Regarding the current version of SDL2 for OSX, could somebody please clarify the following:
Are SDL 2D texture functions dependent upon OpenGL, and if so, should I worry that Apple has now deprecated this API?
Will SDL compile on Apple’s M1 silicon without issue?
Any advice would be gratefully received.
SDL 2.0 is not (solely) dependent on OpenGL, it can use Metal as the backend instead. And I believe it will compile on the M1 (Apple Silicon).
But in any case OpenGL has only been ‘deprecated’, not ‘removed’! My app is totally dependent on OpenGL - I cannot practically port it to Metal - but it works fine on the M1 under Rosetta (x86 emulation).
That’s great news.
I really don’t want to move away from SDL because I’m a C/ASM programmer (rather than a C++ developer) and it’s quite simply the best cross-platform solution by a country mile. I’ve already resigned myself to not learning M1/ARM assembly (GCC often produces better ASM than I these days), so broken OSX support probably would have meant dropping SDL and/or OSX altogether.
Thanks for taking the time to respond. Very much appreciated.