Ive been messing around with 2.0.6 and it works fine for mir. The only
issue is the vulkan headers for mir support has a deprecated use
(MirSurface vs MirWindow) but that deprecation wont be removed any time
soon (Also MirSurface == MirWindow, just a rename). So you'll just seen
a lot of warnings when building 2.0.6 with mir support and vulkan
support.

Also a KMS/DRM driver landed in 2.0.6 as well. Which is pretty nice for
embedded devices!

Otherwise no changes in 2.0.6 directly cause issues with mir (besides
warnings), and all looks good to me!

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https://bugs.launchpad.net/bugs/1719825

Title:
  [Ffe] sdl2 2.0.6

Status in libsdl2 package in Ubuntu:
  Triaged

Bug description:
  We should get sdl 2.0.6 in Ubuntu too.

  Bug fix only release ABI compatible (including crash fixes and buffer
  overflow fixes)

  libsdl2 has also a new vulkan compatible driver, I think we should get
  it into artful too, but I'm also open to disable it (having a new
  delta from Debian)

  new functions should be "Ffe safe" sine the ABI is kept stable, and
  nobody uses them

  uploaded in ppa:costamagnagianfranco/locutusofborg-ppa

  changelog:

  +2.0.6:^M
  +---------------------------------------------------------------------------^M
  +^M
  +General:^M
  +* Added cross-platform Vulkan graphics support in SDL_vulkan.h^M
  +       SDL_Vulkan_LoadLibrary()^M

  +       SDL_Vulkan_GetVkGetInstanceProcAddr()^M
  +       SDL_Vulkan_GetInstanceExtensions()^M
  +       SDL_Vulkan_CreateSurface()^M
  +       SDL_Vulkan_GetDrawableSize()^M
  +       SDL_Vulkan_UnloadLibrary()^M
  +  This is all the platform-specific code you need to bring up Vulkan on all 
SDL platforms. You can look at an example in test/testvulkan.c^M
  +* Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D 
rendering^M
  +* Added SDL_HasNEON() which returns whether the CPU has NEON instruction 
support^M
  +* Added support for many game controllers, including the Nintendo Switch Pro 
Controller^M
  +* Added support for inverted axes and separate axis directions in game 
controller mappings^M
  +* Added functions to return information about a joystick before it's 
opened:^M
  +       SDL_JoystickGetDeviceVendor()^M
  +       SDL_JoystickGetDeviceProduct()^M
  +       SDL_JoystickGetDeviceProductVersion()^M
  +       SDL_JoystickGetDeviceType()^M
  +       SDL_JoystickGetDeviceInstanceID()^M
  +* Added functions to return information about an open joystick:^M
  +       SDL_JoystickGetVendor()^M
  +       SDL_JoystickGetProduct()^M
  +       SDL_JoystickGetProductVersion()^M
  +       SDL_JoystickGetType()^M
  +       SDL_JoystickGetAxisInitialState()^M
  +* Added functions to return information about an open game controller:^M
  +       SDL_GameControllerGetVendor()^M
  +       SDL_GameControllerGetProduct()^M
  +       SDL_GameControllerGetProductVersion()^M
  +* Added SDL_GameControllerNumMappings() and 
SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game 
controller mappings^M
  +* Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory^M
  +* Added SDL_DuplicateSurface() to make a copy of a surface^M
  +* Added an experimental JACK audio driver^M
  +* Implemented non-power-of-two audio resampling, optionally using 
libsamplerate to perform the resampling^M
  +* Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of 
resampling^M
  +* Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling 
policy for SDL_RenderSetLogicalSize():^M
  +       "0" or "letterbox" - Uses letterbox/sidebars to fit the entire 
rendering on screen (the default)^M
  +       "1" or "overscan"  - Will zoom the rendering so it fills the entire 
screen, allowing edges to be drawn offscreen^M
  +* Added the hints SDL_HINT_MOUSE_NORMAL_SPEED_SCALE and 
SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE to scale the mouse speed when being read 
from raw mouse input^M
  +* Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will 
synthesize mouse events from touch events^M
  +^M
  +Windows:^M
  +* The new default audio driver on Windows is WASAPI and supports 
hot-plugging devices and changing the default audio device^M
  +* The old XAudio2 audio driver is deprecated and will be removed in the next 
release^M
  +* Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and 
SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID 
for SDL windows^M
  +* The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for 
compatibility with .NET languages and various Windows debuggers^M
  +* Updated the GUID format for game controller mappings, older mappings will 
be automatically converted on load^M
  +* Implemented the SDL_WINDOW_ALWAYS_ON_TOP flag on Windows^M
  +^M
  +Linux:^M
  +* Added an experimental KMS/DRM video driver for embedded development^M
  +^M
  +iOS:^M
  +* Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category, 
determining whether the phone mute switch affects the audio^M

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