fix(emu): resolve double free with main mem ptr
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09a444ad7b
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819eda59f2
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@ -33,7 +33,6 @@ pub fn init(allocator: Allocator, scheduler: *Scheduler, shared_ctx: SharedConte
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}
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pub fn deinit(self: *@This(), allocator: Allocator) void {
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allocator.destroy(self.main);
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allocator.destroy(self.wram);
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}
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@ -40,7 +40,6 @@ pub fn init(allocator: Allocator, scheduler: *Scheduler, shared_ctx: SharedConte
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pub fn deinit(self: *@This(), allocator: Allocator) void {
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self.ppu.deinit(allocator);
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allocator.destroy(self.main);
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allocator.destroy(self.vram1);
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}
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@ -23,7 +23,7 @@ const nds_height = ppu.screen_height;
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pub const Dimensions = struct { width: u32, height: u32 };
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const window_title = "Turbo (Name Pending)";
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const window_title = "Turbo";
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pub const Ui = struct {
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const Self = @This();
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@ -82,8 +82,7 @@ pub const Ui = struct {
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SDL.SDL_Quit();
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}
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fn glGetProcAddress(ctx: SDL.SDL_GLContext, proc: [:0]const u8) ?*anyopaque {
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_ = ctx;
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fn glGetProcAddress(_: SDL.SDL_GLContext, proc: [:0]const u8) ?*anyopaque {
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return SDL.SDL_GL_GetProcAddress(proc.ptr);
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}
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@ -220,7 +219,7 @@ const opengl_impl = struct {
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gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, nds_width, nds_height, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, buf.ptr);
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// Bind VAO
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gl.bindVertexArray(vao_id); // VAO
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gl.bindVertexArray(vao_id);
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defer gl.bindVertexArray(0);
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// Use compiled frag + vertex shader
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@ -303,9 +302,7 @@ const opengl_impl = struct {
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defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
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gl.framebufferTexture(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex_id, 0);
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const draw_buffers: [1]GLuint = .{gl.COLOR_ATTACHMENT0};
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gl.drawBuffers(1, &draw_buffers);
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gl.drawBuffers(1, &@as(GLuint, gl.COLOR_ATTACHMENT0));
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if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE)
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return error.FrameBufferObejctInitFailed;
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@ -314,7 +311,6 @@ const opengl_impl = struct {
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}
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const shader = struct {
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const Kind = enum { vertex, fragment };
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const log = std.log.scoped(.shader);
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fn didCompile(id: gl.GLuint) bool {
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