(I originally wrote this a few years ago but other people maintain it now)
Most desktop OS compositors provide a void** buffer that can be blitted to. Sure, this buffer will probably end up going through the compositor which does GPU hardware acceleration anyway, but it is definitely possible to shrink the application-side stack without relying on D2D/GLUT/GLEW/GLFW/SDL/WGPU in this case.
On Windows: CreateDIBSection and BitBlt
On macOS: CALayer and CATransaction commit
Not sure about Linux, too many stacks involved.
Wayland: wl_shm and that’s it for the “stack”.
Linux has always been a weird kettle of fish, the thing that worked best for me was imlib2 which was originally part of enlightenment. It did what it was supposed to do, hid pixel format conversion without killing performance.
I'm not sure what would serve a similar function today,
If anyone knows of a library that takes a rectangle of memory, a pixel format and places it onscreen regardless of the display environment I'd like to hear about it.
The faster and more efficient, the better. More features than needed, worse.
I've used SDL for this in the past.
But of course that's X11 and much simpler.
Great overview of the whole approach you took there.
https://www.gamedeveloper.com/programming/a-whirlwind-tour-o...