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CLK
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CLK
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Thomas Harte
9da7716c72
Attempted to simplify threading, thereby allowing machines to be constructed within a valid GL context, and started adding appropriate GL syncs. Which all oddly drops everything to a negligible FPS. Investigation will follow.
2016-03-19 22:46:17 -04:00
..
AudioQueue.h
Added lots of debugging output while I attempt to locate the source of audio scratchiness, also simplified manner of dealing with wraparound within the AudioQueue wrapper.
2016-01-18 13:50:19 -06:00
AudioQueue.m
-dealloc now blocks until all audio queue buffers are no longer playing.
2016-02-16 21:47:23 -05:00
CSAtari2600.h
Made an attempt to reestablish the Atari 2600 output connection despite various changes (TODO: generalise that stuff), and to start creating the composite shader.
2016-03-07 21:04:04 -05:00
CSAtari2600.mm
Attempted to simplify threading, thereby allowing machines to be constructed within a valid GL context, and started adding appropriate GL syncs. Which all oddly drops everything to a negligible FPS. Investigation will follow.
2016-03-19 22:46:17 -04:00
CSElectron.h
I think this is a prima facie acceptable implementation of the fast tape hack.
2016-03-13 17:39:53 -04:00
CSElectron.mm
Attempted to simplify threading, thereby allowing machines to be constructed within a valid GL context, and started adding appropriate GL syncs. Which all oddly drops everything to a negligible FPS. Investigation will follow.
2016-03-19 22:46:17 -04:00
CSMachine.h
Attempted to simplify threading, thereby allowing machines to be constructed within a valid GL context, and started adding appropriate GL syncs. Which all oddly drops everything to a negligible FPS. Investigation will follow.
2016-03-19 22:46:17 -04:00
CSMachine.mm
Attempted to simplify threading, thereby allowing machines to be constructed within a valid GL context, and started adding appropriate GL syncs. Which all oddly drops everything to a negligible FPS. Investigation will follow.
2016-03-19 22:46:17 -04:00
CSMachine+Subclassing.h
Attempted to simplify threading, thereby allowing machines to be constructed within a valid GL context, and started adding appropriate GL syncs. Which all oddly drops everything to a negligible FPS. Investigation will follow.
2016-03-19 22:46:17 -04:00
KeyCodes.h
Implemented keyboard input.
2016-01-11 19:48:31 -05:00