Removed temporary memory from the API

It was intended to make the API easier to use, but various automatic garbage collection all had flaws, and making the application periodically clean up temporary memory added cognitive load to using the API, and in many cases was it was difficult to restructure threaded code to handle this.

So, we're largely going back to the original system, where the API returns allocated results and you free them.

In addition, to solve the problems we originally wanted temporary memory for:
* Short strings with a finite count, like device names, get stored in a per-thread string pool.
* Events continue to use temporary memory internally, which is cleaned up on the next event processing cycle.
This commit is contained in:
Sam Lantinga 2024-07-26 18:57:18 -07:00
parent 21411c6418
commit 4f55271571
100 changed files with 737 additions and 853 deletions

View file

@ -192,7 +192,7 @@ SDL_DYNAPI_PROC(int,SDL_GL_SetAttribute,(SDL_GLattr a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GL_SetSwapInterval,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GL_SwapWindow,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_GL_UnloadLibrary,(void),(),)
SDL_DYNAPI_PROC(const char *,SDL_GUIDToString,(SDL_GUID a),(a),return)
SDL_DYNAPI_PROC(void,SDL_GUIDToString,(SDL_GUID a, char *b, int c),(a,b,c),)
SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadConnected,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadEventsEnabled,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
@ -208,21 +208,21 @@ SDL_DYNAPI_PROC(void*,SDL_GetAndroidJNIEnv,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetAndroidSDKVersion,(void),(),return)
SDL_DYNAPI_PROC(SDL_AssertionHandler,SDL_GetAssertionHandler,(void **a),(a),return)
SDL_DYNAPI_PROC(const SDL_AssertData*,SDL_GetAssertionReport,(void),(),return)
SDL_DYNAPI_PROC(const int*,SDL_GetAudioDeviceChannelMap,(SDL_AudioDeviceID a, int *b),(a,b),return)
SDL_DYNAPI_PROC(int*,SDL_GetAudioDeviceChannelMap,(SDL_AudioDeviceID a, int *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetAudioDeviceFormat,(SDL_AudioDeviceID a, SDL_AudioSpec *b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(float,SDL_GetAudioDeviceGain,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetAudioDeviceName,(SDL_AudioDeviceID a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetAudioDriver,(int a),(a),return)
SDL_DYNAPI_PROC(const SDL_AudioDeviceID*,SDL_GetAudioPlaybackDevices,(int *a),(a),return)
SDL_DYNAPI_PROC(const SDL_AudioDeviceID*,SDL_GetAudioRecordingDevices,(int *a),(a),return)
SDL_DYNAPI_PROC(SDL_AudioDeviceID*,SDL_GetAudioPlaybackDevices,(int *a),(a),return)
SDL_DYNAPI_PROC(SDL_AudioDeviceID*,SDL_GetAudioRecordingDevices,(int *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetAudioStreamAvailable,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetAudioStreamData,(SDL_AudioStream *a, void *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_AudioDeviceID,SDL_GetAudioStreamDevice,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetAudioStreamFormat,(SDL_AudioStream *a, SDL_AudioSpec *b, SDL_AudioSpec *c),(a,b,c),return)
SDL_DYNAPI_PROC(float,SDL_GetAudioStreamFrequencyRatio,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(float,SDL_GetAudioStreamGain,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(const int*,SDL_GetAudioStreamInputChannelMap,(SDL_AudioStream *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(const int*,SDL_GetAudioStreamOutputChannelMap,(SDL_AudioStream *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(int*,SDL_GetAudioStreamInputChannelMap,(SDL_AudioStream *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(int*,SDL_GetAudioStreamOutputChannelMap,(SDL_AudioStream *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetAudioStreamProperties,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetAudioStreamQueued,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetBasePath,(void),(),return)
@ -236,11 +236,11 @@ SDL_DYNAPI_PROC(const char*,SDL_GetCameraName,(SDL_CameraID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetCameraPermissionState,(SDL_Camera *a),(a),return)
SDL_DYNAPI_PROC(SDL_CameraPosition,SDL_GetCameraPosition,(SDL_CameraID a),(a),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetCameraProperties,(SDL_Camera *a),(a),return)
SDL_DYNAPI_PROC(const SDL_CameraSpec* const*,SDL_GetCameraSupportedFormats,(SDL_CameraID a, int *b),(a,b),return)
SDL_DYNAPI_PROC(const SDL_CameraID*,SDL_GetCameras,(int *a),(a),return)
SDL_DYNAPI_PROC(const void*,SDL_GetClipboardData,(const char *a, size_t *b),(a,b),return)
SDL_DYNAPI_PROC(const char*,SDL_GetClipboardText,(void),(),return)
SDL_DYNAPI_PROC(const SDL_DisplayMode*,SDL_GetClosestFullscreenDisplayMode,(SDL_DisplayID a, int b, int c, float d, SDL_bool e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_CameraSpec**,SDL_GetCameraSupportedFormats,(SDL_CameraID a, int *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_CameraID*,SDL_GetCameras,(int *a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_GetClipboardData,(const char *a, size_t *b),(a,b),return)
SDL_DYNAPI_PROC(char*,SDL_GetClipboardText,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetClosestFullscreenDisplayMode,(SDL_DisplayID a, int b, int c, float d, SDL_bool e, SDL_DisplayMode *f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(const char*,SDL_GetCurrentAudioDriver,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetCurrentCameraDriver,(void),(),return)
SDL_DYNAPI_PROC(const SDL_DisplayMode*,SDL_GetCurrentDisplayMode,(SDL_DisplayID a),(a),return)
@ -269,18 +269,18 @@ SDL_DYNAPI_PROC(SDL_DisplayID,SDL_GetDisplayForWindow,(SDL_Window *a),(a),return
SDL_DYNAPI_PROC(const char*,SDL_GetDisplayName,(SDL_DisplayID a),(a),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetDisplayProperties,(SDL_DisplayID a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetDisplayUsableBounds,(SDL_DisplayID a, SDL_Rect *b),(a,b),return)
SDL_DYNAPI_PROC(const SDL_DisplayID*,SDL_GetDisplays,(int *a),(a),return)
SDL_DYNAPI_PROC(SDL_DisplayID*,SDL_GetDisplays,(int *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetError,(void),(),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetEventFilter,(SDL_EventFilter *a, void **b),(a,b),return)
SDL_DYNAPI_PROC(float,SDL_GetFloatProperty,(SDL_PropertiesID a, const char *b, float c),(a,b,c),return)
SDL_DYNAPI_PROC(const SDL_DisplayMode* const*,SDL_GetFullscreenDisplayModes,(SDL_DisplayID a, int *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_DisplayMode**,SDL_GetFullscreenDisplayModes,(SDL_DisplayID a, int *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GetGDKDefaultUser,(XUserHandle *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetGDKTaskQueue,(XTaskQueueHandle *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
SDL_DYNAPI_PROC(Sint16,SDL_GetGamepadAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GamepadAxis,SDL_GetGamepadAxisFromString,(const char *a),(a),return)
SDL_DYNAPI_PROC(const SDL_GamepadBinding* const*,SDL_GetGamepadBindings,(SDL_Gamepad *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GamepadBinding**,SDL_GetGamepadBindings,(SDL_Gamepad *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(Uint8,SDL_GetGamepadButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GamepadButton,SDL_GetGamepadButtonFromString,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_GamepadButtonLabel,SDL_GetGamepadButtonLabel,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
@ -292,10 +292,10 @@ SDL_DYNAPI_PROC(SDL_Gamepad*,SDL_GetGamepadFromPlayerIndex,(int a),(a),return)
SDL_DYNAPI_PROC(SDL_GUID,SDL_GetGamepadGUIDForID,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(SDL_JoystickID,SDL_GetGamepadID,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(SDL_Joystick*,SDL_GetGamepadJoystick,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadMapping,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadMappingForGUID,(SDL_GUID a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadMappingForID,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(const char * const *,SDL_GetGamepadMappings,(int *a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_GetGamepadMapping,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_GetGamepadMappingForGUID,(SDL_GUID a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_GetGamepadMappingForID,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(char **,SDL_GetGamepadMappings,(int *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadName,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadNameForID,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetGamepadPath,(SDL_Gamepad *a),(a),return)
@ -321,7 +321,7 @@ SDL_DYNAPI_PROC(SDL_GamepadType,SDL_GetGamepadTypeForID,(SDL_JoystickID a),(a),r
SDL_DYNAPI_PROC(SDL_GamepadType,SDL_GetGamepadTypeFromString,(const char *a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadVendor,(SDL_Gamepad *a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadVendorForID,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(const SDL_JoystickID*,SDL_GetGamepads,(int *a),(a),return)
SDL_DYNAPI_PROC(SDL_JoystickID*,SDL_GetGamepads,(int *a),(a),return)
SDL_DYNAPI_PROC(SDL_MouseButtonFlags,SDL_GetGlobalMouseState,(float *a, float *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetGlobalProperties,(void),(),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_GetGrabbedWindow,(void),(),return)
@ -331,7 +331,7 @@ SDL_DYNAPI_PROC(SDL_Haptic*,SDL_GetHapticFromID,(SDL_HapticID a),(a),return)
SDL_DYNAPI_PROC(SDL_HapticID,SDL_GetHapticID,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetHapticName,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetHapticNameForID,(SDL_HapticID a),(a),return)
SDL_DYNAPI_PROC(const SDL_HapticID*,SDL_GetHaptics,(int *a),(a),return)
SDL_DYNAPI_PROC(SDL_HapticID*,SDL_GetHaptics,(int *a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_GetHint,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetHintBoolean,(const char *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetIOProperties,(SDL_IOStream *a),(a),return)
@ -367,21 +367,21 @@ SDL_DYNAPI_PROC(SDL_JoystickType,SDL_GetJoystickType,(SDL_Joystick *a),(a),retur
SDL_DYNAPI_PROC(SDL_JoystickType,SDL_GetJoystickTypeForID,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickVendor,(SDL_Joystick *a),(a),return)
SDL_DYNAPI_PROC(Uint16,SDL_GetJoystickVendorForID,(SDL_JoystickID a),(a),return)
SDL_DYNAPI_PROC(const SDL_JoystickID*,SDL_GetJoysticks,(int *a),(a),return)
SDL_DYNAPI_PROC(SDL_JoystickID*,SDL_GetJoysticks,(int *a),(a),return)
SDL_DYNAPI_PROC(SDL_Keycode,SDL_GetKeyFromName,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_Keycode,SDL_GetKeyFromScancode,(SDL_Scancode a, SDL_Keymod b),(a,b),return)
SDL_DYNAPI_PROC(const char*,SDL_GetKeyName,(SDL_Keycode a),(a),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_GetKeyboardFocus,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetKeyboardNameForID,(SDL_KeyboardID a),(a),return)
SDL_DYNAPI_PROC(const Uint8*,SDL_GetKeyboardState,(int *a),(a),return)
SDL_DYNAPI_PROC(const SDL_KeyboardID*,SDL_GetKeyboards,(int *a),(a),return)
SDL_DYNAPI_PROC(SDL_KeyboardID*,SDL_GetKeyboards,(int *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_GetLogOutputFunction,(SDL_LogOutputFunction *a, void **b),(a,b),)
SDL_DYNAPI_PROC(SDL_LogPriority,SDL_GetLogPriority,(int a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetMasksForPixelFormat,(SDL_PixelFormat a, int *b, Uint32 *c, Uint32 *d, Uint32 *e, Uint32 *f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(int,SDL_GetMaxHapticEffects,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetMaxHapticEffectsPlaying,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_GetMemoryFunctions,(SDL_malloc_func *a, SDL_calloc_func *b, SDL_realloc_func *c, SDL_free_func *d),(a,b,c,d),)
SDL_DYNAPI_PROC(const SDL_MouseID*,SDL_GetMice,(int *a),(a),return)
SDL_DYNAPI_PROC(SDL_MouseID*,SDL_GetMice,(int *a),(a),return)
SDL_DYNAPI_PROC(SDL_Keymod,SDL_GetModState,(void),(),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_GetMouseFocus,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetMouseNameForID,(SDL_MouseID a),(a),return)
@ -417,10 +417,10 @@ SDL_DYNAPI_PROC(const char*,SDL_GetPixelFormatName,(SDL_PixelFormat a),(a),retur
SDL_DYNAPI_PROC(const char*,SDL_GetPlatform,(void),(),return)
SDL_DYNAPI_PROC(void*,SDL_GetPointerProperty,(SDL_PropertiesID a, const char *b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_PowerState,SDL_GetPowerInfo,(int *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(const char*,SDL_GetPrefPath,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(const SDL_Locale* const*,SDL_GetPreferredLocales,(int *a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_GetPrefPath,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Locale**,SDL_GetPreferredLocales,(int *a),(a),return)
SDL_DYNAPI_PROC(SDL_DisplayID,SDL_GetPrimaryDisplay,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetPrimarySelectionText,(void),(),return)
SDL_DYNAPI_PROC(char*,SDL_GetPrimarySelectionText,(void),(),return)
SDL_DYNAPI_PROC(SDL_PropertyType,SDL_GetPropertyType,(SDL_PropertiesID a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_GetRGB,(Uint32 a, const SDL_PixelFormatDetails *b, const SDL_Palette *c, Uint8 *d, Uint8 *e, Uint8 *f),(a,b,c,d,e,f),)
SDL_DYNAPI_PROC(void,SDL_GetRGBA,(Uint32 a, const SDL_PixelFormatDetails *b, const SDL_Palette *c, Uint8 *d, Uint8 *e, Uint8 *f, Uint8 *g),(a,b,c,d,e,f,g),)
@ -473,7 +473,7 @@ SDL_DYNAPI_PROC(int,SDL_GetSensorNonPortableTypeForID,(SDL_SensorID a),(a),retur
SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_GetSensorProperties,(SDL_Sensor *a),(a),return)
SDL_DYNAPI_PROC(SDL_SensorType,SDL_GetSensorType,(SDL_Sensor *a),(a),return)
SDL_DYNAPI_PROC(SDL_SensorType,SDL_GetSensorTypeForID,(SDL_SensorID a),(a),return)
SDL_DYNAPI_PROC(const SDL_SensorID*,SDL_GetSensors,(int *a),(a),return)
SDL_DYNAPI_PROC(SDL_SensorID*,SDL_GetSensors,(int *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetSilenceValueForFormat,(SDL_AudioFormat a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetStorageFileSize,(SDL_Storage *a, const char *b, Uint64 *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_GetStoragePathInfo,(SDL_Storage *a, const char *b, SDL_PathInfo *c),(a,b,c),return)
@ -505,8 +505,8 @@ SDL_DYNAPI_PROC(Uint64,SDL_GetTicks,(void),(),return)
SDL_DYNAPI_PROC(Uint64,SDL_GetTicksNS,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetTouchDeviceName,(SDL_TouchID a),(a),return)
SDL_DYNAPI_PROC(SDL_TouchDeviceType,SDL_GetTouchDeviceType,(SDL_TouchID a),(a),return)
SDL_DYNAPI_PROC(const SDL_TouchID*,SDL_GetTouchDevices,(int *a),(a),return)
SDL_DYNAPI_PROC(const SDL_Finger* const*,SDL_GetTouchFingers,(SDL_TouchID a, int *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_TouchID*,SDL_GetTouchDevices,(int *a),(a),return)
SDL_DYNAPI_PROC(SDL_Finger**,SDL_GetTouchFingers,(SDL_TouchID a, int *b),(a,b),return)
SDL_DYNAPI_PROC(const char*,SDL_GetUserFolder,(SDL_Folder a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetVersion,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetVideoDriver,(int a),(a),return)
@ -518,7 +518,7 @@ SDL_DYNAPI_PROC(float,SDL_GetWindowDisplayScale,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_WindowFlags,SDL_GetWindowFlags,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_Window*,SDL_GetWindowFromID,(SDL_WindowID a),(a),return)
SDL_DYNAPI_PROC(const SDL_DisplayMode*,SDL_GetWindowFullscreenMode,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(const void*,SDL_GetWindowICCProfile,(SDL_Window *a, size_t *b),(a,b),return)
SDL_DYNAPI_PROC(void*,SDL_GetWindowICCProfile,(SDL_Window *a, size_t *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_WindowID,SDL_GetWindowID,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetWindowKeyboardGrab,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetWindowMaximumSize,(SDL_Window *a, int *b, int *c),(a,b,c),return)
@ -537,9 +537,9 @@ SDL_DYNAPI_PROC(int,SDL_GetWindowSizeInPixels,(SDL_Window *a, int *b, int *c),(a
SDL_DYNAPI_PROC(SDL_Surface*,SDL_GetWindowSurface,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GetWindowSurfaceVSync,(SDL_Window *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(const char*,SDL_GetWindowTitle,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_Window* const*,SDL_GetWindows,(int *a),(a),return)
SDL_DYNAPI_PROC(const char * const *,SDL_GlobDirectory,(const char *a, const char *b, SDL_GlobFlags c, int *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(const char * const *,SDL_GlobStorageDirectory,(SDL_Storage *a, const char *b, const char *c, SDL_GlobFlags d, int *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_Window**,SDL_GetWindows,(int *a),(a),return)
SDL_DYNAPI_PROC(char **,SDL_GlobDirectory,(const char *a, const char *b, SDL_GlobFlags c, int *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(char **,SDL_GlobStorageDirectory,(SDL_Storage *a, const char *b, const char *c, SDL_GlobFlags d, int *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HapticEffectSupported,(SDL_Haptic *a, const SDL_HapticEffect *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HapticRumbleSupported,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasARMSIMD,(void),(),return)