On Thu, Jun 15, 2023 at 08:10:38PM +0800, Xiaotian Wu wrote:
> A working grub cannot be built with upcoming binutils and gcc, because linker
> relaxation was added [1] causing new unsupported relocations to appear in
> modules.
>
> So we pass -mno-relax to gcc if it is supported, to disable relaxa
On Fri, Jun 16, 2023 at 12:39:46AM +0200, MichaĆ Grzelak wrote:
> Hi all,
>
> This patch fixes small problem with my computer being unbootable under
> certain circumstances. It also addresses concerns pointed out by Daniel
> with previous version. If there are any, I would appreciate further
> comm
On Fri, Jun 16, 2023 at 01:52:27PM +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 t
This is version 2 of the patch series, addressing the
review from v1a.
It's split in two batches to first change the sdl code
to match the coding style and then introduce the sdl2
support in the correct style, to avoid having unrelated
style changes in the latter patch making it harder to read.
I
These should be quite obvious and will make the SDL2 patch easier
to read then doing it inline there.
---
configure.ac | 2 +-
grub-core/video/emu/sdl.c | 16
2 files changed, 9 insertions(+), 9 deletions(-)
diff --git a/configure.ac b/configure.ac
index d9f088d12..
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 e
Hi,
On Thu, Jun 15, 2023 at 06:16:07PM -0400, vinc...@cojot.name wrote:
> Hi all,
>
> I'm new to this list and I hope it's the right place to ask for help..
>
> I'd like to better understand how to rebuild grubx64.efi from upstream
> source so I could give a try at fixing the issue I've come acros
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 t