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sync dev with master #509

Merged
merged 40 commits into from
Jan 9, 2025
Merged

sync dev with master #509

merged 40 commits into from
Jan 9, 2025

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udo-munk
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@udo-munk udo-munk commented Jan 9, 2025

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udo-munk and others added 30 commits September 23, 2024 17:57
merge dev, on RP2350 devices it now runs on ARM and on RISC-V cores
raise version number for picosim, there have been many changes
Since SDL2 requires the main() function to be called with C linkage,
and I don't wan't to mess around with linking C with C++ anymore, I
just converted the frontpanel library to C...

With SDL2 the JPEG code in the frontpanel library isn't used anymore,
instead SDL2_image is used to load texture files. This also adds support
for other file types (bmp, png, ppm, ...).

SDL2 (and macOS, and possible other OS's) require drawing, event
handling, window creation etc. to be done from the main thread.
So the simulator code now runs in a separate thread.

Invoking just "make" compiles for X11, "WANT_SDL=YES make" compiles
for SDL2.

Not perfect, more work to do.
SDL_RenderDrawPoint was slow, now the FPS stays at 60,
previously it dropped into the 30's.
sneakywumpus and others added 10 commits January 7, 2025 06:25
Make fps display work in 3-D mode.
Don't cut of descenders of font.
Don't overlap fps and cursor position display.
The GL context attributes also apply to the other accelerated windows
(Dazzler, VDM, VIO), so reset them after creating the frontpanel context.

Don't install SDL signal handlers, we have our own.
These are what cmake uses when generating for macOS.
@udo-munk udo-munk merged commit 679aebc into dev Jan 9, 2025
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2 participants