On Wed, Jun 21, 2023 at 03:14:17PM +0200, Julian Andres Klode wrote:
> So all we did with the surface in SDL1 was split into window,
> surface, renderer, and texture. Instead of drawing into the
> surface and then flipping, you build your pixels, then update
> a texture, and then copy the texture to the renderer.
> 
> Here we use an empty RGB surface to hold our Pixels, which enables
> us to keep most of the code the same. The SDL1 code has been adjusted
> to refer to `surface` instead of `window` when trying to access the
> properties of the surface.
> 
> This approaches the configuration by adding a new  --enable-grub-emu-sdl2
> argument. If set to yes, or auto detected, it disables SDL1 support
> automatically.
> 
> This duplicates the `sdl` module block in Makefile.core.def which may
> be something to be aware of, but we also don't want to build separate
> module.

I'm wondering if it makes sense to keep SDL1 support at all?

SDL2 was released almost 10 years ago, I'd suggest to just do a hard
switch from SDL1 to SDL2 instead of supporting both.

take care,
  Gerd


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