mirror of
https://github.com/thunderbrewhq/thunderbrew
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129 lines
6.2 KiB
Markdown
129 lines
6.2 KiB
Markdown
# Windows
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## Old systems
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WinRT, Windows Phone, and UWP are no longer supported.
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All desktop Windows versions, back to Windows XP, are still supported.
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## LLVM and Intel C++ compiler support
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SDL will build with the Visual Studio project files with LLVM-based compilers, such as the Intel oneAPI C++
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compiler, but you'll have to manually add the "-msse3" command line option
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to at least the SDL_audiocvt.c source file, and possibly others. This may
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not be necessary if you build SDL with CMake instead of the included Visual
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Studio solution.
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Details are here: https://github.com/libsdl-org/SDL/issues/5186
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## MinGW-w64 compiler support
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SDL can be built with MinGW-w64 and CMake. Minimum tested MinGW-w64 version is 8.0.3.
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On a Windows host, you first need to install and set up the MSYS2 environment, which provides the MinGW-w64 toolchain. Install MSYS2, typically to `C:\msys64`, and follow the instructions on the MSYS2 wiki to use the MinGW-w64 shell to update all components in the MSYS2 environment. This generally amounts to running `pacman -Syuu` from the mingw64 shell, but refer to MSYS2's documentation for more details. Once the MSYS2 environment has been updated, install the x86_64 MinGW toolchain from the mingw64 shell with the command `pacman -S mingw-w64-x86_64-toolchain`. (You can additionally install `mingw-w64-i686-toolchain` if you intend to build 32-bit binaries as well. The remainder of this section assumes you only want to build 64-bit binaries.)
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To build and install SDL, you can use PowerShell or any CMake-compatible IDE. First, install CMake, Ninja, and Git. These tools can be installed using any number of tools, such as the MSYS2's `pacman`, `winget`, `Chocolatey`, or by manually downloading and running the installers. Clone SDL to an appropriate location with `git` and run the following commands from the root of the cloned repository:
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```sh
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mkdir build
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cmake -S . -B build -G Ninja -DCMAKE_TOOLCHAIN_FILE=build-scripts/cmake-toolchain-mingw64-x86_64.cmake
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cmake --build build --parallel
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cmake --install build --prefix C:/Libraries
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```
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This installs SDL to `C:\Libraries`. You can specify another directory of your choice as desired. Ensure that your `CMAKE_PREFIX_PATH` includes `C:\Libraries` when you want to build against this copy of SDL. The simplest way to do this is to pass it to CMake as an option at configuration time:
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```sh
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cmake .. -G Ninja -DCMAKE_PREFIX_PATH=C:/Libraries
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```
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You will also need to configure CMake to use the MinGW-w64 toolchain to build your own project. Here is a minimal toolchain file that you could use for this purpose:
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```
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set(CMAKE_SYSTEM_NAME Windows)
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set(CMAKE_SYSTEM_PROCESSOR x86_64)
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find_program(CMAKE_C_COMPILER NAMES x86_64-w64-mingw32-gcc REQUIRED)
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find_program(CMAKE_CXX_COMPILER NAMES x86_64-w64-mingw32-g++ REQUIRED)
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find_program(CMAKE_RC_COMPILER NAMES x86_64-w64-mingw32-windres windres REQUIRED)
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```
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Save this in your project and refer to it at configuration time with the option `-DCMAKE_TOOLCHAIN_FILE`.
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On Windows, you also need to copy `SDL3.dll` to an appropriate directory so that the game can find it at runtime. For guidance, see [README-cmake.md](README-cmake.md#how-do-i-copy-a-sdl3-dynamic-library-to-another-location).
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Below is a minimal `CMakeLists.txt` file to build your game linked against a system SDL that was built with the MinGW-w64 toolchain. See [README-cmake.md](README-cmake.md) for more details on including SDL in your CMake project.
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```cmake
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cmake_minimum_required(VERSION 3.15)
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project(mygame)
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find_package(SDL3 REQUIRED CONFIG COMPONENTS SDL3-shared)
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add_executable(mygame WIN32 mygame.c)
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target_link_libraries(mygame PRIVATE SDL3::SDL3)
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# On Windows, copy SDL3.dll to the build directory
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if(WIN32)
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add_custom_command(
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TARGET mygame POST_BUILD
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COMMAND "${CMAKE_COMMAND}" -E copy $<TARGET_FILE:SDL3::SDL3-shared> $<TARGET_FILE_DIR:mygame>
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VERBATIM
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)
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endif()
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```
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## OpenGL ES 2.x support
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SDL has support for OpenGL ES 2.x under Windows via two alternative
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implementations.
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The most straightforward method consists in running your app in a system with
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a graphic card paired with a relatively recent (as of November of 2013) driver
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which supports the WGL_EXT_create_context_es2_profile extension. Vendors known
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to ship said extension on Windows currently include nVidia and Intel.
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The other method involves using the
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[ANGLE library](https://code.google.com/p/angleproject/). If an OpenGL ES 2.x
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context is requested and no WGL_EXT_create_context_es2_profile extension is
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found, SDL will try to load the libEGL.dll library provided by ANGLE.
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To obtain the ANGLE binaries, you can either compile from source from
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https://chromium.googlesource.com/angle/angle or copy the relevant binaries
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from a recent Chrome/Chromium install for Windows. The files you need are:
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- libEGL.dll
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- libGLESv2.dll
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- d3dcompiler_46.dll (supports Windows Vista or later, better shader
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compiler) *or* d3dcompiler_43.dll (supports Windows XP or later)
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If you compile ANGLE from source, you can configure it so it does not need the
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d3dcompiler_* DLL at all (for details on this, see their documentation).
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However, by default SDL will try to preload the d3dcompiler_46.dll to
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comply with ANGLE's requirements. If you wish SDL to preload
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d3dcompiler_43.dll (to support Windows XP) or to skip this step at all, you
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can use the SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more
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details).
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Known Bugs:
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- SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears
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that there's a bug in the library which prevents the window contents from
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refreshing if this is set to anything other than the default value.
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## Vulkan Surface Support
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Support for creating Vulkan surfaces is configured on by default. To disable
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it change the value of `SDL_VIDEO_VULKAN` to 0 in `SDL_config_windows.h`. You
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must install the [Vulkan SDK](https://www.lunarg.com/vulkan-sdk/) in order to
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use Vulkan graphics in your application.
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## Transparent Window Support
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SDL uses the Desktop Window Manager (DWM) to create transparent windows. DWM is
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always enabled from Windows 8 and above. Windows 7 only enables DWM with Aero Glass
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theme.
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However, it cannot be guaranteed to work on all hardware configurations (an example
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is hybrid GPU systems, such as NVIDIA Optimus laptops).
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