* Added SDL_SetWindowProgressState(), SDL_SetWindowProgressValue(), SDL_GetWindowProgressState(), and SDL_GetWindowProgressValue() to show progress in the window's taskbar icon on Windows and Linux
* Added SDL_PROP_GPU_DEVICE_CREATE_VULKAN_OPTIONS_POINTER to enable configuring Vulkan features when creating a GPU device
* Added SDL_PROP_GPU_DEVICE_CREATE_VULKAN_REQUIRE_HARDWARE_ACCELERATION_BOOLEAN to allow requiring Vulkan hardware acceleration when creating a GPU device
* Added SDL_GetGPUDeviceProperties() to query information from a GPU device:
* Added SDL_GetPixelFormatFromGPUTextureFormat() and SDL_GetGPUTextureFormatFromPixelFormat()
* Added SDL_CreateGPURenderer() and SDL_GetGPURendererDevice() to create a 2D renderer for use with GPU rendering.
* Added SDL_CreateGPURenderState(), SDL_SetGPURenderStateFragmentUniforms(), SDL_SetGPURenderState(), and SDL_DestroyGPURenderState() to use fragment shaders with a GPU 2D renderer
* Added SDL_PutAudioStreamDataNoCopy() to do more efficient audio stream processing in some cases
* Added SDL_PutAudioStreamPlanarData() to add planar audio data instead of interleaved data to an audio stream
* Added SDL_HINT_AUDIO_DEVICE_RAW_STREAM to signal that the OS shouldn't do further audio processing, useful for applications that handle noise canceling, etc.
* Using SDL_InsertGPUDebugLabel(), SDL_PushGPUDebugGroup(), and SDL_PopGPUDebugGroup() requires WinPixEventRuntime.dll to be in your PATH or in the same directory as your executable
* Added SDL_PROP_DISPLAY_WINDOWS_HMONITOR_POINTER so you can query the HMONITOR associated with a display
* Added SDL_PROP_WINDOW_CREATE_EMSCRIPTEN_CANVAS_ID_STRING to allow setting the SDL canvas ID, and SDL_PROP_WINDOW_EMSCRIPTEN_CANVAS_ID_STRING to query it on existing windows
* Added SDL_PROP_WINDOW_CREATE_EMSCRIPTEN_KEYBOARD_ELEMENT_STRING to specify where keyboard input is bound, and SDL_PROP_WINDOW_EMSCRIPTEN_KEYBOARD_ELEMENT_STRING to query it on existing windows
iOS:
* SDL now supports window scenes, fixing the warning "CLIENT OF UIKIT REQUIRES UPDATE"
* Added SDL_PROP_WINDOW_CREATE_WINDOWSCENE_POINTER to specify the window scene for a window
visionOS:
* The default refresh rate has been increased to 90Hz
* SDL_SetWindowSize() changes the size of the window on Vision Pro headsets
* Added the following hints to control the display parameters: SDL_HINT_PS2_GS_WIDTH, SDL_HINT_PS2_GS_HEIGHT, SDL_HINT_PS2_GS_PROGRESSIVE, SDL_HINT_PS2_GS_MODE
Note: On Unix platforms SDL provides ELF notes describing its non-mandatory library dependencies in the format described by https://systemd.io/ELF_DLOPEN_METADATA/. Some of these libraries are quite important, so distribution vendors who package SDL should parse the ELF notes and consider generating dependencies at the packaging level, for example by using https://github.com/systemd/package-notes. Other libraries and games can add similar ELF notes to describe their own dependencies by using the SDL_ELF_NOTE_DLOPEN macro.
Check out [migration guide](docs/README-migration.md) for details on API changes since SDL 2.0, and tips on transitioning your code from SDL2 code to SDL3.
There have been too many changes to list them all, but here are some of the highlights: