9]+)" _sdl_major_re "${_sdl_version_h}")
set(_sdl_major "${CMAKE_MATCH_1}")
string(REGEX MATCH "#define[ \t]+SDL_MINOR_VERSION[ \t]+([0-9]+)" _sdl_minor_re "${_sdl_version_h}")
set(_sdl_minor "${CMAKE_MATCH_1}")
string(REGEX MATCH "#define[ \t]+SDL_PATCHLEVEL[ \t]+([0-9]+)" _sdl_patch_re "${_sdl_version_h}")
set(_sdl_patch "${CMAKE_MATCH_1}")
if(_sdl_major_re AND _sdl_minor_re AND _sdl_patch_re)
set(PACKAGE_VERSION "${_sdl_major}.${_sdl_minor}.${_sdl_patch}")
else()
message(AUTHOR_WARNING "Could not extract version from SDL3/SDL_version.h.")
return()
endif()
if(PACKAGE_FIND_VERSION_RANGE)
# Package version must be in the requested version range
if ((PACKAGE_FIND_VERSION_RANGE_MIN STREQUAL "INCLUDE" AND PACKAGE_VERSION VERSION_LESS PACKAGE_FIND_VERSION_MIN)
OR ((PACKAGE_FIND_VERSION_RANGE_MAX STREQUAL "INCLUDE" AND PACKAGE_VERSION VERSION_GREATER PACKAGE_FIND_VERSION_MAX)
OR (PACKAGE_FIND_VERSION_RANGE_MAX STREQUAL "EXCLUDE" AND PACKAGE_VERSION VERSION_GREATER_EQUAL PACKAGE_FIND_VERSION_MAX)))
set(PACKAGE_VERSION_COMPATIBLE FALSE)
else()
set(PACKAGE_VERSION_COMPATIBLE TRUE)
endif()
else()
if(PACKAGE_VERSION VERSION_LESS PACKAGE_FIND_VERSION)
set(PACKAGE_VERSION_COMPATIBLE FALSE)
else()
set(PACKAGE_VERSION_COMPATIBLE TRUE)
if(PACKAGE_FIND_VERSION STREQUAL PACKAGE_VERSION)
set(PACKAGE_VERSION_EXACT TRUE)
endif()
endif()
endif()
# if the using project doesn't have CMAKE_SIZEOF_VOID_P set, fail.
if("${CMAKE_SIZEOF_VOID_P}" STREQUAL "")
set(PACKAGE_VERSION_UNSUITABLE TRUE)
endif()
# check that the installed version has the same 32/64bit-ness as the one which is currently searching:
if(NOT (CMAKE_SIZEOF_VOID_P STREQUAL "8" OR CMAKE_SIZEOF_VOID_P STREQUAL "4"))
set(PACKAGE_VERSION "${PACKAGE_VERSION} (32+64bit)")
set(PACKAGE_VERSION_UNSUITABLE TRUE)
endif()

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@ -1,129 +0,0 @@
# SDL CMake configuration file:
# This file is meant to be placed in a cmake subfolder of SDL3-devel-3.x.y-VC
cmake_minimum_required(VERSION 3.0)
include(FeatureSummary)
set_package_properties(SDL3 PROPERTIES
URL "https://www.libsdl.org/"
DESCRIPTION "low level access to audio, keyboard, mouse, joystick, and graphics hardware"
)
# Copied from `configure_package_config_file`
macro(set_and_check _var _file)
set(${_var} "${_file}")
if(NOT EXISTS "${_file}")
message(FATAL_ERROR "File or directory ${_file} referenced by variable ${_var} does not exist !")
endif()
endmacro()
# Copied from `configure_package_config_file`
macro(check_required_components _NAME)
foreach(comp ${${_NAME}_FIND_COMPONENTS})
if(NOT ${_NAME}_${comp}_FOUND)
if(${_NAME}_FIND_REQUIRED_${comp})
set(${_NAME}_FOUND FALSE)
endif()
endif()
endforeach()
endmacro()
set(SDL3_FOUND TRUE)
if(CMAKE_SIZEOF_VOID_P STREQUAL "4")
set(_sdl_arch_subdir "x86")
elseif(CMAKE_SIZEOF_VOID_P STREQUAL "8")
set(_sdl_arch_subdir "x64")
else()
set(SDL3_FOUND FALSE)
return()
endif()
set_and_check(_sdl3_prefix "${CMAKE_CURRENT_LIST_DIR}/..")
set(_sdl3_include_dirs "${_sdl3_prefix}/include")
unset(_sdl3_prefix)
set(SDL3_LIBRARIES SDL3::SDL3)
set(SDL3TEST_LIBRARY SDL3::SDL3_test)
# All targets are created, even when some might not be requested though COMPONENTS.
# This is done for compatibility with CMake generated SDL3-target.cmake files.
if(NOT TARGET SDL3::Headers)
add_library(SDL3::Headers INTERFACE IMPORTED)
set_target_properties(SDL3::SDL3
PROPERTIES
INTERFACE_INCLUDE_DIRECTORIES "${_sdl3_include_dirs}"
)
endif()
set(SDL3_Headers_FOUND TRUE)
unset(_sdl3_include_dirs)
set(_sdl3_library "${SDL3_LIBDIR}/SDL3.lib")
set(_sdl3_dll_library "${SDL3_BINDIR}/SDL3.dll")
if(EXISTS "${_sdl3_library}" AND EXISTS "${_sdl3_dll_library}")
if(NOT TARGET SDL3::SDL3-shared)
add_library(SDL3::SDL3-shared SHARED IMPORTED)
set_target_properties(SDL3::SDL3-shared
PROPERTIES
INTERFACE_LINK_LIBRARIES "SDL3::Headers"
IMPORTED_IMPLIB "${_sdl3_library}"
IMPORTED_LOCATION "${_sdl3_dll_library}"
COMPATIBLE_INTERFACE_BOOL "SDL3_SHARED"
INTERFACE_SDL3_SHARED "ON"
COMPATIBLE_INTERFACE_STRING "SDL_VERSION"
INTERFACE_SDL_VERSION "SDL3"
)
endif()
set(SDL3_SDL3-shared_FOUND TRUE)
else()
set(SDL3_SDL3-shared_FOUND FALSE)
endif()
unset(_sdl3_library)
unset(_sdl3_dll_library)
set(SDL3_SDL3-static_FOUND FALSE)
set(_sdl3test_library "${SDL3_LIBDIR}/SDL3_test.lib")
if(EXISTS "${_sdl3test_library}")
if(NOT TARGET SDL3::SDL3_test)
add_library(SDL3::SDL3_test STATIC IMPORTED)
set_target_properties(SDL3::SDL3_test
PROPERTIES
INTERFACE_LINK_LIBRARIES "SDL3::Headers"
IMPORTED_LOCATION "${_sdl3test_library}"
COMPATIBLE_INTERFACE_STRING "SDL_VERSION"
INTERFACE_SDL_VERSION "SDL3"
)
endif()
set(SDL3_SDL3_test_FOUND TRUE)
else()
set(SDL3_SDL3_test_FOUND FALSE)
endif()
unset(_sdl3test_library)
if(SDL3_SDL3-shared_FOUND OR SDL3_SDL3-static_FOUND)
set(SDL3_SDL3_FOUND TRUE)
endif()
function(_sdl_create_target_alias_compat NEW_TARGET TARGET)
if(CMAKE_VERSION VERSION_LESS "3.18")
# Aliasing local targets is not supported on CMake < 3.18, so make it global.
add_library(${NEW_TARGET} INTERFACE IMPORTED)
set_target_properties(${NEW_TARGET} PROPERTIES INTERFACE_LINK_LIBRARIES "${TARGET}")
else()
add_library(${NEW_TARGET} ALIAS ${TARGET})
endif()
endfunction()
# Make sure SDL3::SDL3 always exists
if(NOT TARGET SDL3::SDL3)
if(TARGET SDL3::SDL3-shared)
_sdl_create_target_alias_compat(SDL3::SDL3 SDL3::SDL3-shared)
else()
_sdl_create_target_alias_compat(SDL3::SDL3 SDL3::SDL3-static)
endif()
endif()
check_required_components(SDL3)

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@ -1,219 +0,0 @@
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<ProjectGuid>{26828762-C95D-4637-9CB1-7F0979523813}</ProjectGuid>
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