Bug reports for SDL can be posted at the bug tracker.
The bug tracker is our TODO list and our institutional memory; it's totally cool to ask about and discuss bugs on the forums, Discord, or by email, but we will almost certainly forget to deal with the problem if it's not open in the bug tracker.
We have various places for discussion. Questions about SDL can be asked there, including "how do I use this?" and "am I using this correctly?"
These questions are better posted to those places, so they don't clog up the bug tracker and so others can benefit from them later.
SDL runs on a lot of platforms, and people often forget to mention which one they're using when they hit a bug. It's extremely useful to say "I'm on Windows 10" or "I'm seeing this on macOS 15.4."
If you're dealing with a rendering bug, it's useful to report that you're using a specific 2D render backend (OpenGL, Direct3D 9, etc) or GPU API target (Vulkan, Metal, etc).
Memory leaks happen, and we are happy to fix leaks in SDL. However, almost all leaks reported to our bug tracker are either leaks in other libraries that SDL uses, or intentional one-time allocations made by GPU drivers.
If you're using a memory leak tool, like AddressSanitizer or Valgrind, before reporting: