Yes, I agree to make it a compilation option. Why not
have something like a configure option --enable-hwaccel
or --enable-swrenderer (with at least one of the enabled).
SW renderer could also be always compiled, and triggered
in case HW acceleration cannot be performed for some reason,
so that the rendering is done anyway, but with warnings
logged somewhere.
Julien Cl?ment.
sdl at lists.libsdl.org
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Today’s Topics:
- Re: problem with SDL_SetGammaRamp on SDL 1.2.14 on Windows
(Nathaniel J Fries)
- Re: Build errors in Visual Studio 2008 Professional
(Nathaniel J Fries)
- Re: Proposal: Drop support for software rendering in 1.3
(Torsten Giebl)
- Re: [1.2+OGL]-“LettersFall 3” Game-Please Help Test On (Ananth A)
- Re: Proposal: Drop support for software rendering in 1.3
(Jared Maddox)
- [off-topic] was Re: Proposal: Drop support for software
rendering in 1.3 (Shawn Walker)
- Re: Proposal: Drop support for software rendering in 1.3
(Shawn Walker)
Message: 1
Date: Fri, 21 Jan 2011 20:29:38 -0800
From: “Nathaniel J Fries”
To: sdl at lists.libsdl.org
Subject: Re: [SDL] problem with SDL_SetGammaRamp on SDL 1.2.14 on
Windows
Message-ID: <1295670578.m2f.26994 at forums.libsdl.org>
Content-Type: text/plain; charset=“iso-8859-1”
the issue with the HG repository is known, and Sam has contacted someone to fix it.
Try the snapshot from the site’s download page instead. It’s probably the exact same code.
as for the actual SDL bug; that is a mystery to me.
EM3 Nathaniel Fries, U.S. Navy
http://natefries.net/
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Message: 2
Date: Fri, 21 Jan 2011 20:31:59 -0800
From: “Nathaniel J Fries”
To: sdl at lists.libsdl.org
Subject: Re: [SDL] Build errors in Visual Studio 2008 Professional
Message-ID: <1295670719.m2f.26996 at forums.libsdl.org>
Content-Type: text/plain; charset=“iso-8859-1”
those errors are concerning, and unfortunely I don’t use MSVC and thus can’t help.
However, I can tell you that SDL 1.3 uses a very different API from SDL1.2 and all SDL 1.2 compatibility functions are in SDL_compat.h instead of their normal headers.
See if that doesn’t fix most of your non-totally-bizarre errors.
EM3 Nathaniel Fries, U.S. Navy
http://natefries.net/
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Message: 3
Date: Sat, 22 Jan 2011 05:44:11 +0100
From: Torsten Giebl
To: sdl at lists.libsdl.org
Subject: Re: [SDL] Proposal: Drop support for software rendering in
1.3
Message-ID: <4D3A609B.2090303 at syntheticsw.com>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed
Hello !
If anyone is still doubting that Linux has crappy graphics drivers,
I invite them to read this Slashdot thread
(http://news.slashdot.org/story/11/01/16/0657240/Why-Linux-Loses-Out-On-Hardware-Acceleration-In-Firefox)
(and maybe the article). In short:
nVidia’s closed-source drivers rock
ATI’s open-source drivers suck
developers that have expertise with 3D graphics drivers are few so
most 3D graphics drivers for Linux are buggy and not well maintained
I know it is offtopic for this discussion, but personally think
that there are important reasons for that :
- Look on the kernel.org mailinglist, most of the people
there that do kernel work, are hired by companies, that
are interested in servers. Their interest lies in filesystems,
better network performance, better kernel scheduling and basically
everything else without sound and grafix.
If linux on a server is able to get a basic 2d framebuffer up,
the server company is happy.
-
There are only three major gfx card producers out there,
ATI / AMD, NVIDIA and Intel. Intel helps in making the open source
drivers better for their gfx chips, but they are designed for low energy
use cases and for real hardcore 3d games basically suck.
-
Nvidia is not willing to release infos about their gfx cards, to enable
coders to write good open source drivers for their cards.
-
ATI / AMD has released some information about some cards, but maybe not enough
to really get a complete driver going for their cards.
CU
Message: 4
Date: Fri, 21 Jan 2011 23:49:07 -0500
From: Ananth A
To: sdl at lists.libsdl.org
Subject: Re: [SDL] [1.2+OGL]-“LettersFall 3” Game-Please Help Test On
Message-ID:
<AANLkTi=dfFd8jmjgKdguHSBwtTy-r-K3Lx-W38KtyF1E at mail.gmail.com>
Content-Type: text/plain; charset=ISO-8859-1
Hi,
I tried your game under win7 64bit. Unfortunately, i was not able to
play the game. the arrow keys (left/right/down) did nothing. I have a
usb keyboard. Also, the next character just randomly flickers and cant
read anything…
also, in the how to play, you have written help for “down arrow” twice.
Good luck.
Regards,
Ananth
On 1/21/11, JeZ-l-Lee wrote:
Hi,
I added new high score name input!
This will be the last alpha version before the officially released beta…
Please download and help test it!
The people on the list/IRC that already helped
now have their name in the game’s [About] staff credits!!!
Linux 32bit/64bit
http://16bitsoft.com/files/LF3/SOURCE/lettersfall-src_alpha2.98.zip
Microsoft® Windows® XP/Vista/7 32bit/64Bit
http://16bitsoft.com/files/LF3/Win32-64/LF3-Win32_Alpha2.98.zip
PS- Anyone wish to port this to Apple’s iOS (iPhone/iPod Touch/iPad) ???
(let me know - I would share generously any profits on the Apple App Store)
JeZ+Lee
JessePalser <AT> Gmail <DOT> com
16BitSoft®
Video Game Design Studio
www.16BitSoft.com
Message: 5
Date: Sat, 22 Jan 2011 00:18:10 -0600
From: Jared Maddox
To: sdl at lists.libsdl.org
Subject: Re: [SDL] Proposal: Drop support for software rendering in
1.3
Message-ID:
<AANLkTik88=kaHcOPrWiEhihG7zKDLUjC=e_1o3YqkZEg at mail.gmail.com>
Content-Type: text/plain; charset=ISO-8859-1
SDL Digest, Vol 49, Issue 113
Message: 1
From: Rainer Deyke
Subject: Re: [SDL] Proposal: Drop support for software rendering in
1.3
Message-ID: <ihcr0p$9m$1 at dough.gmane.org>
There is never going to be a general consensus as to which features are
necessary for a 2D rendering API. You can keep adding features, all of
them useful features that somebody need, and soon you’ve exposed the
whole OpenGL API.
I’m strongly in favor of keeping the rendering API minimal, and writing
more sophisticated rendering APIs as a separate layer on top of SDL.
SDL’s main purpose is to act as a cross-platform compatibility layer.
Let’s not confuse this purpose by adding features that could easily be
implemented in a platform-independent manner on top of SDL.
Message: 2
From: Mason Wheeler
Subject: Re: [SDL] Proposal: Drop support for software rendering in
1.3
Message-ID: <754905.50255.qm at web161205.mail.bf1.yahoo.com>
Sure, except there’s one little problem with that: it won’t work, at least
not the way SDL 1.3 is currently architected. SDL_Textures are opaque
pointers to platform-independent structs containing opaque pointers
to platform-specific structs. That’s two missing levels of indirection away
from the data you would need to implement any new image manipulation
or rendering features externally.
Message: 3
From: Jonathan Dearborn
Subject: Re: [SDL] Proposal: Drop support for software rendering in
1.3
Message-ID:
<AANLkTi=uNyOF-AwzR-UqYW-0HD9EqAVL=HdgFeW3K4CZ at mail.gmail.com>
They could be exposed… Then these features could be lifted to an
additional library instead of bothering everyone who feels affected.
Yes, this can be done. I’ve done something somewhat similar in SDLCP,
with the thread class’s native_handle() function. The trick is that it
can’t be done in a completely hardware-independant way. You design the
api something like this:
SDL_TextureBacking
{
Uint32 type;
};
SDL_TextureBacking* SDL_CreateBacking( SDL_Texture* );
void SDL_FreeBacking( SDL_TextureBacking* );
In the real word you won’t ever recieve an actual SDL_TextureBacking
instance, instead you’ll recieve a pointer to a SDL_TextureBacking
that’s embedded inside another, larger structure, in OO-style C. The
value of ->type actually identifies this larger structure, so that the
code calling these two functions can figure out if it can handle that
particular structure type, and if so make the appropriate cast(s). If
it can’t, then it releases the structure and returns an error message
of some sort. The actual structure that you recieve will, however, be
very platform-specific, which raises the question: is it worthwhile to
do this?
Message: 6
Date: Fri, 21 Jan 2011 22:33:50 -0800
From: Shawn Walker
To: SDL Development List
Subject: [SDL] [off-topic] was Re: Proposal: Drop support for software
rendering in 1.3
Message-ID: <0324D8E7-7F49-465A-B181-967A474187EC at gmail.com>
Content-Type: text/plain; charset=us-ascii
On Jan 21, 2011, at 8:44 PM, Torsten Giebl wrote:
- ATI / AMD has released some information about some cards, but maybe not enough
to really get a complete driver going for their cards.
That’s simply not true. ATi / AMD has released thousands of pages of specifications, microcode for almost all Radeon GPUs, tens of thousands of lines of sample source code, and more.
The reality is that writing drivers is hard work, and writing accelerated 2D/3D drivers is even harder.
It’s not something that the casual hacker can accomplish quickly, and it takes years of dedication, specialized knowledge, and (realistically) significant financial sponsorship.
-Shawn
Message: 7
Date: Fri, 21 Jan 2011 22:37:09 -0800
From: Shawn Walker
To: SDL Development List
Subject: Re: [SDL] Proposal: Drop support for software rendering in
1.3
Message-ID:
Content-Type: text/plain; charset=us-ascii
On Jan 21, 2011, at 1:43 PM, Rainer Deyke wrote:
On 1/21/2011 14:13, Mason Wheeler wrote:
Sure, except there’s one little problem with that: it won’t work, at least
not the way SDL 1.3 is currently architected. SDL_Textures are opaque
pointers to platform-independent structs containing opaque pointers
to platform-specific structs. That’s two missing levels of indirection away
from the data you would need to implement any new image manipulation
or rendering features externally.
The renderer would of course be implemented on top of OpenGL (or the
frame buffer interface for software rendering), not on top of SDL’s 2D
rendering API.
The situation you’re describing is exactly why it’s a bad idea to add
too many features to SDL’s 2D rendering API. SDL’s 2D rendering API is
not extensible. Therefore, if you’re doing any sophisticated rendering,
you will eventually be forced to drop the 2D rendering API and switch to
OpenGL. Adding features to SDL’s 2D rendering API can only delay this
transition, thereby making the transition all the more painful.
The only API that exposes the full power of OpenGL is OpenGL itself.
But, as many others have pointed out, there are a number of not insignificant platforms that have poor or no OpenGL support, even in this “modern era”.
My personal belief is that there is significant value in SDL retaining a software-only rendering backend for now, and in the sort of functionality SDL 1.3 is attempting to provide.
-Shawn
SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
End of SDL Digest, Vol 49, Issue 117