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Convert SDL_d3dmath.c functions to static inline in SDL_d3dmath.h to make it less likely to conflict when static linking SDL. raylib's SDL backend does not work with a "normal" upstream binary static link. It has these errors: /usr/bin/ld: /usr/local/lib64/libSDL3.a(SDL_d3dmath.c.o): in function `MatrixIdentity': SDL/src/render/SDL_d3dmath.c:35: multiple definition of `MatrixIdentity'; CMakeFiles/raylib.dir/rcore.c.o:rcore.c:(.text+0x18470): first defined here /usr/bin/ld: /usr/local/lib64/libSDL3.a(SDL_d3dmath.c.o): in function `MatrixMultiply': SDL/src/render/SDL_d3dmath.c:44: multiple definition of `MatrixMultiply'; CMakeFiles/raylib.dir/rcore.c.o:rcore.c:(.text+0x18540): first defined here collect2: error: ld returned 1 exit status It works if these functions aren't emitted, (i.e. !SDL_VIDEO_RENDER_D3D(11|12|GPU|VULKAN) Or, if SDL is not linked static. Which I know is preferred anyway. In raylib's case, it doesn't use this code anyway so it's not a problem to build it yourself with them disabled. But it's a minor hassle to be incompatible with static linking libraries from upstream. I can't see any good reason for these functions to not be static inline already, so I just put them in the header and deleted the .c. Raylib's conflicting case is a library with a public function exposed to users. But SDL's case is not. - Moved all matrix functions from SDL_d3dmath.c to SDL_d3dmath.h as static inline - Removed SDL_d3dmath.c from all project files (Visual Studio and Xcode) - Functions affected: MatrixIdentity, MatrixMultiply, MatrixScaling, MatrixTranslation, MatrixRotationX, MatrixRotationY, MatrixRotationZ