Sdl backend (#670)

* [audio] added sdl audio backend and in-tree atrac9 decoder

* [input] replaced per-platform pad readers with sdl gamepad input

* [video] added sdl window and host display plumbing

* [gui] added host display options and per-game render settings

* [bink] synced host movie playback to the guest audio clock

* [cpu] hooked windows write faults into guest image tracking

* [perf] added guest and render profiling, reserved host cpu lanes

* [kernel] fixed stale pthread mutex handle alias

* [host] wired the sdl session, save-data paths and project references

* [audio] hoisted ajm trace stackalloc out of its loop

* [video] Add guest image sync setting

* [build] Strip native symbols

* reuse
This commit is contained in:
Berk
2026-07-28 03:33:26 +03:00
committed by GitHub
parent b4cc5f88ca
commit 2b6bd5a532
111 changed files with 9846 additions and 4479 deletions
+2 -2
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@@ -6,8 +6,8 @@ using System.Collections.Concurrent;
namespace SharpEmu.HLE;
/// <summary>
/// Runs work on the real process main thread. macOS only allows AppKit (and
/// therefore GLFW windowing) on that thread, so the CLI moves emulation onto
/// Runs work on the real process main thread. macOS requires its windowing
/// event loop on that thread, so the CLI moves emulation onto
/// a worker thread, parks the main thread in <see cref="Pump"/>, and the
/// video presenter posts its window loop here. On other platforms
/// <see cref="IsAvailable"/> stays false and nothing changes.