On Wed, Jun 21, 2023 at 03:49:20PM +0200, Gerd Hoffmann wrote:
> 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.

If it does not cost a lot I would support both. When it starts getting
a pain to do so we can drop SDL1 support.

Daniel

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