I was hoping it was the rendering code that was the problem but I'm almost
100% certain that it isn't. If I just allow the emulation to run without
drawing anything to the HTML canvas (and just writing a frame count to the
console) the performance is still the same.

Good tip about Ebiten though. I don't think it'll help with my immediate
problem but it shouldn't be too difficult to add it as an alternative
presentation method. The main reason I opted for SDL was because I was
familiar with it. Ebiten might be a good alternative.


On Sat, Sep 4, 2021 at 11:34 AM Arnaud Delobelle <arno...@gmail.com> wrote:

> Hi Stephen,
>
> I haven't really looked at your code in detail but one obvious
> difference between your version and the original is the rendering
> code.  Are you certain that the slowness is not confined to your
> rendering code (I have no reason to believe it is btw)?
>
> Here is a suggestion.  I have had a good experience using a 2d library
> called ebiten (https://github.com/hajimehoshi/ebiten).  It abstracts
> the rendering and can target native or browsers via wasm.  In my
> experience performance when targeting the browser has been acceptable,
> so you could write an implementation of television.PixelRenderer
> backed by ebiten.  You could then compile both to native and wasm and
> see if there is still a big performance difference?
>
> HTH
>
> Arnaud
>
>

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