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Re: SDL2
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That's a headache if libSDL2_net, _ttf, _gfx etc were updated at different times with different SDL2 versions. Sure you can make softlinks of previous versions that all link to the latest SDL2 .so, but it doesn't look nice aesthetically. For most libraries, I try to use library.so.majornum for the soname, so newer versions can be just a drop in replacement. I use version_type=qnx in libtool for that. (Edit: Although this doesn't appear to have an effect anymore for SDL2 libs, see edit at the bottom of the post).

I know the solution is to update every SDL2 library all at the same time, but then there's still all the programs too, which could be ported by various different people, and might not include the .so files inside the archive.

Fortunately just about everything is linked statically and ScummVM is one of the only exceptions, and includes the required files in the archive, so it's not a huge deal.

Edit: I see that on OS4Depot my last ports of SDL2_image and SDL2_ttf use the sonames of libSDL2_image-2.0.so.600 and libSDL2_ttf-2.0.so.2000. Usually these are only dependencies of the main binary of whatever is being compiled, and not of other libraries, so it shouldn't be too much of an issue, but nevertheless it's something for me to consider. I don't think version_type=qnx stops it with the SDL2 libs.


Edited by MickJT on 2024/3/16 12:46:50
Edited by MickJT on 2024/3/16 12:51:58
Edited by MickJT on 2024/3/16 12:53:09
Edited by MickJT on 2024/3/16 12:58:08
Edited by MickJT on 2024/3/16 13:02:42
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Re: SDL2
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@geennaam

I tried to workaround that 8ch issue sometime ago but failed. Please remember SDL is using the AHI device API. Can you advise how to fix the problem there?

I allocated larger buffers and played with offset but couldn't make it work.

Could you make the updated sources available? TIA.

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Re: SDL2
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@MickJT


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Re: SDL2
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@Capehill

I did that (softlink to SDL2-2.0.so) and it fixed *most* of the problems i'm getting but one...

linking in SDL2.so fails...maybe because of one of the many dependancies still trying to force-use libSDL2-2.0.so, still have to figure out which one

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Re: SDL2
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@geennaam

maybe completely, but at least slightly OT

I had to revert to the default HDAudio.audio driver from AmigaOS4 a few days ago, because your HDA.audio driver started to give static noise on nearly every occasion/program, most notably with the start sound jingle and within ScummVM, for some reason AmigaAmp was not affected.

No sound prefs changes cured it.

And the most puzzling thing was, that starting Odyssey cured the static noise, closing Odyssey and starting it again brought the noise back.

I don't think it's related to your post, just wanted to let you know

after reverting to the original driver every sound from every program is clear as glass again

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Re: SDL2
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@capehill

Presumably SDL_DisableScreenSaver() has no effect on the AmigaOS4 system/port?

Looking at the source I cannot see anything that would be what I would expect; but then again, I may be expecting the wrong thing.

For some ports I am still using "application.library" to set AllowsBlanker/NeedsGameMode to FALSE/TRUE resp.

Thanks.

If liberty means anything at all, it means the right to tell people what they do not want to hear.
George Orwell.
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Re: SDL2
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@rjd324

I checked and screen saver settings seems to be checked only during application startup. I need to check this API.

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Re: SDL2
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Re: SDL2
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@Capehill

Nice, thank you

Quote:

Optimize SDL_RenderCopy(Ex) by batching


Is that an SDL internal setting and automatically used, or do users have to enable "batching" in SDLPrefs?

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Re: SDL2
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@Raziel

I think batching is enabled by default. But I must admit I didn't test this setting. I will check it later.

Anyway, this optimization does only help in scenarios where multiple similar sprites are drawn per frame, like some bullet hell game. If texture changes, then batching "breaks" and draw commands are flushed.

Currently, upto 1000 quads can be rendered via same CompositeTags() call.

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Re: SDL2
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@Capehill

so, nothing that could help with dirty rects optimization...

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Re: SDL2
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testsprite2 results. Batching helps with all tested renderers. Point of the optimization was to improve compositing results. http://capehill.kapsi.fi/sdl2/testsprite2.lha

Batch mode disabled:

compositing (100): 202
compositing 
(1000): 33

opengles2 
(100):   870
opengles2 
(1000):  128

software 
(100):    325
software 
(1000):   134


Batch mode enabled:

compositing (100):  453 2x
compositing 
(1000): 242 7x!

opengles2 (100):   1960
opengles2 
(1000):   570

software 
(100):     339
software 
(1000):    146

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Re: SDL2
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@Capehill

Kudos and thank you :bow:

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Re: SDL2
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@Capehill
Thanks so much for the library update and your work!

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Re: SDL2
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@Capehill

Quote:
Capehill wrote:testsprite2 results. Batching helps with all tested renderers. Point of the optimization was to improve compositing results. http://capehill.kapsi.fi/sdl2/testsprite2.lha

Batch mode disabled:

compositing (100): 202
compositing 
(1000): 33

opengles2 
(100):   870
opengles2 
(1000):  128

software 
(100):    325
software 
(1000):   134


Batch mode enabled:

compositing (100):  453 2x
compositing 
(1000): 242 7x!

opengles2 (100):   1960
opengles2 
(1000):   570

software 
(100):     339
software 
(1000):    146


This means that all new ports using SDL 2.30.4 can be executed a little faster? If that is indeed the case, that would be great

Thanks for the continuous development of SDL2 for AmigaOs4.1

MacStudio ARM M1 Max Qemu//Pegasos2 AmigaOs4.1 FE / AmigaOne A1222plus AmigaOs4.1 FE
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