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This change may end up being a bit slower on some systems, as the SDL backend will now render its content to two, new, SDL_Surfaces: one of which is in the guest OS' resolution, the other of which is application defined. SDL2's SDL_Render API is used, which exposes some rudimentary elements of GPU + texture-based programming. Basilisk II now maintains a single 'SDL_Texture' object, which is an SDL representation of a GPU texture. The 'outer' surface will be used to update this texture, as requests to redraw are made. TODO: look into removing the 'outer' SDL surface, and see if we can just copy the 'inner' surface to the SDL_Texture. TODO: the entire SDL_Texture is updated, any time a request is made to draw. Look into minimizing this a bit.
Description
Basilisk II and SheepShaver Macintosh emulators
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