Sinclairean port targets
Pushed by
Madonna Mk II
on 2010-04-26
Labels:
ports
/
Any x86-compatible, OpenGL-capable system is perfectly apt as a target for porting Sinclairean. That includes x86-based linuxes, of course.
Sinclairean comprises a platform-agnostic OpenGL/x86 machine code core that can be linkable to any other system's glue and initialization wrappers, and extended via a straightforward plugin architecture, so anyone will be able to port it to any compatible system and/or extend/modify its functionality without the hassle of compiling (or die trying to compile) the actual source.
I will only maintain the build of the current system I'm working on (which at the moment is Windows... yuck!), so other ports must be carried by other people. Also, the core is still too beta to release the object + API, so ports/plugins will still have to wait a little longer, sorry.
Sinclairean comprises a platform-agnostic OpenGL/x86 machine code core that can be linkable to any other system's glue and initialization wrappers, and extended via a straightforward plugin architecture, so anyone will be able to port it to any compatible system and/or extend/modify its functionality without the hassle of compiling (or die trying to compile) the actual source.
I will only maintain the build of the current system I'm working on (which at the moment is Windows... yuck!), so other ports must be carried by other people. Also, the core is still too beta to release the object + API, so ports/plugins will still have to wait a little longer, sorry.
SDL_GL_SwapBuffers hogging resources
Pushed by
Madonna Mk II
on 2010-04-23
/
Yesterday I started optimizing those parts of the emulator that are very unlikely to change, in order to combat some high load situations that a few users have reported, to my surprise that the task manager insisted in showing the same figures (about 50% CPU usage on my netbook).
Worried, I've crafted a test version which just does SDL_GL_SwapBuffers in an infinite loop, and guess: 50% CPU usage. Googling about I've come across some mentions about the topic; that pesky SDL call seems to hog CPU even when blocking until the next frame (vsync on).
Given that bypassing SDL and using Windows native GL is worse (vsync is not honored) I think it's time to go straight to DirectX + GL, much to my regret.
I've enclosed the SDL_GL_SwapBuffers-only version in the distribution package for you to test if you dare. Comments about CPU usage are welcome (better if compared against usage on issue B9). But BEWARE: This test version FLICKERS REAL BAD so it's not recommended for epileptics! Also, keyboard is not checked, so you'll have to terminate the process from the task manager (while trying to cope with the flicker, ouch!)
Worried, I've crafted a test version which just does SDL_GL_SwapBuffers in an infinite loop, and guess: 50% CPU usage. Googling about I've come across some mentions about the topic; that pesky SDL call seems to hog CPU even when blocking until the next frame (vsync on).
Given that bypassing SDL and using Windows native GL is worse (vsync is not honored) I think it's time to go straight to DirectX + GL, much to my regret.
I've enclosed the SDL_GL_SwapBuffers-only version in the distribution package for you to test if you dare. Comments about CPU usage are welcome (better if compared against usage on issue B9). But BEWARE: This test version FLICKERS REAL BAD so it's not recommended for epileptics! Also, keyboard is not checked, so you'll have to terminate the process from the task manager (while trying to cope with the flicker, ouch!)
Issue B9
Pushed by
Madonna Mk II
on 2010-04-22
Labels:
release
/
- Better audio sync (less glitches)
- Audio muting when paused
- Docs and change log eliminated from distribution (this blog makes them redundant)
Welcome
Pushed by
Madonna Mk II
on 2010-04-21
/
Welcome to the Sinclairean blog!
Here you will find the latest announcements about Sinclairean in a somewhat more verbose style than its counterpart tweets on my Twitter channel. Also, bugs and annoyances can now be easily reported via comments, without the hassle of a full-fledged forum.
At the time of writing, Sinclairean is still in beta stages. This fact, together with the unorthodox nature of the emulator (and its author!), means that suggestions and feature requests are not welcome, sorry.
I have not much time to devote to this project, but I try to squeeze the most of it, so I'd appreciate brief, nonredundant, non Windows insider comments, please. I'll do my best to fix all what's commented asap, so don't worry if I don't reply. I usually will only respond if I need further info.
Thanks for your interest!
Here you will find the latest announcements about Sinclairean in a somewhat more verbose style than its counterpart tweets on my Twitter channel. Also, bugs and annoyances can now be easily reported via comments, without the hassle of a full-fledged forum.
At the time of writing, Sinclairean is still in beta stages. This fact, together with the unorthodox nature of the emulator (and its author!), means that suggestions and feature requests are not welcome, sorry.
I have not much time to devote to this project, but I try to squeeze the most of it, so I'd appreciate brief, nonredundant, non Windows insider comments, please. I'll do my best to fix all what's commented asap, so don't worry if I don't reply. I usually will only respond if I need further info.
Thanks for your interest!