Ah, I misunderstood the intent, my mistake. To clarify then, from SDL’s point
of view: All we want is to avoid the deadlock, nothing more.
While I do have a wide range of games at my disposal it’s admittedly not quite
the same scale, but: they’re all native games running on SDL and in practice
What exactly do you agree with? :V is a funny face in response to Sebastian's
typical idiocy.
The timeout doesn't fix anything and still has problems for games that demand a
semi-consistent framerate (ie. Not hanging for seconds at a time)
The correct solution ideally would be to keep ticking a
:V
On Wed, 24 Nov 2021 at 15:31, Sebastian Wick
wrote:
> On 2021-11-11 16:00, Neal Gompa wrote:
> > Hey all,
> >
> > Is there a reason why the development of the surface-suspension
> > protocol[1] has completely stalled out? It's been in the 30 day
> > discussion period for a few months now and
On 2021-11-11 16:00, Neal Gompa wrote:
Hey all,
Is there a reason why the development of the surface-suspension
protocol[1] has completely stalled out? It's been in the 30 day
discussion period for a few months now and it's a pretty critical
protocol for games (it's the main blocker for SDL to s