mirror of https://github.com/libsdl-org/SDL
You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
139 lines
6.6 KiB
Markdown
139 lines
6.6 KiB
Markdown
# Dynamic API
|
|
|
|
Originally posted on Ryan's Google+ account.
|
|
|
|
Background:
|
|
|
|
- The Steam Runtime has (at least in theory) a really kick-ass build of SDL,
|
|
but developers are shipping their own SDL with individual Steam games.
|
|
These games might stop getting updates, but a newer SDL might be needed later.
|
|
Certainly we'll always be fixing bugs in SDL, even if a new video target isn't
|
|
ever needed, and these fixes won't make it to a game shipping its own SDL.
|
|
- Even if we replace the SDL in those games with a compatible one, that is to
|
|
say, edit a developer's Steam depot (yuck!), there are developers that are
|
|
statically linking SDL that we can't do this for. We can't even force the
|
|
dynamic loader to ignore their SDL in this case, of course.
|
|
- If you don't ship an SDL with the game in some form, people that disabled the
|
|
Steam Runtime, or just tried to run the game from the command line instead of
|
|
Steam might find themselves unable to run the game, due to a missing dependency.
|
|
- If you want to ship on non-Steam platforms like GOG or Humble Bundle, or target
|
|
generic Linux boxes that may or may not have SDL installed, you have to ship
|
|
the library or risk a total failure to launch. So now, you might have to have
|
|
a non-Steam build plus a Steam build (that is, one with and one without SDL
|
|
included), which is inconvenient if you could have had one universal build
|
|
that works everywhere.
|
|
- We like the zlib license, but the biggest complaint from the open source
|
|
community about the license change is the static linking. The LGPL forced this
|
|
as a legal, not technical issue, but zlib doesn't care. Even those that aren't
|
|
concerned about the GNU freedoms found themselves solving the same problems:
|
|
swapping in a newer SDL to an older game often times can save the day.
|
|
Static linking stops this dead.
|
|
|
|
So here's what we did:
|
|
|
|
SDL now has, internally, a table of function pointers. So, this is what SDL_Init
|
|
now looks like:
|
|
|
|
```c
|
|
bool SDL_Init(SDL_InitFlags flags)
|
|
{
|
|
return jump_table.SDL_Init(flags);
|
|
}
|
|
```
|
|
|
|
Except that is all done with a bunch of macro magic so we don't have to maintain
|
|
every one of these.
|
|
|
|
What is jump_table.SDL_init()? Eventually, that's a function pointer of the real
|
|
SDL_Init() that you've been calling all this time. But at startup, it looks more
|
|
like this:
|
|
|
|
```c
|
|
bool SDL_Init_DEFAULT(SDL_InitFlags flags)
|
|
{
|
|
SDL_InitDynamicAPI();
|
|
return jump_table.SDL_Init(flags);
|
|
}
|
|
```
|
|
|
|
SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function
|
|
pointers, which means that this `_DEFAULT` function never gets called again.
|
|
First call to any SDL function sets the whole thing up.
|
|
|
|
So you might be asking, what was the value in that? Isn't this what the operating
|
|
system's dynamic loader was supposed to do for us? Yes, but now we've got this
|
|
level of indirection, we can do things like this:
|
|
|
|
```bash
|
|
export SDL3_DYNAMIC_API=/my/actual/libSDL3.so.0
|
|
./MyGameThatIsStaticallyLinkedToSDL
|
|
```
|
|
|
|
And now, this game that is statically linked to SDL, can still be overridden
|
|
with a newer, or better, SDL. The statically linked one will only be used as
|
|
far as calling into the jump table in this case. But in cases where no override
|
|
is desired, the statically linked version will provide its own jump table,
|
|
and everyone is happy.
|
|
|
|
So now:
|
|
- Developers can statically link SDL, and users can still replace it.
|
|
(We'd still rather you ship a shared library, though!)
|
|
- Developers can ship an SDL with their game, Valve can override it for, say,
|
|
new features on SteamOS, or distros can override it for their own needs,
|
|
but it'll also just work in the default case.
|
|
- Developers can ship the same package to everyone (Humble Bundle, GOG, etc),
|
|
and it'll do the right thing.
|
|
- End users (and Valve) can update a game's SDL in almost any case,
|
|
to keep abandoned games running on newer platforms.
|
|
- Everyone develops with SDL exactly as they have been doing all along.
|
|
Same headers, same ABI. Just get the latest version to enable this magic.
|
|
|
|
|
|
A little more about SDL_InitDynamicAPI():
|
|
|
|
Internally, InitAPI does some locking to make sure everything waits until a
|
|
single thread initializes everything (although even SDL_CreateThread() goes
|
|
through here before spinning a thread, too), and then decides if it should use
|
|
an external SDL library. If not, it sets up the jump table using the current
|
|
SDL's function pointers (which might be statically linked into a program, or in
|
|
a shared library of its own). If so, it loads that library and looks for and
|
|
calls a single function:
|
|
|
|
```c
|
|
Sint32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize);
|
|
```
|
|
|
|
That function takes a version number (more on that in a moment), the address of
|
|
the jump table, and the size, in bytes, of the table.
|
|
Now, we've got policy here: this table's layout never changes; new stuff gets
|
|
added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all
|
|
the needed functions if tablesize <= sizeof its own jump table. If tablesize is
|
|
bigger (say, SDL 3.0.4 is trying to load SDL 3.0.3), then we know to abort, but
|
|
if it's smaller, we know we can provide the entire API that the caller needs.
|
|
|
|
The version variable is a failsafe switch.
|
|
Right now it's always 1. This number changes when there are major API changes
|
|
(so we know if the tablesize might be smaller, or entries in it have changed).
|
|
Right now SDL_DYNAPI_entry gives up if the version doesn't match, but it's not
|
|
inconceivable to have a small dispatch library that only supplies this one
|
|
function and loads different, otherwise-incompatible SDL libraries and has the
|
|
right one initialize the jump table based on the version. For something that
|
|
must generically catch lots of different versions of SDL over time, like the
|
|
Steam Client, this isn't a bad option.
|
|
|
|
Finally, I'm sure some people are reading this and thinking,
|
|
"I don't want that overhead in my project!"
|
|
|
|
To which I would point out that the extra function call through the jump table
|
|
probably wouldn't even show up in a profile, but lucky you: this can all be
|
|
disabled. You can build SDL without this if you absolutely must, but we would
|
|
encourage you not to do that. However, on heavily locked down platforms like
|
|
iOS, or maybe when debugging, it makes sense to disable it. The way this is
|
|
designed in SDL, you just have to change one #define, and the entire system
|
|
vaporizes out, and SDL functions exactly like it always did. Most of it is
|
|
macro magic, so the system is contained to one C file and a few headers.
|
|
However, this is on by default and you have to edit a header file to turn it
|
|
off. Our hopes is that if we make it easy to disable, but not too easy,
|
|
everyone will ultimately be able to get what they want, but we've gently
|
|
nudged everyone towards what we think is the best solution.
|