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So all we did with the surface in SDL1 was split into window, surface, renderer and texture. Instead of drawing into the surface and then flipping, you build your pixels, then update a texture and then copy the texture to the renderer. Here we use an empty RGB surface to hold our pixels, which enables us to keep most of the code the same. The SDL1 code has been adjusted to refer to "surface" instead of "window" when trying to access the properties of the surface. This approaches the configuration by adding a new --enable-grub-emu-sdl2 argument. If set to yes, or auto detected, it disables SDL1 support automatically. This duplicates the sdl module block in Makefile.core.def which may be something to be aware of, but we also don't want to build separate module. Fixes: https://bugs.debian.org/1038035 Signed-off-by: Julian Andres Klode <julian.klode@canonical.com> Reviewed-by: Daniel Kiper <daniel.kiper@oracle.com>