SDL offers a way to perform I/O asynchronously. This allows an app to read or write files without waiting for data to actually transfer; the functions that request I/O never block while the request is fulfilled.
Instead, the data moves in the background and the app can check for results at their leisure.
This is more complicated than just reading and writing files in a synchronous way, but it can allow for more efficiency, and never having framerate drops as the hard drive catches up, etc.
The general usage pattern for async I/O is:
This all works, without blocking, in a single thread, but one can also wait on a queue in a background thread, sleeping until new results have arrived:
And, of course, to match the synchronous SDL_LoadFile, we offer SDL_LoadFileAsync as a convenience function. This will handle allocating a buffer, slurping in the file data, and null-terminating it; you still check for results later.
Behind the scenes, SDL will use newer, efficient APIs on platforms that support them: Linux's io_uring and Windows 11's IoRing, for example. If those technologies aren't available, SDL will offload the work to a thread pool that will manage otherwise-synchronous loads without blocking the app.
Simple non-blocking i/o--for an app that just wants to pick up data whenever it's ready without losing framerate waiting on disks to spin--can use whatever pattern works well for the program. In this case, simply call SDL_ReadAsyncIO, or maybe SDL_LoadFileAsync, as needed. Once a frame, call SDL_GetAsyncIOResult to check for any completed tasks and deal with the data as it arrives.
If two separate pieces of the same program need their own i/o, it is legal for each to create their own queue. This will prevent either piece from accidentally consuming the other's completed tasks. Each queue does require some amount of resources, but it is not an overwhelming cost. Do not make a queue for each task, however. It is better to put many tasks into a single queue. They will be reported in order of completion, not in the order they were submitted, so it doesn't generally matter what order tasks are started.
One async i/o queue can be shared by multiple threads, or one thread can have more than one queue, but the most efficient way--if ruthless efficiency is the goal--is to have one queue per thread, with multiple threads working in parallel, and attempt to keep each queue loaded with tasks that are both started by and consumed by the same thread. On modern platforms that can use newer interfaces, this can keep data flowing as efficiently as possible all the way from storage hardware to the app, with no contention between threads for access to the same queue.
Written data is not guaranteed to make it to physical media by the time a closing task is completed, unless SDL_CloseAsyncIO is called with its flush
parameter set to true, which is to say that a successful result here can still result in lost data during an unfortunately-timed power outage if not flushed. However, flushing will take longer and may be unnecessary, depending on the app's needs.