# Windows ## Old systems WinRT, Windows Phone, and UWP are no longer supported. All desktop Windows versions, back to Windows XP, are still supported. ## LLVM and Intel C++ compiler support SDL will build with the Visual Studio project files with LLVM-based compilers, such as the Intel oneAPI C++ compiler, but you'll have to manually add the "-msse3" command line option to at least the SDL_audiocvt.c source file, and possibly others. This may not be necessary if you build SDL with CMake instead of the included Visual Studio solution. Details are here: https://github.com/libsdl-org/SDL/issues/5186 ## MinGW-w64 compiler support SDL can be built with MinGW-w64 and CMake. Minimum tested MinGW-w64 version is 8.0.3. On a Windows host, you first need to install and set up the MSYS2 environment, which provides the MinGW-w64 toolchain. Install MSYS2, typically to `C:\msys64`, and follow the instructions on the MSYS2 wiki to use the MinGW-w64 shell to update all components in the MSYS2 environment. This generally amounts to running `pacman -Syuu` from the mingw64 shell, but refer to MSYS2's documentation for more details. Once the MSYS2 environment has been updated, install the x86_64 MinGW toolchain from the mingw64 shell with the command `pacman -S mingw-w64-x86_64-toolchain`. (You can additionally install `mingw-w64-i686-toolchain` if you intend to build 32-bit binaries as well. The remainder of this section assumes you only want to build 64-bit binaries.) To build and install SDL, you can use PowerShell or any CMake-compatible IDE. First, install CMake, Ninja, and Git. These tools can be installed using any number of tools, such as the MSYS2's `pacman`, `winget`, `Chocolatey`, or by manually downloading and running the installers. Clone SDL to an appropriate location with `git` and run the following commands from the root of the cloned repository: ```sh mkdir build cmake -S . -B build -G Ninja -DCMAKE_TOOLCHAIN_FILE=build-scripts/cmake-toolchain-mingw64-x86_64.cmake cmake --build build --parallel cmake --install build --prefix C:/Libraries ``` This installs SDL to `C:\Libraries`. You can specify another directory of your choice as desired. Ensure that your `CMAKE_PREFIX_PATH` includes `C:\Libraries` when you want to build against this copy of SDL. The simplest way to do this is to pass it to CMake as an option at configuration time: ```sh cmake .. -G Ninja -DCMAKE_PREFIX_PATH=C:/Libraries ``` You will also need to configure CMake to use the MinGW-w64 toolchain to build your own project. Here is a minimal toolchain file that you could use for this purpose: ``` set(CMAKE_SYSTEM_NAME Windows) set(CMAKE_SYSTEM_PROCESSOR x86_64) find_program(CMAKE_C_COMPILER NAMES x86_64-w64-mingw32-gcc REQUIRED) find_program(CMAKE_CXX_COMPILER NAMES x86_64-w64-mingw32-g++ REQUIRED) find_program(CMAKE_RC_COMPILER NAMES x86_64-w64-mingw32-windres windres REQUIRED) ``` Save this in your project and refer to it at configuration time with the option `-DCMAKE_TOOLCHAIN_FILE`. On Windows, you also need to copy `SDL3.dll` to an appropriate directory so that the game can find it at runtime. For guidance, see [README-cmake.md](README-cmake.md#how-do-i-copy-a-sdl3-dynamic-library-to-another-location). Below is a minimal `CMakeLists.txt` file to build your game linked against a system SDL that was built with the MinGW-w64 toolchain. See [README-cmake.md](README-cmake.md) for more details on including SDL in your CMake project. ```cmake cmake_minimum_required(VERSION 3.15) project(mygame) find_package(SDL3 REQUIRED CONFIG COMPONENTS SDL3-shared) add_executable(mygame WIN32 mygame.c) target_link_libraries(mygame PRIVATE SDL3::SDL3) # On Windows, copy SDL3.dll to the build directory if(WIN32) add_custom_command( TARGET mygame POST_BUILD COMMAND "${CMAKE_COMMAND}" -E copy $<TARGET_FILE:SDL3::SDL3-shared> $<TARGET_FILE_DIR:mygame> VERBATIM ) endif() ``` ## OpenGL ES 2.x support SDL has support for OpenGL ES 2.x under Windows via two alternative implementations. The most straightforward method consists in running your app in a system with a graphic card paired with a relatively recent (as of November of 2013) driver which supports the WGL_EXT_create_context_es2_profile extension. Vendors known to ship said extension on Windows currently include nVidia and Intel. The other method involves using the [ANGLE library](https://code.google.com/p/angleproject/). If an OpenGL ES 2.x context is requested and no WGL_EXT_create_context_es2_profile extension is found, SDL will try to load the libEGL.dll library provided by ANGLE. To obtain the ANGLE binaries, you can either compile from source from https://chromium.googlesource.com/angle/angle or copy the relevant binaries from a recent Chrome/Chromium install for Windows. The files you need are: - libEGL.dll - libGLESv2.dll - d3dcompiler_46.dll (supports Windows Vista or later, better shader compiler) *or* d3dcompiler_43.dll (supports Windows XP or later) If you compile ANGLE from source, you can configure it so it does not need the d3dcompiler_* DLL at all (for details on this, see their documentation). However, by default SDL will try to preload the d3dcompiler_46.dll to comply with ANGLE's requirements. If you wish SDL to preload d3dcompiler_43.dll (to support Windows XP) or to skip this step at all, you can use the SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more details). Known Bugs: - SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears that there's a bug in the library which prevents the window contents from refreshing if this is set to anything other than the default value. ## Vulkan Surface Support Support for creating Vulkan surfaces is configured on by default. To disable it change the value of `SDL_VIDEO_VULKAN` to 0 in `SDL_config_windows.h`. You must install the [Vulkan SDK](https://www.lunarg.com/vulkan-sdk/) in order to use Vulkan graphics in your application. ## Transparent Window Support SDL uses the Desktop Window Manager (DWM) to create transparent windows. DWM is always enabled from Windows 8 and above. Windows 7 only enables DWM with Aero Glass theme. However, it cannot be guaranteed to work on all hardware configurations (an example is hybrid GPU systems, such as NVIDIA Optimus laptops).