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ac8fc9a1a0d700a4faf6b8263abc76740895a112
CPU as otherwise the GPU does them repetitively and more awkwardly (as it's working purely in floats). It means uploading twice as much data though, so I don't know. Still only half as much as the RGBA path of a few days ago. Will experiment. Also slightly adjusted division of responsibility in the fragment shader per the desire to have the `sample` function owned externally.
CLK
An attempt to unify my various bits of emulation; we'll see.
Description
A latency-hating emulator of 8- and 16-bit platforms: the Acorn Electron, Amstrad CPC, Apple II/II+/IIe and early Macintosh, Atari 2600 and ST, ColecoVision, Enterprise 64/128, Commodore Vic-20 and Amiga, MSX 1, Oric 1/Atmos, Sega Master System, Sinclair
650268000acorn-electronamstrad-cpcapple2appleiiatari-statari2600colecovisioncomposite-videoemulatorm68kmaster-systemmsxoricvic20z80zx-spectrumzx80zx81
Readme
MIT
397 MiB
Languages
C++
77.5%
Objective-C++
12.7%
Swift
3.9%
Assembly
2.8%
Objective-C
1.4%
Other
1.6%