Sam Lantinga
Sam Lantinga
(or just apply @sezero's patch and re-push)
FYI, @icculus is working on merging the atomic and non-atomic KMSDRM backends. At that point, @pcercuei, it would be great if you want to update it so it doesn't require...
Try adding this before SDL_Init()? ```c SDL_SetHint(SDL_HINT_JOYSTICK_RAWINPUT, "0"); ```
I think this is fixed in the latest SDL2 code, can you try the latest release?
I remember looking at this and concluding that we still needed those flags, but I don't remember the details.
It looks like METAL can be removed but VULKAN is still necessary, as you noted, to manage the Vulkan function loading, and for KMSDRM, to know whether we need non-Vulkan...
How does CreateDevice handle the case of using OpenGL rendering with a window created without the OpenGL flag? Or is OpenGL even a thing now?
Yeah, it seems reasonable for you to remove the window flag dependency and always load/unload Vulkan yourself if you use it. There should be no reason you _need_ to have...
No, I don't think so, but you can use the window flags that the window was created with as a hint for which backend to use?
Can you copy and paste the full error message here?