Reply 20 of 24, by kjliew
digger wrote on 2021-06-02, 18:37:
I still wonder why exactly XQuartz is necessary, though. What dependencies on X11 remain? Isn't there a way to leverage the legacy OpenGL 4.2 implementation in native macOS instead of being stuck with OpenGL 2.x through XQuartz?
Because I am just a lame, lazy coder with poor documentation and communication skills ... 🤣 Apple macOS isn't my choice of focused development environment. OpenGL 4.2 would require NSWindow/CocoaGL, but without CPU virtualization, it won't make any difference. I just made macOS use the same X11/GLX GL context negotiation for Linux. I probably don't have the same debugging capabilities on macOS (it's a hardened OS) compared to what I can do on Windows/Linux. NSWindow/CocoaGL is also required for OpenGLide for 1st party passthrough. WGL semantics have to be emulated, which is currently implemented for GLX. Not a trivial task for me. Otherwise, it is what it is, sharing the same code path and WGL semantics emulation with Linux/X11. Not something an Apple macOS purist likes to hear, but what to do about it?
I certainly welcome any code contribution, but with all the complexity, compile-it-yourself rants clouding the project, I highly doubt anyone would do it .... 🤣
Perhaps it is feasible to wait for DOSBox-X and PCem to catch up the steam with QEMU .... 🤣