glutin
DMG-CPU-Inside
Our great sponsors
glutin | DMG-CPU-Inside | |
---|---|---|
8 | 4 | |
1,935 | 308 | |
1.1% | - | |
7.3 | 10.0 | |
9 days ago | over 3 years ago | |
Rust | ||
Apache License 2.0 | Creative Commons Attribution Share Alike 4.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
glutin
- glutin: A low-level library for OpenGL context creation, written in pure Rust.
-
Emacs GPU rendering
Yeah, render Emacs via GPU. We get underlined display server opengl context using surfman or glutin. Since PGTK is gtk, we are using gl_area. Replaced the Cairo drawing with this Firefox's Webrender. Using this, you can except some improvements to rendering. However, I dont know how to do benchmarks regarding GUI rendering.
- glutin 0.30.0 released with major rewrite decoupling from winit
-
GameRoy: a cross platform and highly accurate Game Boy emulator
But I think this will be solved when I switch back the GL context creation to glutin (thankfully, version 0.30 will decouple from windows creation), and I rewrite sprite-render.
-
Hide mouse cursor in piston?
Hello, I'm a beginner rust dev trying to make a simple thingy in piston. I've got a picture to follow the mouse cursor, but when I try to hide the cursor with window.set_capture_cursor(true) , it seems like mouse events seize to exist. I found this bug report Mouse Grabbing and MouseMoved Event · Issue #696 · rust-windowing/glutin (github.com) , but that was resolved years ago. I'm using pistoncore-glutin_window = "0.70.1". Am I doing something wrong? If not, is there any other easy way to hide the cursor?
-
Learn OpenGL with Rust: creating a window
Luckily, there are quite a few libraries out there that provide this functionality, some of them specifically aimed at OpenGL. Those libraries save us all the operation-system specific work and give us a window and an OpenGL context to render in. One of those libraries is glutin. It allows us to create an OpenGL context, define window parameters, and handle user input, which is plenty enough for our purposes.
-
chocho install neovide || neovide , doesnt start , a window pops up for 1 second and then it closes out and nothing happens
Yeah this is a known issue in VMs https://github.com/rust-windowing/glutin/blob/master/ISSUES.md but I haven't found a way to fix it. It does not even work with llvmpipe mesa, which provides the newest OpenGL drivers.
- GitHub - hecrj/iced: A cross-platform GUI library for Rust, inspired by Elm
DMG-CPU-Inside
-
Documentation for cycle accurate Game Boy CPU
If you want to go deeper, you can look at the reverse engineered schematic of most of the stuff except the CPU core in the DMG-CPU-Inside project. You could also consult the MetroBoy project, which builds on the previous project and aims to be accurate pretty much down to the logic gate level.
-
Gate level chip documentation?
There's an ongoing project like this for the Gameboy that aims to build a logic block level description of the CPU and peripherals. There's also an emulator that's in very early stages (not sure if it's working at all yet). There's another edge accurate GB emulator which I don't believe is released yet, but should be work in progress.
-
Reverse-engineering the interrupt circuitry in the Intel 8086 processor
The furthest I've seen publicly is the original Playstation ASICs. http://psxdev.ru/ [Russian Language]
Similar in time to the playstation ASICs (and similar design in sort of a soup of standard cells on a CMOS process), but at a gate count similar to Ken's fantastic work here on the 8086 is the work reversing the Gameboy SoC: https://github.com/furrtek/DMG-CPU-Inside
-
GameRoy: a cross platform and highly accurate Game Boy emulator
First I would try to deduce the timing from this gate-level simulation of the game boy, but the master branch was broken at the time, so I didn't manage to compile it. So, I tried deducing it from its underling reverse engineered schematics, but it would take too much time, if it even was possible.
What are some alternatives?
glium - Safe OpenGL wrapper for the Rust language.
metroboy - A repository of gate-level simulators and tools for the original Game Boy.
gfx - [maintenance mode] A low-overhead Vulkan-like GPU API for Rust.
gameroy - A Game Boy emulator, disassembler and debugger, written in Rust
kiss3d - Keep it simple, stupid 3d graphics engine for Rust.
SameBoy - Game Boy and Game Boy Color emulator written in C
iced - A cross-platform GUI library for Rust, inspired by Elm
raw-gl-context - cross-platform OpenGL context creation
edge - Edge-accurate Game Boy emulator written in C++
surfman - Accelerated offscreen graphics for WebGL
pandocs - New home of the infamous Pan Docs historical document: the single, most comprehensive Game Boy technical reference