- Don't clear the render target since we're fully overwriting it anyways.
- Pass null pointers instead of filling out full regions for the texture and render target.
This achieves the same effect.
- Create the renderer in the constructor, since we're doing everything in the same thread anyways.
That gets rid of the check on every frame.
Cartridge (big-endian): 1234
RAM (little-endian): 4321
Source 16-bit image: 12-34 (2 pixels)
Emulated image should be 21-43 (big => little), but the word swap made it 43-21 (pixel swapped)
Output: 4321 => 2143
- Blitting the frame buffer works for 240p and 480p, though due to the usage of the scale-up values, some lines don't make it through in 480p. Additionally, something is wrong with 16-bit buffers.
- Running the window thread on the main thread since the main thread created the window. Windows isn't able to poll SDL events on a different thread.
- Disposing the SDL window on the thread which created it instead of relying on the finaliser to destroy it. Not doing so triggers a segfault as DestroyRenderer gets called. No need to destroy textures when disposing of the renderer as it does it.
- Display string for Point struct.
- Added SDL video output.
- Send VI interrupts when the currently scanned line hits the interrupt register's.
- Added some program options related to video.