Build (All) / Create test plan (push) Canceled after 0s
Build (All) / level1 (push) Canceled after 0s
Build (All) / level2 (push) Canceled after 0s
This is my port of SDL3 to HarmonyOS/OpenHarmony. It has been tested on real
hardware from Huawei, and commercial games are being prepped to ship with it
already.
There is _heavy_ documentation in docs/README-harmonyos.md, including how to
set up a development environment and project, build, and debug, for the
completely uninitiated.
This work was sponsored by Outfit7: https://outfit7.com/Fixes#9837.
Previously this was only available through the gamepad API, but this state has
always actually lived on the lower-level joystick objects, so there's no sense
in not offering a public API for that level, as well.
Closes#16202.
This adds support for:
* System theme
* Sandbox detection
* Device form factor detection
Many things aren't properly supported yet, but changes and upgrades will happen on the Ubuntu Touch side, so SDL should automatically support more Ubuntu Touch features as time goes.
SVE/SVE2 is a new SIMD extension for AArch64. Compared to NEON, SVE/SVE2 brings the following benefits that are good for SDL projects:
- Lane prediction: we don't have to treat the tail part of a stride separately when the width is n times the hardware vector size
- Although the performance is almost no difference from NEON when the hardware vector size is 128bits, when the hardware provides a longer vector size, e.g. 256, 512, ... 2048, we can enjoy the large performance gain without modifying the source code or recompiling a library.
The functional correctness is validated in a dedicated [qemu project](https://github.com/GorgonMeducer/aarch64_qemu_mac_template/tree/SDL-SVE2-Acceleration-Validation).
The performance is tested on [Radxa Orion 6 N](https://radxa.com/products/orion/o6n/), which provides 4x A720 and 4x A520 processors. Since the vector size is 128 bits, which is the same as NEON, the performance is almost the same (or no worse than) the NEON acceleration.