Every native platform now runs on the HAL (makepad-hal) alone: macOS and iOS/tvOS on Metal, Windows on D3D11 (with device-loss recovery), Linux on Vulkan (X11, Wayland and direct KMS, multi-GPU laptops with per-output modes, mirror/extended arrangements and pacing) plus a GLES backend, and Android on Vulkan with media, camera, network, haptics and file access on the HAL. The old per-OS backends, the hal cfg and OpenHarmony are gone. GPU memory: the HAL reads the device budget, keeps a UI reserve and raises GpuPressure; failed allocations wait for room. One font service per host, a frame profiler, held events for hidden views, automation for tests. Our own generated Vulkan, Wayland and Windows bindings replace vendored ones. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> |
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libloading
Bindings around the platform's dynamic library loading primitives with greatly improved memory
safety. The most important safety guarantee of this library is the prevention of dangling Symbols
that may occur after a Library is unloaded.
Using this library allows the loading of dynamic libraries, also known as shared libraries, as well as the use of the functions and static variables that these libraries may contain.
libloading is available to use under ISC (MIT-like) license.