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* sdl: gut OS/2, win32 code from SDL.cFranklin Wei2019-07-28
| | | | | | This should help with compiling win32 simulators. Change-Id: Icfbf78f7d0a8b0ddebffa8daac3adf55ac21f139
* sdl: fix video regression introduced by 5d05b9dFranklin Wei2019-07-25
| | | | | | | | The quake commit tried to optimize lcd updates but inadvertently broke wolf3d (which always uses a 320x200 screen size). This fixes that and also lets direct mode truly exit early to hopefully save some cycles. Change-Id: I41d96cd584257fe25e791c7f615812849f348e4f
* Quake!Franklin Wei2019-07-19
| | | | | | | | | | | | | | | | | | This ports id Software's Quake to run on the SDL plugin runtime. The source code originated from id under the GPLv2 license. I used https://github.com/ahefner/sdlquake as the base of my port. Performance is, unsurprisingly, not on par with what you're probably used to on PC. I average about 10FPS on ipod6g, but it's still playable. Sound works well enough, but in-game music is not supported. I've written ARM assembly routines for the inner sound loop. Make sure you turn the "brightness" all the way down, or colors will look funky. To run, extract Quake's data files to /.rockbox/quake. Have fun! Change-Id: I4285036e967d7f0722802d43cf2096c808ca5799
* sdl: silence audio driver debug outputFranklin Wei2019-07-09
| | | | Change-Id: I7aae3419f56f9cf952d9383f2a6cf9e9950e9a6d
* sdl: a couple minor fixesFranklin Wei2019-07-09
| | | | | | | Prevents system SDL from interfering with thread driver selection. Also adds test code for alignment faults. Change-Id: I8bc181922c4a9e764429897dbbaa1ffaabd01126
* sdl: prevent simulator build from using pthreadsFranklin Wei2019-06-16
| | | | | | | | The simulator build will pull in the host SDL headers, which we can't filter out easily. A simple workaround is to simply remove the pthread include from our SDL. Change-Id: I09de0f2e85b891aa88958e21426ab450af516e76
* sdl: remove non-rockbox driversFranklin Wei2018-03-12
| | | | | | | We never use any of these other drivers, so having them around just takes up space. Change-Id: Iced812162df1fef3fd55522b7e700acb6c3bcd41
* sdl: clean up audio driverFranklin Wei2018-01-15
| | | | | | | | This prevents a (highly improbable) race condition when exiting, and uses pcm_set_frequency() instead of mixer_set_frequency(), since that seems like the Right Thing to Do (TM). Change-Id: Icb6a4597843215f08b3835490ac63f67c9a04736
* sdl: correct misleading commentsFranklin Wei2018-01-14
| | | | Change-Id: Ieb33d3fec1e0d834c5e294b79f280959497acb6a
* Use sleep(0) instead of yield() in SDL_WaitAudioMichael Sevakis2018-01-14
| | | | | | | | | This allows CPU load to drop below 100%, which is good for anything that scales frequency and voltage based on CPU load. Also conserves some energy by letting the core go idle if there aren't any available buffers. Change-Id: I9385ac9e030f97010b12eb825875a900463ab0ac
* sdl: fix freeze on startup on PP targetsFranklin Wei2018-01-11
| | | | | | | | | Using the coprocessor was a good idea in theory, but didn't actually work. This moves all SDL threads to the main core, which isn't ideal, but at least works. Additionally, this also adds some good-practice stuff such as setting the default sample rate on exit. Change-Id: If1636b33d439000ec7c4e50f46e8d002708d3121
* duke3d: unregister timer on exitFranklin Wei2018-01-05
| | | | | | This was leading to a crash upon audio playback after running the game. Change-Id: I1e9961da443c21e3eff38bcf9877ffa75a922715
* fix redFranklin Wei2017-12-23
| | | | Change-Id: I20f1bd6f0208f6108d68fb59206b09dd9da4f1af
* Port of Duke Nukem 3DFranklin Wei2017-12-23
This ports Fabien Sanglard's Chocolate Duke to run on a version of SDL for Rockbox. Change-Id: I8f2c4c78af19de10c1633ed7bb7a997b43256dd9