Sam Lantinga

Results 1875 comments of Sam Lantinga

Any chance you can debug this and narrow down which call is slow in the D3D 12 path?

I can't reproduce this here. Has anyone been able to narrow down what is slow on your system?

I don't think we can defer the vertex buffer creation, so I think we're as good as we can get for now. Out of curiosity, what hardware and driver version...

> What's the reason for the D3D12 backend creating 256 individual buffers at startup? That's pretty unusual compared to some of the other render backends I'm familiar with (like Metal's)....

This doesn't seem right. What render backend are you using?

SDL 2.0 is now in maintenance mode, and all inactive issues are being closed. If this issue is impacting you, please feel free to reopen it with additional information.

This seems like a reasonable approach. APIs that previously returned const char *, always returned strduped memory and should be freed by the caller. There's no confusion about the memory...

Let's add a task for this and change it uniformly across the SDL 3.0 API.

Hey... maybe we can use SDL_AllocateEventMemory() for these?

This is fixed in https://github.com/libsdl-org/SDL/commit/e23257307e220c7dd3d827e195f52adaabaaeeeb