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- Dynamic API
- ================================================================================
- Originally posted by Ryan at:
- https://plus.google.com/103391075724026391227/posts/TB8UfnDYu4U
-
- Background:
-
- - The Steam Runtime has (at least in theory) a really kick-ass build of SDL2,
- but developers are shipping their own SDL2 with individual Steam games.
- These games might stop getting updates, but a newer SDL2 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 SDL2 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 SDL2 that we can't do this for. We can't even force the
- dynamic loader to ignore their SDL2 in this case, of course.
- - If you don't ship an SDL2 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 SDL2 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 SDL2
- 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:
-
- UInt32 SDL_Init(Uint32 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:
-
- Uint32 SDL_Init_DEFAULT(Uint32 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:
-
- export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0
- ./MyGameThatIsStaticallyLinkedToSDL2
-
- 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:
-
- 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 2.0.4 is trying to load SDL 2.0.3), 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.
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