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I'm not sure how this would be possible without moving to a pre-emptive scheduler. The VGA system won't even tolerate clearing a text screen without a stdio buffer overrun. There's also a scanline underrun problem. And you'll need to solve the xram being out of sync before something like this would be considered for main. Probably other stuff too since this isn't a problem I've given much thought. |
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I'm working on a bytecode 2D renderer for the VGA pico for my own purposes (to make graphics rendering faster than doing it natively on the 6502). It will work by putting bytecode data into the xram then asking running the interpreter on that memory via a register access. The interpreter will run on the VGA pico, and will draw on any of the supported 2D surfaces (held in another segment of xram). I'm wondering if this is something that'd be interesting to others? And if there's sufficient interest, would it be considered for inclusion in the default VGA pico build?
If this is of interest to you, what sort of drawing primitives would you like to see? So far, I've got point, line, and basic polygon (filled and unfilled) operations accounted for, as well as some basic looping and conditionals.
As soon as I've got the first pass working, I'll post to my GitHub. Right now, my first pass includes the implementation of the actual drawing library (a C library, which would be the only thing that runs on the pico) as well as an assembler to build the bytecode and an SDL based C++ application to interpret and test the bytecode. Once I have it further along, I'll start working on adding it to the pico VGA code.
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