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asyncio: Added async i/o APIs.

Ryan C. Gordon 7 mesiacov pred
rodič
commit
e79ce2a200

+ 1 - 0
Android.mk

@@ -35,6 +35,7 @@ LOCAL_SRC_FILES := \
 	$(wildcard $(LOCAL_PATH)/src/dynapi/*.c) \
 	$(wildcard $(LOCAL_PATH)/src/events/*.c) \
 	$(wildcard $(LOCAL_PATH)/src/file/*.c) \
+	$(wildcard $(LOCAL_PATH)/src/file/generic/*.c) \
 	$(wildcard $(LOCAL_PATH)/src/gpu/*.c) \
 	$(wildcard $(LOCAL_PATH)/src/gpu/vulkan/*.c) \
 	$(wildcard $(LOCAL_PATH)/src/haptic/*.c) \

+ 1 - 2
CMakeLists.txt

@@ -1119,6 +1119,7 @@ sdl_glob_sources(
   "${SDL3_SOURCE_DIR}/src/dynapi/*.c"
   "${SDL3_SOURCE_DIR}/src/events/*.c"
   "${SDL3_SOURCE_DIR}/src/file/*.c"
+  "${SDL3_SOURCE_DIR}/src/file/generic/*.c"
   "${SDL3_SOURCE_DIR}/src/filesystem/*.c"
   "${SDL3_SOURCE_DIR}/src/gpu/*.c"
   "${SDL3_SOURCE_DIR}/src/joystick/*.c"
@@ -2111,8 +2112,6 @@ elseif(APPLE)
     set(HAVE_SDL_MAIN_CALLBACKS TRUE)
   endif()
 
-  sdl_glob_sources("${SDL3_SOURCE_DIR}/src/file/cocoa/*.m")
-
   if(SDL_CAMERA)
     if(MACOS OR IOS)
       set(SDL_CAMERA_DRIVER_COREMEDIA 1)

+ 5 - 0
VisualC-GDK/SDL/SDL.vcxproj

@@ -339,6 +339,7 @@
     <ClInclude Include="..\..\include\SDL3\SDL_haptic.h" />
     <ClInclude Include="..\..\include\SDL3\SDL_hints.h" />
     <ClInclude Include="..\..\include\SDL3\SDL_hidapi.h" />
+    <ClInclude Include="..\..\include\SDL3\SDL_asyncio.h" />
     <ClInclude Include="..\..\include\SDL3\SDL_joystick.h" />
     <ClInclude Include="..\..\include\SDL3\SDL_keyboard.h" />
     <ClInclude Include="..\..\include\SDL3\SDL_keycode.h" />
@@ -432,6 +433,8 @@
     <ClInclude Include="..\..\src\events\SDL_windowevents_c.h" />
     <ClInclude Include="..\..\src\filesystem\SDL_sysfilesystem.h" />
     <ClInclude Include="..\..\src\gpu\SDL_sysgpu.h" />
+    <ClInclude Include="..\..\src\file\SDL_asyncio_c.h" />
+    <ClInclude Include="..\..\src\file\SDL_sysasyncio.h" />
     <ClInclude Include="..\..\src\haptic\SDL_haptic_c.h" />
     <ClInclude Include="..\..\src\haptic\SDL_syshaptic.h" />
     <ClInclude Include="..\..\src\haptic\windows\SDL_dinputhaptic_c.h" />
@@ -517,6 +520,8 @@
     <ClCompile Include="..\..\src\dialog\SDL_dialog_utils.c" />
     <ClCompile Include="..\..\src\filesystem\SDL_filesystem.c" />
     <ClCompile Include="..\..\src\filesystem\windows\SDL_sysfsops.c" />
+    <ClCompile Include="..\..\src\file\generic\SDL_asyncio_generic.c" />
+    <ClCompile Include="..\..\src\file\SDL_asyncio.c" />
     <ClCompile Include="..\..\src\main\gdk\SDL_sysmain_runapp.cpp" />
     <ClCompile Include="..\..\src\main\generic\SDL_sysmain_callbacks.c" />
     <ClCompile Include="..\..\src\main\SDL_main_callbacks.c" />

+ 15 - 0
VisualC-GDK/SDL/SDL.vcxproj.filters

@@ -13,6 +13,12 @@
     <ClCompile Include="..\..\src\filesystem\windows\SDL_sysfsops.c">
       <Filter>filesystem\windows</Filter>
     </ClCompile>
+    <ClCompile Include="..\..\src\file\generic\SDL_asyncio_generic.c">
+      <Filter>file\generic</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\file\SDL_asyncio.c">
+      <Filter>file</Filter>
+    </ClCompile>
     <ClCompile Include="..\..\src\render\direct3d12\SDL_render_d3d12_xbox.cpp" />
     <ClCompile Include="..\..\src\render\direct3d12\SDL_shaders_d3d12_xboxone.cpp" />
     <ClCompile Include="..\..\src\render\direct3d12\SDL_shaders_d3d12_xboxseries.cpp" />
@@ -262,6 +268,9 @@
     <ClInclude Include="..\..\include\SDL3\SDL_haptic.h" />
     <ClInclude Include="..\..\include\SDL3\SDL_hints.h" />
     <ClInclude Include="..\..\include\SDL3\SDL_hidapi.h" />
+    <ClInclude Include="..\..\include\SDL3\SDL_asyncio.h">
+      <Filter>API Headers</Filter>
+    </ClInclude>
     <ClInclude Include="..\..\include\SDL3\SDL_joystick.h" />
     <ClInclude Include="..\..\include\SDL3\SDL_keyboard.h" />
     <ClInclude Include="..\..\include\SDL3\SDL_keycode.h" />
@@ -353,6 +362,12 @@
       <Filter>filesystem</Filter>
     </ClInclude>
     <ClInclude Include="..\..\src\gpu\SDL_sysgpu.h" />
+    <ClInclude Include="..\..\src\file\SDL_asyncio_c.h">
+      <Filter>file</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\src\file\SDL_sysasyncio.h">
+      <Filter>file</Filter>
+    </ClInclude>
     <ClInclude Include="..\..\src\haptic\SDL_haptic_c.h" />
     <ClInclude Include="..\..\src\haptic\SDL_syshaptic.h" />
     <ClInclude Include="..\..\src\haptic\windows\SDL_dinputhaptic_c.h" />

+ 5 - 0
VisualC/SDL/SDL.vcxproj

@@ -259,6 +259,7 @@
     <ClInclude Include="..\..\include\SDL3\SDL_haptic.h" />
     <ClInclude Include="..\..\include\SDL3\SDL_hints.h" />
     <ClInclude Include="..\..\include\SDL3\SDL_hidapi.h" />
+    <ClInclude Include="..\..\include\SDL3\SDL_asyncio.h" />
     <ClInclude Include="..\..\include\SDL3\SDL_joystick.h" />
     <ClInclude Include="..\..\include\SDL3\SDL_keyboard.h" />
     <ClInclude Include="..\..\include\SDL3\SDL_keycode.h" />
@@ -352,6 +353,8 @@
     <ClInclude Include="..\..\src\filesystem\SDL_sysfilesystem.h" />
     <ClInclude Include="..\..\src\gpu\SDL_sysgpu.h" />
     <ClInclude Include="..\..\src\gpu\vulkan\SDL_gpu_vulkan_vkfuncs.h" />
+    <ClInclude Include="..\..\src\file\SDL_asyncio_c.h" />
+    <ClInclude Include="..\..\src\file\SDL_sysasyncio.h" />
     <ClInclude Include="..\..\src\haptic\SDL_haptic_c.h" />
     <ClInclude Include="..\..\src\haptic\SDL_syshaptic.h" />
     <ClInclude Include="..\..\src\haptic\windows\SDL_dinputhaptic_c.h" />
@@ -415,6 +418,8 @@
     <ClCompile Include="..\..\src\gpu\SDL_gpu.c" />
     <ClCompile Include="..\..\src\gpu\d3d12\SDL_gpu_d3d12.c" />
     <ClCompile Include="..\..\src\gpu\vulkan\SDL_gpu_vulkan.c" />
+    <ClCompile Include="..\..\src\file\generic\SDL_asyncio_generic.c" />
+    <ClCompile Include="..\..\src\file\SDL_asyncio.c" />
     <ClCompile Include="..\..\src\main\generic\SDL_sysmain_callbacks.c" />
     <ClCompile Include="..\..\src\main\SDL_main_callbacks.c" />
     <ClCompile Include="..\..\src\main\SDL_runapp.c" />

+ 18 - 0
VisualC/SDL/SDL.vcxproj.filters

@@ -211,6 +211,9 @@
     <Filter Include="main\windows">
       <UniqueIdentifier>{00009d5ded166cc6c6680ec771a30000}</UniqueIdentifier>
     </Filter>
+    <Filter Include="file\generic">
+      <UniqueIdentifier>{00004d6806b6238cae0ed62db5440000}</UniqueIdentifier>
+    </Filter>
   </ItemGroup>
   <ItemGroup>
     <ClInclude Include="..\..\include\SDL3\SDL_begin_code.h">
@@ -279,6 +282,9 @@
     <ClInclude Include="..\..\include\SDL3\SDL_hidapi.h">
       <Filter>API Headers</Filter>
     </ClInclude>
+    <ClInclude Include="..\..\include\SDL3\SDL_asyncio.h">
+      <Filter>API Headers</Filter>
+    </ClInclude>
     <ClInclude Include="..\..\include\SDL3\SDL_joystick.h">
       <Filter>API Headers</Filter>
     </ClInclude>
@@ -438,6 +444,12 @@
     <ClInclude Include="..\..\src\filesystem\SDL_sysfilesystem.h">
       <Filter>filesystem</Filter>
     </ClInclude>
+    <ClInclude Include="..\..\src\file\SDL_asyncio_c.h">
+      <Filter>file</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\src\file\SDL_sysasyncio.h">
+      <Filter>file</Filter>
+    </ClInclude>
     <ClInclude Include="..\..\src\main\SDL_main_callbacks.h">
       <Filter>main</Filter>
     </ClInclude>
@@ -944,6 +956,12 @@
     <ClCompile Include="..\..\src\filesystem\windows\SDL_sysfsops.c">
       <Filter>filesystem\windows</Filter>
     </ClCompile>
+    <ClCompile Include="..\..\src\file\generic\SDL_asyncio_generic.c">
+      <Filter>file\generic</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\file\SDL_asyncio.c">
+      <Filter>file</Filter>
+    </ClCompile>
     <ClCompile Include="..\..\src\main\generic\SDL_sysmain_callbacks.c">
       <Filter>main\generic</Filter>
     </ClCompile>

+ 29 - 0
Xcode/SDL/SDL.xcodeproj/project.pbxproj

@@ -545,6 +545,13 @@
 		F3FD042E2C9B755700824C4C /* SDL_hidapi_nintendo.h in Headers */ = {isa = PBXBuildFile; fileRef = F3FD042C2C9B755700824C4C /* SDL_hidapi_nintendo.h */; };
 		F3FD042F2C9B755700824C4C /* SDL_hidapi_steam_hori.c in Sources */ = {isa = PBXBuildFile; fileRef = F3FD042D2C9B755700824C4C /* SDL_hidapi_steam_hori.c */; };
 		FA73671D19A540EF004122E4 /* CoreVideo.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = FA73671C19A540EF004122E4 /* CoreVideo.framework */; platformFilters = (ios, maccatalyst, macos, tvos, watchos, ); };
+		0000E5D7110DFF81FF660000 /* SDL_cocoapen.h in Headers */ = {isa = PBXBuildFile; fileRef = 00002F2F5496FA184A0F0000 /* SDL_cocoapen.h */; };
+		0000D5B526B85DE7AB1C0000 /* SDL_cocoapen.m in Sources */ = {isa = PBXBuildFile; fileRef = 0000CCA310B73A7B59910000 /* SDL_cocoapen.m */; };
+		0000AEB9AE90228CA2D60000 /* SDL_asyncio.c in Sources */ = {isa = PBXBuildFile; fileRef = 00003928A612EC33D42C0000 /* SDL_asyncio.c */; };
+		000062F9C843687F50F70000 /* SDL_asyncio_c.h in Headers */ = {isa = PBXBuildFile; fileRef = 0000919399B1A908267F0000 /* SDL_asyncio_c.h */; };
+		00005081394CCF8322BE0000 /* SDL_sysasyncio.h in Headers */ = {isa = PBXBuildFile; fileRef = 0000585B2CAB450B40540000 /* SDL_sysasyncio.h */; };
+		000018AF97C08F2DAFFD0000 /* SDL_asyncio.h in Headers */ = {isa = PBXBuildFile; fileRef = 00004945A946DF5B1AED0000 /* SDL_asyncio.h */; settings = {ATTRIBUTES = (Public, ); }; };
+		00004D0B73767647AD550000 /* SDL_asyncio_generic.c in Sources */ = {isa = PBXBuildFile; fileRef = 0000FB02CDE4BE34A87E0000 /* SDL_asyncio_generic.c */; };
 /* End PBXBuildFile section */
 
 /* Begin PBXContainerItemProxy section */
@@ -1120,6 +1127,13 @@
 		F59C710600D5CB5801000001 /* SDL.info */ = {isa = PBXFileReference; fileEncoding = 30; lastKnownFileType = text; path = SDL.info; sourceTree = "<group>"; };
 		F5A2EF3900C6A39A01000001 /* BUGS.txt */ = {isa = PBXFileReference; fileEncoding = 30; lastKnownFileType = text; name = BUGS.txt; path = ../../BUGS.txt; sourceTree = SOURCE_ROOT; };
 		FA73671C19A540EF004122E4 /* CoreVideo.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = CoreVideo.framework; path = System/Library/Frameworks/CoreVideo.framework; sourceTree = SDKROOT; };
+		00002F2F5496FA184A0F0000 /* SDL_cocoapen.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = SDL_cocoapen.h; path = SDL_cocoapen.h; sourceTree = "<group>"; };
+		0000CCA310B73A7B59910000 /* SDL_cocoapen.m */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.objc; name = SDL_cocoapen.m; path = SDL_cocoapen.m; sourceTree = "<group>"; };
+		00003928A612EC33D42C0000 /* SDL_asyncio.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; name = SDL_asyncio.c; path = SDL_asyncio.c; sourceTree = "<group>"; };
+		0000919399B1A908267F0000 /* SDL_asyncio_c.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = SDL_asyncio_c.h; path = SDL_asyncio_c.h; sourceTree = "<group>"; };
+		0000585B2CAB450B40540000 /* SDL_sysasyncio.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = SDL_sysasyncio.h; path = SDL_sysasyncio.h; sourceTree = "<group>"; };
+		00004945A946DF5B1AED0000 /* SDL_asyncio.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = SDL_asyncio.h; path = SDL3/SDL_asyncio.h; sourceTree = "<group>"; };
+		0000FB02CDE4BE34A87E0000 /* SDL_asyncio_generic.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; name = SDL_asyncio_generic.c; path = SDL_asyncio_generic.c; sourceTree = "<group>"; };
 /* End PBXFileReference section */
 
 /* Begin PBXFrameworksBuildPhase section */
@@ -1295,6 +1309,7 @@
 				F3F7D8C52933074B00816151 /* SDL_video.h */,
 				F3F7D8D42933074C00816151 /* SDL_vulkan.h */,
 				F3F7D8CF2933074C00816151 /* SDL.h */,
+				00004945A946DF5B1AED0000 /* SDL_asyncio.h */,
 			);
 			name = "Public Headers";
 			path = ../../include;
@@ -1928,6 +1943,10 @@
 			isa = PBXGroup;
 			children = (
 				A7D8A7DB23E2513F00DCD162 /* SDL_iostream.c */,
+				00003928A612EC33D42C0000 /* SDL_asyncio.c */,
+				0000919399B1A908267F0000 /* SDL_asyncio_c.h */,
+				0000585B2CAB450B40540000 /* SDL_sysasyncio.h */,
+				000013C0F2EADC24ADC10000 /* generic */,
 			);
 			path = file;
 			sourceTree = "<group>";
@@ -2420,6 +2439,14 @@
 			path = resources;
 			sourceTree = "<group>";
 		};
+		000013C0F2EADC24ADC10000 /* generic */ = {
+			isa = PBXGroup;
+			children = (
+				0000FB02CDE4BE34A87E0000 /* SDL_asyncio_generic.c */,
+			);
+			path = generic;
+			sourceTree = "<group>";
+		};
 /* End PBXGroup section */
 
 /* Begin PBXHeadersBuildPhase section */
@@ -3044,6 +3071,8 @@
 				0000140640E77F73F1DF0000 /* SDL_dialog_utils.c in Sources */,
 				0000D5B526B85DE7AB1C0000 /* SDL_cocoapen.m in Sources */,
 				6312C66D2B42341400A7BB00 /* SDL_murmur3.c in Sources */,
+				0000AEB9AE90228CA2D60000 /* SDL_asyncio.c in Sources */,
+				00004D0B73767647AD550000 /* SDL_asyncio_generic.c in Sources */,
 			);
 			runOnlyForDeploymentPostprocessing = 0;
 		};

+ 1 - 0
examples/CMakeLists.txt

@@ -144,6 +144,7 @@ add_sdl_example_executable(input-joystick-polling SOURCES input/01-joystick-poll
 add_sdl_example_executable(input-joystick-events SOURCES input/02-joystick-events/joystick-events.c)
 add_sdl_example_executable(camera-read-and-draw SOURCES camera/01-read-and-draw/read-and-draw.c)
 add_sdl_example_executable(pen-drawing-lines SOURCES pen/01-drawing-lines/drawing-lines.c)
+add_sdl_example_executable(asyncio-load-bitmaps SOURCES asyncio/01-load-bitmaps/load-bitmaps.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp ${CMAKE_CURRENT_SOURCE_DIR}/../test/gamepad_front.bmp ${CMAKE_CURRENT_SOURCE_DIR}/../test/speaker.bmp ${CMAKE_CURRENT_SOURCE_DIR}/../test/icon2x.bmp)
 add_sdl_example_executable(demo-snake SOURCES demo/01-snake/snake.c)
 add_sdl_example_executable(demo-woodeneye-008 SOURCES demo/02-woodeneye-008/woodeneye-008.c)
 add_sdl_example_executable(demo-infinite-monkeys SOURCES demo/03-infinite-monkeys/infinite-monkeys.c)

+ 6 - 0
examples/asyncio/01-load-bitmaps/README.txt

@@ -0,0 +1,6 @@
+This example code loads a few bitmap files from disk using the asynchronous
+i/o, and then draws it to the window. It uses a task group to watch multiple
+reads and deal with them in whatever order they finish.
+
+Note that for a single tiny file like this, you'd probably not want to bother
+with async i/o in real life, but this is just an example of how to do it.

+ 125 - 0
examples/asyncio/01-load-bitmaps/load-bitmaps.c

@@ -0,0 +1,125 @@
+/*
+ * This example code loads a bitmap with asynchronous i/o and renders it.
+ *
+ * This code is public domain. Feel free to use it for any purpose!
+ */
+
+#define SDL_MAIN_USE_CALLBACKS 1  /* use the callbacks instead of main() */
+#include <SDL3/SDL.h>
+#include <SDL3/SDL_main.h>
+
+/* We will use this renderer to draw into this window every frame. */
+static SDL_Window *window = NULL;
+static SDL_Renderer *renderer = NULL;
+static SDL_AsyncIOQueue *queue = NULL;
+
+#define TOTAL_TEXTURES 4
+static const char * const bmps[TOTAL_TEXTURES] = { "sample.bmp", "gamepad_front.bmp", "speaker.bmp", "icon2x.bmp" };
+static SDL_Texture *textures[TOTAL_TEXTURES];
+static const SDL_FRect texture_rects[TOTAL_TEXTURES] = {
+    { 116, 156, 408, 167 },
+    { 20, 200, 96, 60 },
+    { 525, 180, 96, 96 },
+    { 288, 375, 64, 64 }
+};
+
+/* This function runs once at startup. */
+SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
+{
+    int i;
+
+    if (!SDL_Init(SDL_INIT_VIDEO)) {
+        SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL);
+        return SDL_APP_FAILURE;
+    }
+
+    if (!SDL_CreateWindowAndRenderer("examples/asyncio/load-bitmaps", 640, 480, 0, &window, &renderer)) {
+        SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL);
+        return SDL_APP_FAILURE;
+    }
+
+    queue = SDL_CreateAsyncIOQueue();
+    if (!queue) {
+        SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create async i/o queue!", SDL_GetError(), NULL);
+        return SDL_APP_FAILURE;
+    }
+
+    /* Load some .bmp files asynchronously from wherever the app is being run from, put them in the same queue. */
+    for (i = 0; i < SDL_arraysize(bmps); i++) {
+        char *path = NULL;
+        SDL_asprintf(&path, "%s%s", SDL_GetBasePath(), bmps[i]);  /* allocate a string of the full file path */
+        /* you _should) check for failure, but we'll just go on without files here. */
+        SDL_LoadFileAsync(path, queue, (void *) bmps[i]);  /* attach the filename as app-specific data, so we can see it later. */
+        SDL_free(path);
+    }
+
+    return SDL_APP_CONTINUE;  /* carry on with the program! */
+}
+
+/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
+SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
+{
+    if (event->type == SDL_EVENT_QUIT) {
+        return SDL_APP_SUCCESS;  /* end the program, reporting success to the OS. */
+    }
+
+    return SDL_APP_CONTINUE;  /* carry on with the program! */
+}
+
+/* This function runs once per frame, and is the heart of the program. */
+SDL_AppResult SDL_AppIterate(void *appstate)
+{
+    SDL_AsyncIOOutcome outcome;
+    int i;
+
+    if (SDL_GetAsyncIOResult(queue, &outcome)) {  /* a .bmp file load has finished? */
+        if (outcome.result == SDL_ASYNCIO_COMPLETE) {
+            /* this might be _any_ of the bmps; they might finish loading in any order. */
+            for (i = 0; i < SDL_arraysize(bmps); i++) {
+                /* this doesn't need a strcmp because we gave the pointer from this array to SDL_LoadFileAsync */
+                if (outcome.userdata == bmps[i]) {
+                    break;
+                }
+            }
+
+            if (i < SDL_arraysize(bmps)) {  /* (just in case.) */
+                SDL_Surface *surface = SDL_LoadBMP_IO(SDL_IOFromConstMem(outcome.buffer, (size_t) outcome.bytes_transferred), true);
+                if (surface) {  /* the renderer is not multithreaded, so create the texture here once the data loads. */
+                    textures[i] = SDL_CreateTextureFromSurface(renderer, surface);
+                    if (!textures[i]) {
+                        SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create texture!", SDL_GetError(), NULL);
+                        return SDL_APP_FAILURE;
+                    }
+                    SDL_DestroySurface(surface);
+                }
+            }
+        }
+        SDL_free(outcome.buffer);
+    }
+
+    SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
+    SDL_RenderClear(renderer);
+
+    for (i = 0; i < SDL_arraysize(textures); i++) {
+        SDL_RenderTexture(renderer, textures[i], NULL, &texture_rects[i]);
+    }
+
+    SDL_RenderPresent(renderer);
+
+    return SDL_APP_CONTINUE;  /* carry on with the program! */
+}
+
+/* This function runs once at shutdown. */
+void SDL_AppQuit(void *appstate, SDL_AppResult result)
+{
+    int i;
+
+    SDL_DestroyAsyncIOQueue(queue);
+
+    for (i = 0; i < SDL_arraysize(textures); i++) {
+        SDL_DestroyTexture(textures[i]);
+    }
+
+    /* SDL will clean up the window/renderer for us. */
+}
+

+ 1 - 0
include/SDL3/SDL.h

@@ -30,6 +30,7 @@
 
 #include <SDL3/SDL_stdinc.h>
 #include <SDL3/SDL_assert.h>
+#include <SDL3/SDL_asyncio.h>
 #include <SDL3/SDL_atomic.h>
 #include <SDL3/SDL_audio.h>
 #include <SDL3/SDL_bits.h>

+ 506 - 0
include/SDL3/SDL_asyncio.h

@@ -0,0 +1,506 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
+
+  This software is provided 'as-is', without any express or implied
+  warranty.  In no event will the authors be held liable for any damages
+  arising from the use of this software.
+
+  Permission is granted to anyone to use this software for any purpose,
+  including commercial applications, and to alter it and redistribute it
+  freely, subject to the following restrictions:
+
+  1. The origin of this software must not be misrepresented; you must not
+     claim that you wrote the original software. If you use this software
+     in a product, an acknowledgment in the product documentation would be
+     appreciated but is not required.
+  2. Altered source versions must be plainly marked as such, and must not be
+     misrepresented as being the original software.
+  3. This notice may not be removed or altered from any source distribution.
+*/
+
+/* WIKI CATEGORY: AsyncIO */
+
+/**
+ * # CategoryAsyncIO
+ *
+ * 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 that 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:
+ *
+ * - Create one or more SDL_AsyncIOQueue objects.
+ * - Open files with SDL_AsyncIOFromFile.
+ * - Start I/O tasks to the files with SDL_ReadAsyncIO or SDL_WriteAsyncIO,
+ *   putting those tasks into one of the queues.
+ * - Later on, use SDL_GetAsyncIOResult on a queue to see if any task
+ *   is finished without blocking. Tasks might finish in any order with
+ *   success or failure.
+ * - When all your tasks are done, close the file with SDL_CloseAsyncIO.
+ *   This also generates a task, since it might flush data to disk!
+ *
+ * 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:
+ *
+ * - Call SDL_WaitAsyncIOResult from one or more threads to efficiently block
+ *   until new tasks complete.
+ * - When shutting down, call SDL_SignalAsyncIOQueue to unblock any sleeping
+ *   threads despite there being no new tasks completed.
+ *
+ * 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
+ * get a task handle to check later.
+ */
+
+#ifndef SDL_asyncio_h_
+#define SDL_asyncio_h_
+
+#include <SDL3/SDL_stdinc.h>
+
+#include <SDL3/SDL_begin_code.h>
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * The asynchronous I/O operation structure.
+ *
+ * This operates as an opaque handle. One can then request read or write
+ * operations on it.
+ *
+ * \since This struct is available since SDL 3.0.0.
+ *
+ * \sa SDL_AsyncIOFromFile
+ */
+typedef struct SDL_AsyncIO SDL_AsyncIO;
+
+/**
+ * Types of asynchronous I/O tasks.
+ *
+ * \since This enum is available since SDL 3.0.0.
+ */
+typedef enum SDL_AsyncIOTaskType
+{
+    SDL_ASYNCIO_TASK_READ,   /**< A read operation. */
+    SDL_ASYNCIO_TASK_WRITE,  /**< A write operation. */
+    SDL_ASYNCIO_TASK_CLOSE   /**< A close operation. */
+} SDL_AsyncIOTaskType;
+
+/**
+ * Possible outcomes of an asynchronous I/O task.
+ *
+ * \since This enum is available since SDL 3.0.0.
+ */
+typedef enum SDL_AsyncIOResult
+{
+    SDL_ASYNCIO_COMPLETE,  /**< request was completed without error */
+    SDL_ASYNCIO_FAILURE,   /**< request failed for some reason; check SDL_GetError()! */
+    SDL_ASYNCIO_CANCELLED  /**< request was cancelled before completing. */
+} SDL_AsyncIOResult;
+
+/**
+ * Information about a completed asynchronous I/O request.
+ *
+ * \since This struct is available since SDL 3.0.0.
+ */
+typedef struct SDL_AsyncIOOutcome
+{
+    SDL_AsyncIO *asyncio;   /**< what generated this task. This pointer will be invalid if it was closed! */
+    SDL_AsyncIOTaskType type;  /**< What sort of task was this? Read, write, etc? */
+    SDL_AsyncIOResult result;  /**< the result of the work (success, failure, cancellation). */
+    void *buffer;  /**< buffer where data was read/written. */
+    Uint64 offset;  /**< offset in the SDL_AsyncIO where data was read/written. */
+    Uint64 bytes_requested;  /**< number of bytes the task was to read/write. */
+    Uint64 bytes_transferred;  /**< actual number of bytes that were read/written. */
+    void *userdata;    /**< pointer provided by the app when starting the task */
+} SDL_AsyncIOOutcome;
+
+/**
+ * An opaque handle for asynchronous I/O tasks.
+ *
+ * Each asynchronous read or write operation generates a task, which will
+ * complete at some time in the future. This handle is used to track the
+ * progress of that task.
+ *
+ * Tasks are added to an SDL_AsyncIOQueue, where they can be queried for
+ * completion later.
+ *
+ * \since This struct is available since SDL 3.0.0.
+ *
+ * \sa SDL_ReadAsyncIO
+ * \sa SDL_WriteAsyncIO
+ */
+typedef struct SDL_AsyncIOTask SDL_AsyncIOTask;
+
+/**
+ * A queue of completed asynchronous I/O tasks.
+ *
+ * When starting an asynchronous operation, you specify a queue for the new
+ * task. A queue can be asked later if any tasks in it have completed,
+ * allowing an app to manage multiple pending tasks in one place, in
+ * whatever order they complete.
+ *
+ * \since This struct is available since SDL 3.0.0.
+ *
+ * \sa SDL_CreateAsyncIOQueue
+ * \sa SDL_ReadAsyncIO
+ * \sa SDL_WriteAsyncIO
+ * \sa SDL_GetAsyncIOResult
+ * \sa SDL_WaitAsyncIOResult
+ */
+typedef struct SDL_AsyncIOQueue SDL_AsyncIOQueue;
+
+/**
+ * Use this function to create a new SDL_AsyncIO object for reading from
+ * and/or writing to a named file.
+ *
+ * The `mode` string understands the following values:
+ *
+ * - "r": Open a file for reading only. It must exist.
+ * - "w": Open a file for writing only. It will create missing files or truncate existing ones.
+ * - "r+": Open a file for update both reading and writing. The file must
+ *   exist.
+ * - "w+": Create an empty file for both reading and writing. If a file with
+ *   the same name already exists its content is erased and the file is
+ *   treated as a new empty file.
+ *
+ * There is no "b" mode, as there is only "binary" style I/O, and no "a" mode
+ * for appending, since you specify the position when starting a task.
+ *
+ * This function supports Unicode filenames, but they must be encoded in UTF-8
+ * format, regardless of the underlying operating system.
+ *
+ * This call is _not_ asynchronous; it will open the file before returning,
+ * under the assumption that doing so is generally a fast operation. Future
+ * reads and writes to the opened file will be async, however.
+ *
+ * \param file a UTF-8 string representing the filename to open.
+ * \param mode an ASCII string representing the mode to be used for opening
+ *             the file.
+ * \returns a pointer to the SDL_AsyncIO structure that is created or NULL on
+ *          failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 3.0.0.
+ *
+ * \sa SDL_CloseAsyncIO
+ * \sa SDL_ReadAsyncIO
+ * \sa SDL_WriteAsyncIO
+ */
+extern SDL_DECLSPEC SDL_AsyncIO * SDLCALL SDL_AsyncIOFromFile(const char *file, const char *mode);
+
+/**
+ * Use this function to get the size of the data stream in an SDL_AsyncIO.
+ *
+ * This call is _not_ asynchronous; it assumes that obtaining this info
+ * is a non-blocking operation in most reasonable cases.
+ *
+ * \param asyncio the SDL_AsyncIO to get the size of the data stream from.
+ * \returns the size of the data stream in the SDL_IOStream on success or a
+ *          negative error code on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.0.0.
+ */
+extern SDL_DECLSPEC Sint64 SDLCALL SDL_GetAsyncIOSize(SDL_AsyncIO *asyncio);
+
+/**
+ * Start an async read.
+ *
+ * This function reads up to `size` bytes from `offset` position in the data
+ * source to the area pointed at by `ptr`. This function may read less bytes
+ * than requested.
+ *
+ * This function returns as quickly as possible; it does not wait for the
+ * read to complete. On a successful return, this work will continue in the
+ * background. If the work begins, even failure is asynchronous: a failing
+ * return value from this function only means the work couldn't start at all.
+ *
+ * `ptr` must remain available until the work is done, and may be accessed by
+ * the system at any time until then. Do not allocate it on the stack, as this
+ * might take longer than the life of the calling function to complete!
+ *
+ * An SDL_AsyncIOQueue must be specified. The newly-created SDL_AsyncIOTask
+ * will be added to it when it completes its work.
+ *
+ * \param asyncio a pointer to an SDL_AsyncIO structure.
+ * \param ptr a pointer to a buffer to read data into.
+ * \param offset the position to start reading in the data source.
+ * \param size the number of bytes to read from the data source.
+ * \param queue a queue to add the new SDL_AsyncIO to.
+ * \param userdata an app-defined pointer that will be provided with the task results.
+ * \returns A new task handle if a task was started, NULL on complete failure;
+ *          call SDL_GetError() for more information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.0.0.
+ *
+ * \sa SDL_WriteAsyncIO
+ * \sa SDL_CreateAsyncIOQueue
+ * \sa SDL_GetAsyncIOTaskResult
+ */
+extern SDL_DECLSPEC SDL_AsyncIOTask * SDLCALL SDL_ReadAsyncIO(SDL_AsyncIO *asyncio, void *ptr, Uint64 offset, Uint64 size, SDL_AsyncIOQueue *queue, void *userdata);
+
+/**
+ * Start an async write.
+ *
+ * This function writes `size` bytes from `offset` position in the data
+ * source to the area pointed at by `ptr`.
+ *
+ * This function returns as quickly as possible; it does not wait for the
+ * write to complete. On a successful return, this work will continue in the
+ * background. If the work begins, even failure is asynchronous: a failing
+ * return value from this function only means the work couldn't start at all.
+ *
+ * `ptr` must remain available until the work is done, and may be accessed by
+ * the system at any time until then. Do not allocate it on the stack, as this
+ * might take longer than the life of the calling function to complete!
+ *
+ * An SDL_AsyncIOQueue must be specified. The newly-created SDL_AsyncIOTask
+ * will be added to it when it completes its work.
+ *
+ * \param asyncio a pointer to an SDL_AsyncIO structure.
+ * \param ptr a pointer to a buffer to write data from.
+ * \param offset the position to start writing to the data source.
+ * \param size the number of bytes to write to the data source.
+ * \param queue a queue to add the new SDL_AsyncIO to.
+ * \param userdata an app-defined pointer that will be provided with the task results.
+ * \returns A new task handle if a task was started, NULL on complete failure;
+ *          call SDL_GetError() for more information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.0.0.
+ *
+ * \sa SDL_ReadAsyncIO
+ * \sa SDL_CreateAsyncIOQueue
+ * \sa SDL_GetAsyncIOTaskResult
+
+ */
+extern SDL_DECLSPEC SDL_AsyncIOTask * SDLCALL SDL_WriteAsyncIO(SDL_AsyncIO *asyncio, void *ptr, Uint64 offset, Uint64 size, SDL_AsyncIOQueue *queue, void *userdata);
+
+/**
+ * Close and free any allocated resources for an async I/O object.
+ *
+ * Closing a file is _also_ an asynchronous task! If a write failure
+ * were to happen during the closing process, for example, the
+ * task results will report it as usual.
+ *
+ * This function guarantees that the close will happen after any other
+ * pending tasks to `asyncio`, so it's safe to open a file, start
+ * several operations, close the file immediately, then check for all
+ * results later. This function will not block until the tasks have
+ * completed.
+ *
+ * Once this function returns non-NULL, `asyncio` is no longer valid,
+ * regardless of any future outcomes. Any completed tasks might still
+ * contain this pointer in their SDL_AsyncIOOutcome data, in case the
+ * app was using this value to track information, but it should not
+ * be used again.
+ *
+ * If this function returns NULL, the close wasn't started at all, and
+ * it's safe to attempt to close again later.
+ *
+ * \param asyncio a pointer to an SDL_AsyncIO structure to close.
+ * \param queue a queue to add the new SDL_AsyncIO to.
+ * \param userdata an app-defined pointer that will be provided with the task results.
+ * \returns A new task handle if a task was started, NULL on complete failure;
+ *          call SDL_GetError() for more information.
+ *
+ * \threadsafety It is safe to call this function from any thread, but
+ *               two threads should not attempt to close the same object.
+ *
+ * \since This function is available since SDL 3.0.0.
+ */
+extern SDL_DECLSPEC SDL_AsyncIOTask * SDLCALL SDL_CloseAsyncIO(SDL_AsyncIO *asyncio, SDL_AsyncIOQueue *queue, void *userdata);
+
+/**
+ * Create a task queue for tracking multiple I/O operations.
+ *
+ * Async I/O operations are assigned to a queue when started. The
+ * queue can be checked for completed tasks thereafter.
+ *
+ * \returns a new task queue object or NULL if there was an error; call
+ *          SDL_GetError() for more information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.0.0.
+ *
+ * \sa SDL_DestroyAsyncIOQueue
+ * \sa SDL_GetAsyncIOResult
+ * \sa SDL_WaitAsyncIOResult
+ */
+extern SDL_DECLSPEC SDL_AsyncIOQueue * SDLCALL SDL_CreateAsyncIOQueue(void);
+
+/**
+ * Destroy a previously-created async I/O task queue.
+ *
+ * If there are still tasks pending for this queue, this call will block until
+ * those tasks are finished. All those tasks will be deallocated. Their results
+ * will be lost to the app.
+ *
+ * Any pending reads from SDL_LoadFileAsync() that are still in this queue
+ * will have their buffers deallocated by this function, to prevent a memory
+ * leak.
+ *
+ * Once this function is called, the queue is no longer valid and should not
+ * be used, including by other threads that might access it while destruction
+ * is blocking on pending tasks.
+ *
+ * Do not destroy a queue that still has threads waiting on it through
+ * SDL_WaitAsyncIOResult(). You can call SDL_SignalAsyncIOQueue() first to
+ * unblock those threads, and take measures (such as SDL_WaitThread()) to make sure
+ * they have finished their wait and won't wait on the queue again.
+ *
+ * \param queue the task queue to destroy.
+ *
+ * \threadsafety It is safe to call this function from any thread, so long as
+ *               no other thread is waiting on the queue with SDL_WaitAsyncIOResult.
+ *
+ * \since This function is available since SDL 3.0.0.
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_DestroyAsyncIOQueue(SDL_AsyncIOQueue *queue);
+
+/**
+ * Query an async I/O task queue for completed tasks.
+ *
+ * If a task assigned to this queue has finished, this will return true and fill in
+ * `outcome` with the details of the task. If no task in the queue has finished,
+ * this function will return false. This function does not block.
+ *
+ * If a task has completed, this function will free its resources and the task
+ * pointer will no longer be valid. The task will be removed from the queue.
+ *
+ * It is safe for multiple threads to call this function on the same queue at
+ * once; a completed task will only go to one of the threads.
+ *
+ * \param queue the async I/O task queue to query.
+ * \param outcome details of a finished task will be written here. May not be NULL.
+ * \returns true if task has completed, false otherwise.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.0.0.
+ *
+ * \sa SDL_WaitAsyncIOResult
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetAsyncIOResult(SDL_AsyncIOQueue *queue, SDL_AsyncIOOutcome *outcome);
+
+/**
+ * Block until an async I/O task queue has a completed task.
+ *
+ * This function puts the calling thread to sleep until there a task assigned to
+ * the queue that has finished.
+ *
+ * If a task assigned to the queue has finished, this will return true and
+ * fill in `outcome` with the details of the task. If no task in the queue has
+ * finished, this function will return false.
+ *
+ * If a task has completed, this function will free its resources and the task
+ * pointer will no longer be valid. The task will be removed from the queue.
+ *
+ * It is safe for multiple threads to call this function on the same queue at
+ * once; a completed task will only go to one of the threads.
+ *
+ * Note that by the nature of various platforms, more than one waiting
+ * thread may wake to handle a single task, but only one will obtain it,
+ * so `timeoutMS` is a _maximum_ wait time, and this function may return
+ * false sooner.
+ *
+ * This function may return false if there was a system error, the OS
+ * inadvertently awoke multiple threads, or if SDL_SignalAsyncIOQueue() was
+ * called to wake up all waiting threads without a finished task.
+ *
+ * A timeout can be used to specify a maximum wait time, but rather than polling,
+ * it is possible to have a timeout of -1 to wait forever, and use
+ * SDL_SignalAsyncIOQueue() to wake up the waiting threads later.
+ *
+ * \param queue the async I/O task queue to wait on.
+ * \param outcome details of a finished task will be written here. May not be NULL.
+ * \param timeoutMS the maximum time to wait, in milliseconds, or -1 to wait
+ *                  indefinitely.
+ * \returns true if task has completed, false otherwise.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.0.0.
+ *
+ * \sa SDL_SignalAsyncIOQueue
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_WaitAsyncIOResult(SDL_AsyncIOQueue *queue, SDL_AsyncIOOutcome *outcome, Sint32 timeoutMS);
+
+/**
+ * Wake up any threads that are blocking in SDL_WaitAsyncIOResult().
+ *
+ * This will unblock any threads that are sleeping in a call to
+ * SDL_WaitAsyncIOResult for the specified queue, and cause them to
+ * return from that function.
+ *
+ * This can be useful when destroying a queue to make sure nothing is
+ * touching it indefinitely. In this case, once this call completes, the
+ * caller should take measures to make sure any previously-blocked threads
+ * have returned from their wait and will not touch the queue again (perhaps
+ * by setting a flag to tell the threads to terminate and then using
+ * SDL_WaitThread() to make sure they've done so).
+ *
+ * \param queue the async I/O task queue to signal.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.0.0.
+ *
+ * \sa SDL_WaitAsyncIOResult
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_SignalAsyncIOQueue(SDL_AsyncIOQueue *queue);
+
+/**
+ * Load all the data from a file path, asynchronously.
+ *
+ * This function returns as quickly as possible; it does not wait for the
+ * read to complete. On a successful return, this work will continue in the
+ * background. If the work begins, even failure is asynchronous: a failing
+ * return value from this function only means the work couldn't start at all.
+ *
+ * The data is allocated with a zero byte at the end (null terminated) for
+ * convenience. This extra byte is not included in SDL_AsyncIOOutcome's
+ * bytes_transferred value.
+ *
+ * This function will allocate the buffer to contain the file. It must be
+ * deallocated by calling SDL_free() on SDL_AsyncIOOutcome's buffer field
+ * after completion.
+ *
+ * An SDL_AsyncIOQueue must be specified. The newly-created SDL_AsyncIOTask
+ * will be added to it when it completes its work.
+ *
+ * \param file the path to read all available data from.
+ * \param queue a queue to add the new SDL_AsyncIO to.
+ * \param userdata an app-defined pointer that will be provided with the task results.
+ * \returns an async task, to be queried for results later.
+ *
+ * \since This function is available since SDL 3.0.0.
+ *
+ * \sa SDL_LoadFile_IO
+ */
+extern SDL_DECLSPEC SDL_AsyncIOTask * SDLCALL SDL_LoadFileAsync(const char *file, SDL_AsyncIOQueue *queue, void *userdata);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include <SDL3/SDL_close_code.h>
+
+#endif /* SDL_asyncio_h_ */

+ 2 - 0
src/SDL.c

@@ -55,6 +55,7 @@
 #include "video/SDL_surface_c.h"
 #include "video/SDL_video_c.h"
 #include "filesystem/SDL_filesystem_c.h"
+#include "file/SDL_asyncio_c.h"
 #ifdef SDL_PLATFORM_ANDROID
 #include "core/android/SDL_android.h"
 #endif
@@ -625,6 +626,7 @@ void SDL_Quit(void)
 #endif
 
     SDL_QuitTimers();
+    SDL_QuitAsyncIO();
 
     SDL_SetObjectsInvalid();
     SDL_AssertionsQuit();

+ 11 - 0
src/dynapi/SDL_dynapi.sym

@@ -1189,6 +1189,17 @@ SDL3_0.0.0 {
     SDL_GetCurrentDirectory;
     SDL_IsAudioDevicePhysical;
     SDL_IsAudioDevicePlayback;
+    SDL_AsyncIOFromFile;
+    SDL_GetAsyncIOSize;
+    SDL_ReadAsyncIO;
+    SDL_WriteAsyncIO;
+    SDL_CloseAsyncIO;
+    SDL_CreateAsyncIOQueue;
+    SDL_DestroyAsyncIOQueue;
+    SDL_GetAsyncIOResult;
+    SDL_WaitAsyncIOResult;
+    SDL_SignalAsyncIOQueue;
+    SDL_LoadFileAsync;
     # extra symbols go here (don't modify this line)
   local: *;
 };

+ 11 - 0
src/dynapi/SDL_dynapi_overrides.h

@@ -1214,3 +1214,14 @@
 #define SDL_GetCurrentDirectory SDL_GetCurrentDirectory_REAL
 #define SDL_IsAudioDevicePhysical SDL_IsAudioDevicePhysical_REAL
 #define SDL_IsAudioDevicePlayback SDL_IsAudioDevicePlayback_REAL
+#define SDL_AsyncIOFromFile SDL_AsyncIOFromFile_REAL
+#define SDL_GetAsyncIOSize SDL_GetAsyncIOSize_REAL
+#define SDL_ReadAsyncIO SDL_ReadAsyncIO_REAL
+#define SDL_WriteAsyncIO SDL_WriteAsyncIO_REAL
+#define SDL_CloseAsyncIO SDL_CloseAsyncIO_REAL
+#define SDL_CreateAsyncIOQueue SDL_CreateAsyncIOQueue_REAL
+#define SDL_DestroyAsyncIOQueue SDL_DestroyAsyncIOQueue_REAL
+#define SDL_GetAsyncIOResult SDL_GetAsyncIOResult_REAL
+#define SDL_WaitAsyncIOResult SDL_WaitAsyncIOResult_REAL
+#define SDL_SignalAsyncIOQueue SDL_SignalAsyncIOQueue_REAL
+#define SDL_LoadFileAsync SDL_LoadFileAsync_REAL

+ 11 - 0
src/dynapi/SDL_dynapi_procs.h

@@ -1220,3 +1220,14 @@ SDL_DYNAPI_PROC(bool,SDL_SaveFile,(const char *a,const void *b,size_t c),(a,b,c)
 SDL_DYNAPI_PROC(char*,SDL_GetCurrentDirectory,(void),(),return)
 SDL_DYNAPI_PROC(bool,SDL_IsAudioDevicePhysical,(SDL_AudioDeviceID a),(a),return)
 SDL_DYNAPI_PROC(bool,SDL_IsAudioDevicePlayback,(SDL_AudioDeviceID a),(a),return)
+SDL_DYNAPI_PROC(SDL_AsyncIO*,SDL_AsyncIOFromFile,(const char *a, const char *b),(a,b),return)
+SDL_DYNAPI_PROC(Sint64,SDL_GetAsyncIOSize,(SDL_AsyncIO *a),(a),return)
+SDL_DYNAPI_PROC(SDL_AsyncIOTask*,SDL_ReadAsyncIO,(SDL_AsyncIO *a, void *b, Uint64 c, Uint64 d, SDL_AsyncIOQueue *e, void *f),(a,b,c,d,e,f),return)
+SDL_DYNAPI_PROC(SDL_AsyncIOTask*,SDL_WriteAsyncIO,(SDL_AsyncIO *a, void *b, Uint64 c, Uint64 d, SDL_AsyncIOQueue *e, void *f),(a,b,c,d,e,f),return)
+SDL_DYNAPI_PROC(SDL_AsyncIOTask*,SDL_CloseAsyncIO,(SDL_AsyncIO *a, SDL_AsyncIOQueue *b, void *c),(a,b,c),return)
+SDL_DYNAPI_PROC(SDL_AsyncIOQueue*,SDL_CreateAsyncIOQueue,(void),(),return)
+SDL_DYNAPI_PROC(void,SDL_DestroyAsyncIOQueue,(SDL_AsyncIOQueue *a),(a),)
+SDL_DYNAPI_PROC(bool,SDL_GetAsyncIOResult,(SDL_AsyncIOQueue *a, SDL_AsyncIOOutcome *b),(a,b),return)
+SDL_DYNAPI_PROC(bool,SDL_WaitAsyncIOResult,(SDL_AsyncIOQueue *a, SDL_AsyncIOOutcome *b, Sint32 c),(a,b,c),return)
+SDL_DYNAPI_PROC(void,SDL_SignalAsyncIOQueue,(SDL_AsyncIOQueue *a),(a),)
+SDL_DYNAPI_PROC(SDL_AsyncIOTask*,SDL_LoadFileAsync,(const char *a, SDL_AsyncIOQueue *b, void *c),(a,b,c),return)

+ 335 - 0
src/file/SDL_asyncio.c

@@ -0,0 +1,335 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
+
+  This software is provided 'as-is', without any express or implied
+  warranty.  In no event will the authors be held liable for any damages
+  arising from the use of this software.
+
+  Permission is granted to anyone to use this software for any purpose,
+  including commercial applications, and to alter it and redistribute it
+  freely, subject to the following restrictions:
+
+  1. The origin of this software must not be misrepresented; you must not
+     claim that you wrote the original software. If you use this software
+     in a product, an acknowledgment in the product documentation would be
+     appreciated but is not required.
+  2. Altered source versions must be plainly marked as such, and must not be
+     misrepresented as being the original software.
+  3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include "SDL_internal.h"
+#include "SDL_sysasyncio.h"
+#include "SDL_asyncio_c.h"
+
+static const char *AsyncFileModeValid(const char *mode)
+{
+    static const struct { const char *valid; const char *with_binary; } mode_map[] = {
+        { "r", "rb" },
+        { "w", "wb" },
+        { "r+","r+b" },
+        { "w+", "w+b" }
+    };
+
+    for (int i = 0; i < SDL_arraysize(mode_map); i++) {
+        if (SDL_strcmp(mode, mode_map[i].valid) == 0) {
+            return mode_map[i].with_binary;
+        }
+    }
+    return NULL;
+}
+
+SDL_AsyncIO *SDL_AsyncIOFromFile(const char *file, const char *mode)
+{
+    if (!file) {
+        SDL_InvalidParamError("file");
+        return NULL;
+    } else if (!mode) {
+        SDL_InvalidParamError("mode");
+        return NULL;
+    }
+
+    const char *binary_mode = AsyncFileModeValid(mode);
+    if (!binary_mode) {
+        SDL_SetError("Unsupported file mode");
+        return NULL;
+    }
+
+    SDL_AsyncIO *asyncio = (SDL_AsyncIO *)SDL_calloc(1, sizeof(*asyncio));
+    if (asyncio) {
+        asyncio->lock = SDL_CreateMutex();
+        if (!asyncio->lock) {
+            SDL_free(asyncio);
+            return NULL;
+        }
+    }
+
+    if (!SDL_SYS_AsyncIOFromFile(file, binary_mode, asyncio)) {
+        SDL_DestroyMutex(asyncio->lock);
+        SDL_free(asyncio);
+        return NULL;
+    }
+
+    return asyncio;
+}
+
+Sint64 SDL_GetAsyncIOSize(SDL_AsyncIO *asyncio)
+{
+    if (!asyncio) {
+        SDL_InvalidParamError("asyncio");
+        return -1;
+    }
+    return asyncio->iface.size(asyncio->userdata);
+}
+
+static SDL_AsyncIOTask *RequestAsyncIO(bool reading, SDL_AsyncIO *asyncio, void *ptr, Uint64 offset, Uint64 size, SDL_AsyncIOQueue *queue, void *userdata)
+{
+    if (!asyncio) {
+        SDL_InvalidParamError("asyncio");
+        return NULL;
+    } else if (!ptr) {
+        SDL_InvalidParamError("ptr");
+        return NULL;
+    } else if (!queue) {
+        SDL_InvalidParamError("queue");
+        return NULL;
+    }
+
+    SDL_AsyncIOTask *task = (SDL_AsyncIOTask *) SDL_calloc(1, sizeof (*task));
+    if (!task) {
+        return NULL;
+    }
+
+    task->asyncio = asyncio;
+    task->type = reading ? SDL_ASYNCIO_TASK_READ : SDL_ASYNCIO_TASK_WRITE;
+    task->offset = offset;
+    task->buffer = ptr;
+    task->requested_size = size;
+    task->app_userdata = userdata;
+    task->queue = queue;
+
+    SDL_LockMutex(asyncio->lock);
+    if (asyncio->closing) {
+        SDL_free(task);
+        SDL_UnlockMutex(asyncio->lock);
+        SDL_SetError("SDL_AsyncIO is closing, can't start new tasks");
+        return NULL;
+    }
+    LINKED_LIST_PREPEND(task, asyncio->tasks, asyncio);
+    SDL_AddAtomicInt(&queue->tasks_inflight, 1);
+    SDL_UnlockMutex(asyncio->lock);
+
+    const bool queued = reading ? asyncio->iface.read(asyncio->userdata, task) : asyncio->iface.write(asyncio->userdata, task);
+    if (!queued) {
+        SDL_AddAtomicInt(&queue->tasks_inflight, -1);
+        SDL_LockMutex(asyncio->lock);
+        LINKED_LIST_UNLINK(task, asyncio);
+        SDL_UnlockMutex(asyncio->lock);
+        SDL_free(task);
+        task = NULL;
+    }
+
+    return task;
+}
+
+SDL_AsyncIOTask *SDL_ReadAsyncIO(SDL_AsyncIO *asyncio, void *ptr, Uint64 offset, Uint64 size, SDL_AsyncIOQueue *queue, void *userdata)
+{
+    return RequestAsyncIO(true, asyncio, ptr, offset, size, queue, userdata);
+}
+
+SDL_AsyncIOTask *SDL_WriteAsyncIO(SDL_AsyncIO *asyncio, void *ptr, Uint64 offset, Uint64 size, SDL_AsyncIOQueue *queue, void *userdata)
+{
+    return RequestAsyncIO(false, asyncio, ptr, offset, size, queue, userdata);
+}
+
+SDL_AsyncIOTask *SDL_CloseAsyncIO(SDL_AsyncIO *asyncio, SDL_AsyncIOQueue *queue, void *userdata)
+{
+    if (!asyncio) {
+        SDL_InvalidParamError("asyncio");
+        return NULL;
+    } else if (!queue) {
+        SDL_InvalidParamError("queue");
+        return NULL;
+    }
+
+    SDL_LockMutex(asyncio->lock);
+    if (asyncio->closing) {
+        SDL_UnlockMutex(asyncio->lock);
+        SDL_SetError("Already closing");
+        return NULL;
+    }
+
+    SDL_AsyncIOTask *task = (SDL_AsyncIOTask *) SDL_calloc(1, sizeof (*task));
+    if (task) {
+        task->asyncio = asyncio;
+        task->type = SDL_ASYNCIO_TASK_CLOSE;
+        task->app_userdata = userdata;
+        task->queue = queue;
+
+        asyncio->closing = task;
+
+        if (LINKED_LIST_START(asyncio->tasks, asyncio) == NULL) { // no tasks? Queue the close task now.
+            LINKED_LIST_PREPEND(task, asyncio->tasks, asyncio);
+            SDL_AddAtomicInt(&queue->tasks_inflight, 1);
+            if (!asyncio->iface.close(asyncio->userdata, task)) {
+                // uhoh, maybe they can try again later...?
+                SDL_AddAtomicInt(&queue->tasks_inflight, -1);
+                LINKED_LIST_UNLINK(task, asyncio);
+                SDL_free(task);
+                task = asyncio->closing = NULL;
+            }
+        }
+    }
+
+    SDL_UnlockMutex(asyncio->lock);
+
+    return task;
+}
+
+SDL_AsyncIOQueue *SDL_CreateAsyncIOQueue(void)
+{
+    SDL_AsyncIOQueue *queue = SDL_calloc(1, sizeof (*queue));
+    if (queue) {
+        SDL_SetAtomicInt(&queue->tasks_inflight, 0);
+        if (!SDL_SYS_CreateAsyncIOQueue(queue)) {
+            SDL_free(queue);
+            return NULL;
+        }
+    }
+    return queue;
+}
+
+static bool GetAsyncIOTaskOutcome(SDL_AsyncIOTask *task, SDL_AsyncIOOutcome *outcome)
+{
+    if (!task || !outcome) {
+        return false;
+    }
+
+    SDL_AsyncIO *asyncio = task->asyncio;
+
+    SDL_zerop(outcome);
+    outcome->asyncio = asyncio->oneshot ? NULL : asyncio;
+    outcome->result = task->result;
+    outcome->buffer = task->buffer;
+    outcome->offset = task->offset;
+    outcome->bytes_requested = task->requested_size;
+    outcome->bytes_transferred = task->result_size;
+    outcome->userdata = task->app_userdata;
+
+    // Take the completed task out of the SDL_AsyncIO that created it.
+    SDL_LockMutex(asyncio->lock);
+    LINKED_LIST_UNLINK(task, asyncio);
+    // see if it's time to queue a pending close request (close requested and no other pending tasks)
+    SDL_AsyncIOTask *closing = asyncio->closing;
+    if (closing && (task != closing) && (LINKED_LIST_START(asyncio->tasks, asyncio) == NULL)) {
+        LINKED_LIST_PREPEND(closing, asyncio->tasks, asyncio);
+        SDL_AddAtomicInt(&closing->queue->tasks_inflight, 1);
+        const bool async_close_task_was_queued = asyncio->iface.close(asyncio->userdata, closing);
+        SDL_assert(async_close_task_was_queued);  // !!! FIXME: if this fails to queue the task, we're leaking resources!
+        if (!async_close_task_was_queued) {
+            SDL_AddAtomicInt(&closing->queue->tasks_inflight, -1);
+        }
+    }
+    SDL_UnlockMutex(task->asyncio->lock);
+
+    // was this the result of a closing task? Finally destroy the asyncio.
+    bool retval = true;
+    if (closing && (task == closing)) {
+        if (asyncio->oneshot) {
+            retval = false;  // don't send the close task results on to the app, just the read task for these.
+        }
+        asyncio->iface.destroy(asyncio->userdata);
+        SDL_DestroyMutex(asyncio->lock);
+        SDL_free(asyncio);
+    }
+
+    SDL_AddAtomicInt(&task->queue->tasks_inflight, -1);
+    SDL_free(task);
+
+    return retval;
+}
+
+bool SDL_GetAsyncIOResult(SDL_AsyncIOQueue *queue, SDL_AsyncIOOutcome *outcome)
+{
+    if (!queue || !outcome) {
+        return false;
+    }
+    return GetAsyncIOTaskOutcome(queue->iface.get_results(queue->userdata), outcome);
+}
+
+bool SDL_WaitAsyncIOResult(SDL_AsyncIOQueue *queue, SDL_AsyncIOOutcome *outcome, Sint32 timeoutMS)
+{
+    if (!queue || !outcome) {
+        return false;
+    }
+    return GetAsyncIOTaskOutcome(queue->iface.wait_results(queue->userdata, timeoutMS), outcome);
+}
+
+void SDL_SignalAsyncIOQueue(SDL_AsyncIOQueue *queue)
+{
+    if (queue) {
+        queue->iface.signal(queue->userdata);
+    }
+}
+
+void SDL_DestroyAsyncIOQueue(SDL_AsyncIOQueue *queue)
+{
+    if (queue) {
+        // block until any pending tasks complete.
+        while (SDL_GetAtomicInt(&queue->tasks_inflight) > 0) {
+            SDL_AsyncIOTask *task = queue->iface.wait_results(queue->userdata, -1);
+            if (task) {
+                if (task->asyncio->oneshot) {
+                    SDL_free(task->buffer);  // throw away the buffer from SDL_LoadFileAsync that will never be consumed/freed by app.
+                    task->buffer = NULL;
+                }
+                SDL_AsyncIOOutcome outcome;
+                GetAsyncIOTaskOutcome(task, &outcome);  // this frees the task, and does other upkeep.
+            }
+        }
+
+        queue->iface.destroy(queue->userdata);
+        SDL_free(queue);
+    }
+}
+
+void SDL_QuitAsyncIO(void)
+{
+    SDL_SYS_QuitAsyncIO();
+}
+
+SDL_AsyncIOTask *SDL_LoadFileAsync(const char *file, SDL_AsyncIOQueue *queue, void *userdata)
+{
+    if (!file) {
+        SDL_InvalidParamError("file");
+        return NULL;
+    } else if (!queue) {
+        SDL_InvalidParamError("queue");
+        return NULL;
+    }
+
+    SDL_AsyncIOTask *task = NULL;
+    SDL_AsyncIO *asyncio = SDL_AsyncIOFromFile(file, "r");
+    if (asyncio) {
+        asyncio->oneshot = true;
+
+        void *ptr = NULL;
+        const Sint64 flen = SDL_GetAsyncIOSize(asyncio);
+        if (flen >= 0) {
+            // !!! FIXME: check if flen > address space, since it'll truncate and we'll just end up with an incomplete buffer or a crash.
+            ptr = SDL_malloc((size_t) (flen + 1));  // over-allocate by one so we can add a null-terminator.
+            if (ptr) {
+                task = SDL_ReadAsyncIO(asyncio, ptr, 0, (Uint64) flen, queue, userdata);
+            }
+        }
+
+        if (!task) {
+            SDL_free(ptr);
+        }
+
+        SDL_CloseAsyncIO(asyncio, queue, userdata);  // if this fails, we'll have a resource leak, but this would already be a dramatic system failure.
+    }
+
+    return task;
+}

+ 30 - 0
src/file/SDL_asyncio_c.h

@@ -0,0 +1,30 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
+
+  This software is provided 'as-is', without any express or implied
+  warranty.  In no event will the authors be held liable for any damages
+  arising from the use of this software.
+
+  Permission is granted to anyone to use this software for any purpose,
+  including commercial applications, and to alter it and redistribute it
+  freely, subject to the following restrictions:
+
+  1. The origin of this software must not be misrepresented; you must not
+     claim that you wrote the original software. If you use this software
+     in a product, an acknowledgment in the product documentation would be
+     appreciated but is not required.
+  2. Altered source versions must be plainly marked as such, and must not be
+     misrepresented as being the original software.
+  3. This notice may not be removed or altered from any source distribution.
+*/
+#include "../SDL_internal.h"
+
+#ifndef SDL_asyncio_c_h_
+#define SDL_asyncio_c_h_
+
+// Shutdown any still-existing Async I/O. Note that there is no Init function, as it inits on-demand!
+extern void SDL_QuitAsyncIO(void);
+
+#endif // SDL_asyncio_c_h_
+

+ 133 - 0
src/file/SDL_sysasyncio.h

@@ -0,0 +1,133 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
+
+  This software is provided 'as-is', without any express or implied
+  warranty.  In no event will the authors be held liable for any damages
+  arising from the use of this software.
+
+  Permission is granted to anyone to use this software for any purpose,
+  including commercial applications, and to alter it and redistribute it
+  freely, subject to the following restrictions:
+
+  1. The origin of this software must not be misrepresented; you must not
+     claim that you wrote the original software. If you use this software
+     in a product, an acknowledgment in the product documentation would be
+     appreciated but is not required.
+  2. Altered source versions must be plainly marked as such, and must not be
+     misrepresented as being the original software.
+  3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include "SDL_internal.h"
+
+#ifndef SDL_sysasyncio_h_
+#define SDL_sysasyncio_h_
+
+// If your platform has an option other than the "generic" code, make sure this
+// is #defined to 0 instead and implement the SDL_SYS_* functions below in your
+// backend (having them maybe call into the SDL_SYS_*_Generic versions as a
+// fallback if the platform has functionality that isn't always available).
+#define SDL_ASYNCIO_ONLY_HAVE_GENERIC 1
+
+// this entire thing is just juggling doubly-linked lists, so make some helper macros.
+#define LINKED_LIST_DECLARE_FIELDS(type, prefix) \
+    type *prefix##prev; \
+    type *prefix##next
+
+#define LINKED_LIST_PREPEND(item, list, prefix) do { \
+    item->prefix##prev = &list; \
+    item->prefix##next = list.prefix##next; \
+    if (item->prefix##next) { \
+        item->prefix##next->prefix##prev = item; \
+    } \
+    list.prefix##next = item; \
+} while (false)
+
+#define LINKED_LIST_UNLINK(item, prefix) do { \
+    if (item->prefix##next) { \
+        item->prefix##next->prefix##prev = item->prefix##prev; \
+    } \
+    item->prefix##prev->prefix##next = task->prefix##next; \
+    item->prefix##prev = item->prefix##next = NULL; \
+} while (false)
+
+#define LINKED_LIST_START(list, prefix) (list.prefix##next)
+#define LINKED_LIST_NEXT(item, prefix) (item->prefix##next)
+#define LINKED_LIST_PREV(item, prefix) (item->prefix##prev)
+
+typedef struct SDL_AsyncIOTask SDL_AsyncIOTask;
+
+struct SDL_AsyncIOTask
+{
+    SDL_AsyncIO *asyncio;
+    SDL_AsyncIOTaskType type;
+    SDL_AsyncIOQueue *queue;
+    Uint64 offset;
+    void *buffer;
+    char *error;
+    SDL_AsyncIOResult result;
+    Uint64 requested_size;
+    Uint64 result_size;
+    void *app_userdata;
+    LINKED_LIST_DECLARE_FIELDS(struct SDL_AsyncIOTask, asyncio);
+    LINKED_LIST_DECLARE_FIELDS(struct SDL_AsyncIOTask, queue);      // the generic backend uses this, so I've added it here to avoid the extra allocation.
+    LINKED_LIST_DECLARE_FIELDS(struct SDL_AsyncIOTask, threadpool); // the generic backend uses this, so I've added it here to avoid the extra allocation.
+};
+
+typedef struct SDL_AsyncIOQueueInterface
+{
+    bool (*queue_task)(void *userdata, SDL_AsyncIOTask *task);
+    void (*cancel_task)(void *userdata, SDL_AsyncIOTask *task);
+    SDL_AsyncIOTask * (*get_results)(void *userdata);
+    SDL_AsyncIOTask * (*wait_results)(void *userdata, Sint32 timeoutMS);
+    void (*signal)(void *userdata);
+    void (*destroy)(void *userdata);
+} SDL_AsyncIOQueueInterface;
+
+struct SDL_AsyncIOQueue
+{
+    SDL_AsyncIOQueueInterface iface;
+    void *userdata;
+    SDL_AtomicInt tasks_inflight;
+};
+
+// this interface is kept per-object, even though generally it's going to decide
+// on a single interface that is the same for the entire process, but I've kept
+// the abstraction in case we start exposing more types of async i/o, like
+// sockets, in the future.
+typedef struct SDL_AsyncIOInterface
+{
+    Sint64 (*size)(void *userdata);
+    bool (*read)(void *userdata, SDL_AsyncIOTask *task);
+    bool (*write)(void *userdata, SDL_AsyncIOTask *task);
+    bool (*close)(void *userdata, SDL_AsyncIOTask *task);
+    void (*destroy)(void *userdata);
+} SDL_AsyncIOInterface;
+
+struct SDL_AsyncIO
+{
+    SDL_AsyncIOInterface iface;
+    void *userdata;
+    SDL_Mutex *lock;
+    SDL_AsyncIOTask tasks;
+    SDL_AsyncIOTask *closing;  // The close task, which isn't queued until all pending work for this file is done.
+    bool oneshot;  // true if this is a SDL_LoadFileAsync open.
+};
+
+// This is implemented for various platforms; param validation is done before calling this. Open file, fill in iface and userdata.
+extern bool SDL_SYS_AsyncIOFromFile(const char *file, const char *mode, SDL_AsyncIO *asyncio);
+
+// This is implemented for various platforms. Call SDL_OpenAsyncIOQueue from in here.
+extern bool SDL_SYS_CreateAsyncIOQueue(SDL_AsyncIOQueue *queue);
+
+// This is called during SDL_QuitAsyncIO, after all tasks have completed and all files are closed, to let the platform clean up global backend details.
+extern void SDL_SYS_QuitAsyncIO(void);
+
+// the "generic" version is always available, since it is almost always needed as a fallback even on platforms that might offer something better.
+extern bool SDL_SYS_AsyncIOFromFile_Generic(const char *file, const char *mode, SDL_AsyncIO *asyncio);
+extern bool SDL_SYS_CreateAsyncIOQueue_Generic(SDL_AsyncIOQueue *queue);
+extern void SDL_SYS_QuitAsyncIO_Generic(void);
+
+#endif
+

+ 460 - 0
src/file/generic/SDL_asyncio_generic.c

@@ -0,0 +1,460 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
+
+  This software is provided 'as-is', without any express or implied
+  warranty.  In no event will the authors be held liable for any damages
+  arising from the use of this software.
+
+  Permission is granted to anyone to use this software for any purpose,
+  including commercial applications, and to alter it and redistribute it
+  freely, subject to the following restrictions:
+
+  1. The origin of this software must not be misrepresented; you must not
+     claim that you wrote the original software. If you use this software
+     in a product, an acknowledgment in the product documentation would be
+     appreciated but is not required.
+  2. Altered source versions must be plainly marked as such, and must not be
+     misrepresented as being the original software.
+  3. This notice may not be removed or altered from any source distribution.
+*/
+
+// The generic backend uses a threadpool to block on synchronous i/o.
+// This is not ideal, it's meant to be used if there isn't a platform-specific
+// backend that can do something more efficient!
+
+#include "SDL_internal.h"
+#include "../SDL_sysasyncio.h"
+
+// on Emscripten without threads, async i/o is synchronous. Sorry. Almost
+// everything is MEMFS, so it's just a memcpy anyhow, and the Emscripten
+// filesystem APIs don't offer async. In theory, directly accessing
+// persistent storage _does_ offer async APIs at the browser level, but
+// that's not exposed in Emscripten's filesystem abstraction.
+#if defined(SDL_PLATFORM_EMSCRIPTEN) && !defined(__EMSCRIPTEN_PTHREADS__)
+#define SDL_ASYNCIO_USE_THREADPOOL 0
+#else
+#define SDL_ASYNCIO_USE_THREADPOOL 1
+#endif
+
+typedef struct GenericAsyncIOQueueData
+{
+    SDL_Mutex *lock;
+    SDL_Condition *condition;
+    SDL_AsyncIOTask completed_tasks;
+} GenericAsyncIOQueueData;
+
+typedef struct GenericAsyncIOData
+{
+    SDL_Mutex *lock;  // !!! FIXME: we can skip this lock if we have an equivalent of pread/pwrite
+    SDL_IOStream *io;
+} GenericAsyncIOData;
+
+static void AsyncIOTaskComplete(SDL_AsyncIOTask *task)
+{
+    SDL_assert(task->queue);
+    GenericAsyncIOQueueData *data = (GenericAsyncIOQueueData *) task->queue->userdata;
+    SDL_LockMutex(data->lock);
+    LINKED_LIST_PREPEND(task, data->completed_tasks, queue);
+    SDL_SignalCondition(data->condition);  // wake a thread waiting on the queue.
+    SDL_UnlockMutex(data->lock);
+}
+
+// synchronous i/o is offloaded onto the threadpool. This function does the threaded work.
+// This is called directly, without a threadpool, if !SDL_ASYNCIO_USE_THREADPOOL.
+static void SynchronousIO(SDL_AsyncIOTask *task)
+{
+    SDL_assert(task->result != SDL_ASYNCIO_CANCELLED);  // shouldn't have gotten in here if cancelled!
+
+    GenericAsyncIOData *data = (GenericAsyncIOData *) task->asyncio->userdata;
+    SDL_IOStream *io = data->io;
+    const size_t size = (size_t) task->requested_size;
+    void *ptr = task->buffer;
+
+    // this seek won't work if two tasks are reading from the same file at the same time,
+    // so we lock here. This makes multiple reads from a single file serialize, but different
+    // files will still run in parallel. An app can also open the same file twice to avoid this.
+    SDL_LockMutex(data->lock);
+    if (task->type == SDL_ASYNCIO_TASK_CLOSE) {
+        task->result = SDL_CloseIO(data->io) ? SDL_ASYNCIO_COMPLETE : SDL_ASYNCIO_FAILURE;
+    } else if (SDL_SeekIO(io, (Sint64) task->offset, SDL_IO_SEEK_SET) < 0) {
+        task->result = SDL_ASYNCIO_FAILURE;
+    } else {
+        const bool writing = (task->type == SDL_ASYNCIO_TASK_WRITE);
+        task->result_size = (Uint64) (writing ? SDL_WriteIO(io, ptr, size) : SDL_ReadIO(io, ptr, size));
+        if (task->result_size == task->requested_size) {
+            task->result = SDL_ASYNCIO_COMPLETE;
+        } else {
+            if (writing) {
+                task->result = SDL_ASYNCIO_FAILURE;  // it's always a failure on short writes.
+            } else {
+                const SDL_IOStatus status = SDL_GetIOStatus(io);
+                SDL_assert(status != SDL_IO_STATUS_READY);  // this should have either failed or been EOF.
+                SDL_assert(status != SDL_IO_STATUS_NOT_READY);  // these should not be non-blocking reads!
+                task->result = (status == SDL_IO_STATUS_EOF) ? SDL_ASYNCIO_COMPLETE : SDL_ASYNCIO_FAILURE;
+            }
+        }
+    }
+    SDL_UnlockMutex(data->lock);
+
+    AsyncIOTaskComplete(task);
+}
+
+#if SDL_ASYNCIO_USE_THREADPOOL
+static SDL_InitState threadpool_init;
+static SDL_Mutex *threadpool_lock = NULL;
+static bool stop_threadpool = false;
+static SDL_AsyncIOTask threadpool_tasks;
+static SDL_Condition *threadpool_condition = NULL;
+static int max_threadpool_threads = 0;
+static int running_threadpool_threads = 0;
+static int idle_threadpool_threads = 0;
+static int threadpool_threads_spun = 0;
+
+static int SDLCALL AsyncIOThreadpoolWorker(void *data)
+{
+    SDL_LockMutex(threadpool_lock);
+
+    while (!stop_threadpool) {
+        SDL_AsyncIOTask *task = LINKED_LIST_START(threadpool_tasks, threadpool);
+        if (!task) {
+            // if we go 30 seconds without a new task, terminate unless we're the only thread left.
+            idle_threadpool_threads++;
+            const bool rc = SDL_WaitConditionTimeout(threadpool_condition, threadpool_lock, 30000);
+            idle_threadpool_threads--;
+
+            if (!rc) {
+                // decide if we have too many idle threads, and if so, quit to let thread pool shrink when not busy.
+                if (idle_threadpool_threads) {
+                    break;
+                }
+            }
+
+            continue;
+        }
+
+        LINKED_LIST_UNLINK(task, threadpool);
+
+        SDL_UnlockMutex(threadpool_lock);
+
+        // bookkeeping is done, so we drop the mutex and fire the work.
+        SynchronousIO(task);
+
+        SDL_LockMutex(threadpool_lock);  // take the lock again and see if there's another task (if not, we'll wait on the Condition).
+    }
+
+    running_threadpool_threads--;
+
+    // this is kind of a hack, but this lets us reuse threadpool_condition to block on shutdown until all threads have exited.
+    if (stop_threadpool) {
+        SDL_BroadcastCondition(threadpool_condition);
+    }
+
+    SDL_UnlockMutex(threadpool_lock);
+
+    return 0;
+}
+
+static bool MaybeSpinNewWorkerThread(void)
+{
+    // if all existing threads are busy and the pool of threads isn't maxed out, make a new one.
+    if ((idle_threadpool_threads == 0) && (running_threadpool_threads < max_threadpool_threads)) {
+        char threadname[32];
+        SDL_snprintf(threadname, sizeof (threadname), "SDLasyncio%d", threadpool_threads_spun);
+        SDL_Thread *thread = SDL_CreateThread(AsyncIOThreadpoolWorker, threadname, NULL);
+        if (thread == NULL) {
+            return false;
+        }
+        SDL_DetachThread(thread);  // these terminate themselves when idle too long, so we never WaitThread.
+        running_threadpool_threads++;
+        threadpool_threads_spun++;
+    }
+    return true;
+}
+
+static void QueueAsyncIOTask(SDL_AsyncIOTask *task)
+{
+    SDL_assert(task != NULL);
+
+    SDL_LockMutex(threadpool_lock);
+
+    if (stop_threadpool) {  // just in case.
+        task->result = SDL_ASYNCIO_CANCELLED;
+        AsyncIOTaskComplete(task);
+    } else {
+        LINKED_LIST_PREPEND(task, threadpool_tasks, threadpool);
+        MaybeSpinNewWorkerThread();  // okay if this fails or the thread pool is maxed out. Something will get there eventually.
+
+        // tell idle threads to get to work.
+        // This is a broadcast because we want someone from the thread pool to wake up, but
+        // also shutdown might also be blocking on this. One of the threads will grab
+        // it, the others will go back to sleep.
+        SDL_BroadcastCondition(threadpool_condition);
+    }
+
+    SDL_UnlockMutex(threadpool_lock);
+}
+
+// We don't initialize async i/o at all until it's used, so
+//  JUST IN CASE two things try to start at the same time,
+//  this will make sure everything gets the same mutex.
+static bool PrepareThreadpool(void)
+{
+    bool okay = true;
+    if (SDL_ShouldInit(&threadpool_init)) {
+        max_threadpool_threads = (SDL_GetNumLogicalCPUCores() * 2) + 1;  // !!! FIXME: this should probably have a hint to override.
+        max_threadpool_threads = SDL_clamp(max_threadpool_threads, 1, 8);  // 8 is probably more than enough.
+
+        okay = (okay && ((threadpool_lock = SDL_CreateMutex()) != NULL));
+        okay = (okay && ((threadpool_condition = SDL_CreateCondition()) != NULL));
+        okay = (okay && MaybeSpinNewWorkerThread());  // make sure at least one thread is going, since we'll need it.
+
+        if (!okay) {
+            if (threadpool_condition) {
+                SDL_DestroyCondition(threadpool_condition);
+                threadpool_condition = NULL;
+            }
+            if (threadpool_lock) {
+                SDL_DestroyMutex(threadpool_lock);
+                threadpool_lock = NULL;
+            }
+        }
+
+        SDL_SetInitialized(&threadpool_init, okay);
+    }
+    return okay;
+}
+
+static void ShutdownThreadpool(void)
+{
+    if (SDL_ShouldQuit(&threadpool_init)) {
+        SDL_LockMutex(threadpool_lock);
+
+        // cancel anything that's still pending.
+        SDL_AsyncIOTask *task;
+        while ((task = LINKED_LIST_START(threadpool_tasks, threadpool)) != NULL) {
+            LINKED_LIST_UNLINK(task, threadpool);
+            task->result = SDL_ASYNCIO_CANCELLED;
+            AsyncIOTaskComplete(task);
+        }
+
+        stop_threadpool = true;
+        SDL_BroadcastCondition(threadpool_condition);  // tell the whole threadpool to wake up and quit.
+
+        while (running_threadpool_threads > 0) {
+            // each threadpool thread will broadcast this condition before it terminates if stop_threadpool is set.
+            // we can't just join the threads because they are detached, so the thread pool can automatically shrink as necessary.
+            SDL_WaitCondition(threadpool_condition, threadpool_lock);
+        }
+
+        SDL_UnlockMutex(threadpool_lock);
+
+        SDL_DestroyMutex(threadpool_lock);
+        threadpool_lock = NULL;
+        SDL_DestroyCondition(threadpool_condition);
+        threadpool_condition = NULL;
+
+        max_threadpool_threads = running_threadpool_threads = idle_threadpool_threads = threadpool_threads_spun = 0;
+
+        stop_threadpool = false;
+        SDL_SetInitialized(&threadpool_init, false);
+    }
+}
+#endif
+
+
+static Sint64 generic_asyncio_size(void *userdata)
+{
+    GenericAsyncIOData *data = (GenericAsyncIOData *) userdata;
+    return SDL_GetIOSize(data->io);
+}
+
+static bool generic_asyncio_io(void *userdata, SDL_AsyncIOTask *task)
+{
+    return task->queue->iface.queue_task(task->queue->userdata, task);
+}
+
+static void generic_asyncio_destroy(void *userdata)
+{
+    GenericAsyncIOData *data = (GenericAsyncIOData *) userdata;
+    SDL_DestroyMutex(data->lock);
+    SDL_free(data);
+}
+
+
+static bool generic_asyncioqueue_queue_task(void *userdata, SDL_AsyncIOTask *task)
+{
+    #if SDL_ASYNCIO_USE_THREADPOOL
+    QueueAsyncIOTask(task);
+    #else
+    SynchronousIO(task);  // oh well. Get a better platform.
+    #endif
+    return true;
+}
+
+static void generic_asyncioqueue_cancel_task(void *userdata, SDL_AsyncIOTask *task)
+{
+    #if !SDL_ASYNCIO_USE_THREADPOOL  // in theory, this was all synchronous and should never call this, but just in case.
+    task->result = SDL_ASYNCIO_CANCELLED;
+    AsyncIOTaskComplete(task);
+    #else
+    // we can't stop i/o that's in-flight, but we _can_ just refuse to start it if the threadpool hadn't picked it up yet.
+    SDL_LockMutex(threadpool_lock);
+    if (LINKED_LIST_PREV(task, threadpool) != NULL) {  // still in the queue waiting to be run? Take it out.
+        LINKED_LIST_UNLINK(task, threadpool);
+        task->result = SDL_ASYNCIO_CANCELLED;
+        AsyncIOTaskComplete(task);
+    }
+    SDL_UnlockMutex(threadpool_lock);
+    #endif
+}
+
+static SDL_AsyncIOTask *generic_asyncioqueue_get_results(void *userdata)
+{
+    GenericAsyncIOQueueData *data = (GenericAsyncIOQueueData *) userdata;
+    SDL_LockMutex(data->lock);
+    SDL_AsyncIOTask *task = LINKED_LIST_START(data->completed_tasks, queue);
+    if (task) {
+        LINKED_LIST_UNLINK(task, queue);
+    }
+    SDL_UnlockMutex(data->lock);
+    return task;
+}
+
+static SDL_AsyncIOTask *generic_asyncioqueue_wait_results(void *userdata, Sint32 timeoutMS)
+{
+    GenericAsyncIOQueueData *data = (GenericAsyncIOQueueData *) userdata;
+    SDL_LockMutex(data->lock);
+    SDL_AsyncIOTask *task = LINKED_LIST_START(data->completed_tasks, queue);
+    if (!task) {
+        SDL_WaitConditionTimeout(data->condition, data->lock, timeoutMS);
+        task = LINKED_LIST_START(data->completed_tasks, queue);
+    }
+    if (task) {
+        LINKED_LIST_UNLINK(task, queue);
+    }
+    SDL_UnlockMutex(data->lock);
+    return task;
+}
+
+static void generic_asyncioqueue_signal(void *userdata)
+{
+    GenericAsyncIOQueueData *data = (GenericAsyncIOQueueData *) userdata;
+    SDL_LockMutex(data->lock);
+    SDL_BroadcastCondition(data->condition);
+    SDL_UnlockMutex(data->lock);
+}
+
+static void generic_asyncioqueue_destroy(void *userdata)
+{
+    GenericAsyncIOQueueData *data = (GenericAsyncIOQueueData *) userdata;
+    SDL_DestroyMutex(data->lock);
+    SDL_DestroyCondition(data->condition);
+    SDL_free(data);
+}
+
+bool SDL_SYS_CreateAsyncIOQueue_Generic(SDL_AsyncIOQueue *queue)
+{
+    #if SDL_ASYNCIO_USE_THREADPOOL
+    if (!PrepareThreadpool()) {
+        return false;
+    }
+    #endif
+
+    GenericAsyncIOQueueData *data = (GenericAsyncIOQueueData *) SDL_calloc(1, sizeof (*data));
+    if (!data) {
+        return false;
+    }
+
+    data->lock = SDL_CreateMutex();
+    if (!data->lock) {
+        SDL_free(data);
+        return false;
+    }
+
+    data->condition = SDL_CreateCondition();
+    if (!data->condition) {
+        SDL_DestroyMutex(data->lock);
+        SDL_free(data);
+        return false;
+    }
+
+    static const SDL_AsyncIOQueueInterface SDL_AsyncIOQueue_Generic = {
+        generic_asyncioqueue_queue_task,
+        generic_asyncioqueue_cancel_task,
+        generic_asyncioqueue_get_results,
+        generic_asyncioqueue_wait_results,
+        generic_asyncioqueue_signal,
+        generic_asyncioqueue_destroy
+    };
+
+    SDL_copyp(&queue->iface, &SDL_AsyncIOQueue_Generic);
+    queue->userdata = data;
+    return true;
+}
+
+
+bool SDL_SYS_AsyncIOFromFile_Generic(const char *file, const char *mode, SDL_AsyncIO *asyncio)
+{
+    #if SDL_ASYNCIO_USE_THREADPOOL
+    if (!PrepareThreadpool()) {
+        return false;
+    }
+    #endif
+
+    GenericAsyncIOData *data = (GenericAsyncIOData *) SDL_calloc(1, sizeof (*data));
+    if (!data) {
+        return false;
+    }
+
+    data->lock = SDL_CreateMutex();
+    if (!data->lock) {
+        SDL_free(data);
+        return false;
+    }
+
+    data->io = SDL_IOFromFile(file, mode);
+    if (!data->io) {
+        SDL_DestroyMutex(data->lock);
+        SDL_free(data);
+        return false;
+    }
+
+    static const SDL_AsyncIOInterface SDL_AsyncIOFile_Generic = {
+        generic_asyncio_size,
+        generic_asyncio_io,
+        generic_asyncio_io,
+        generic_asyncio_io,
+        generic_asyncio_destroy
+    };
+
+    SDL_copyp(&asyncio->iface, &SDL_AsyncIOFile_Generic);
+    asyncio->userdata = data;
+    return true;
+}
+
+void SDL_SYS_QuitAsyncIO_Generic(void)
+{
+    #if SDL_ASYNCIO_USE_THREADPOOL
+    ShutdownThreadpool();
+    #endif
+}
+
+
+#if SDL_ASYNCIO_ONLY_HAVE_GENERIC
+bool SDL_SYS_AsyncIOFromFile(const char *file, const char *mode, SDL_AsyncIO *asyncio)
+{
+    return SDL_SYS_AsyncIOFromFile_Generic(file, mode, asyncio);
+}
+
+bool SDL_SYS_CreateAsyncIOQueue(SDL_AsyncIOQueue *queue)
+{
+    return SDL_SYS_CreateAsyncIOQueue_Generic(queue);
+}
+
+void SDL_SYS_QuitAsyncIO(void)
+{
+    SDL_SYS_QuitAsyncIO_Generic();
+}
+#endif
+

+ 1 - 0
test/CMakeLists.txt

@@ -331,6 +331,7 @@ files2headers(gamepad_image_headers
 files2headers(icon_bmp_header icon.bmp)
 files2headers(glass_bmp_header glass.bmp)
 
+add_sdl_test_executable(testasyncio MAIN_CALLBACKS NEEDS_RESOURCES TESTUTILS SOURCES testasyncio.c)
 add_sdl_test_executable(testaudio MAIN_CALLBACKS NEEDS_RESOURCES TESTUTILS SOURCES testaudio.c)
 add_sdl_test_executable(testcolorspace SOURCES testcolorspace.c)
 add_sdl_test_executable(testfile NONINTERACTIVE SOURCES testfile.c)

+ 176 - 0
test/testasyncio.c

@@ -0,0 +1,176 @@
+/*
+  Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
+
+  This software is provided 'as-is', without any express or implied
+  warranty.  In no event will the authors be held liable for any damages
+  arising from the use of this software.
+
+  Permission is granted to anyone to use this software for any purpose,
+  including commercial applications, and to alter it and redistribute it
+  freely.
+*/
+
+#define SDL_MAIN_USE_CALLBACKS 1
+#include <SDL3/SDL_main.h>
+#include <SDL3/SDL_test.h>
+#include <SDL3/SDL_test_common.h>
+
+static SDL_Renderer *renderer = NULL;
+static SDL_Texture *texture = NULL;
+static SDL_AsyncIOQueue *queue = NULL;
+static SDLTest_CommonState *state = NULL;
+
+SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
+{
+    const char *base = NULL;
+    char **bmps = NULL;
+    int bmpcount = 0;
+    int i;
+
+    SDL_srand(0);
+
+    /* Initialize test framework */
+    state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
+    if (!state) {
+        return SDL_APP_FAILURE;
+    }
+
+    /* Enable standard application logging */
+    SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
+
+    /* Parse commandline */
+    for (i = 1; i < argc;) {
+        int consumed = SDLTest_CommonArg(state, i);
+        if (consumed <= 0) {
+            static const char *options[] = {
+                NULL,
+            };
+            SDLTest_CommonLogUsage(state, argv[0], options);
+            SDL_Quit();
+            SDLTest_CommonDestroyState(state);
+            return 1;
+        }
+        i += consumed;
+    }
+
+    state->num_windows = 1;
+
+    /* Load the SDL library */
+    if (!SDLTest_CommonInit(state)) {
+        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s", SDL_GetError());
+        return SDL_APP_FAILURE;
+    }
+
+    SDL_SetLogPriorities(SDL_LOG_PRIORITY_VERBOSE);
+
+    renderer = state->renderers[0];
+    if (!renderer) {
+        /* SDL_Log("Couldn't create renderer: %s", SDL_GetError()); */
+        return SDL_APP_FAILURE;
+    }
+
+    texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STATIC, 512, 512);
+    if (!texture) {
+        SDL_Log("Couldn't create texture: %s", SDL_GetError());
+        return SDL_APP_FAILURE;
+    } else {
+        static const Uint32 blank[512 * 512];
+        const SDL_Rect rect = { 0, 0, 512, 512 };
+        SDL_UpdateTexture(texture, &rect, blank, 512 * sizeof (Uint32));
+    }
+
+    queue = SDL_CreateAsyncIOQueue();
+    if (!queue) {
+        SDL_Log("Couldn't create async i/o queue: %s", SDL_GetError());
+        return SDL_APP_FAILURE;
+    }
+
+    base = SDL_GetBasePath();
+    bmps = SDL_GlobDirectory(base, "*.bmp", SDL_GLOB_CASEINSENSITIVE, &bmpcount);
+    if (!bmps || (bmpcount == 0)) {
+        SDL_Log("No BMP files found.");
+        return SDL_APP_FAILURE;
+    }
+
+    for (i = 0; i < bmpcount; i++) {
+        char *path = NULL;
+        if (SDL_asprintf(&path, "%s%s", base, bmps[i]) < 0) {
+            SDL_free(path);
+        } else {
+            SDL_Log("Loading %s...", path);
+            SDL_LoadFileAsync(path, queue, path);
+        }
+    }
+
+    SDL_free(bmps);
+
+    return SDL_APP_CONTINUE;
+}
+
+SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
+{
+    switch (event->type) {
+        case SDL_EVENT_QUIT:
+            return SDL_APP_SUCCESS;
+
+        default:
+            break;
+    }
+
+    return SDLTest_CommonEventMainCallbacks(state, event);
+}
+
+static void async_io_task_complete(const SDL_AsyncIOOutcome *outcome)
+{
+    const char *fname = (const char *) outcome->userdata;
+    const char *resultstr = "[unknown result]";
+
+    switch (outcome->result) {
+        #define RESCASE(x) case x: resultstr = #x; break
+        RESCASE(SDL_ASYNCIO_COMPLETE);
+        RESCASE(SDL_ASYNCIO_FAILURE);
+        RESCASE(SDL_ASYNCIO_CANCELLED);
+        #undef RESCASE
+    }
+
+    SDL_Log("File '%s' async results: %s", fname, resultstr);
+
+    if (outcome->result == SDL_ASYNCIO_COMPLETE) {
+        SDL_Surface *surface = SDL_LoadBMP_IO(SDL_IOFromConstMem(outcome->buffer, (size_t) outcome->bytes_transferred), true);
+        if (surface) {
+            SDL_Surface *converted = SDL_ConvertSurface(surface, SDL_PIXELFORMAT_RGBA8888);
+            SDL_DestroySurface(surface);
+            if (converted) {
+                const SDL_Rect rect = { 50 + SDL_rand(512 - 100), 50 + SDL_rand(512 - 100), converted->w, converted->h };
+                SDL_UpdateTexture(texture, &rect, converted->pixels, converted->pitch);
+                SDL_DestroySurface(converted);
+            }
+        }
+    }
+
+    SDL_free(outcome->userdata);
+    SDL_free(outcome->buffer);
+}
+
+SDL_AppResult SDL_AppIterate(void *appstate)
+{
+    SDL_AsyncIOOutcome outcome;
+    if (SDL_GetAsyncIOResult(queue, &outcome)) {
+        async_io_task_complete(&outcome);
+    }
+
+    SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
+    SDL_RenderClear(renderer);
+    SDL_RenderTexture(renderer, texture, NULL, NULL);
+    SDL_RenderPresent(renderer);
+
+    return SDL_APP_CONTINUE;
+}
+
+void SDL_AppQuit(void *appstate, SDL_AppResult result)
+{
+    SDL_DestroyAsyncIOQueue(queue);
+    SDL_DestroyTexture(texture);
+    SDLTest_CommonQuit(state);
+}
+