fix: allocate framebuf on heap
This commit is contained in:
13
src/main.zig
13
src/main.zig
@@ -6,6 +6,8 @@ const Bus = @import("Bus.zig");
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const Arm7tdmi = @import("cpu.zig").Arm7tdmi;
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const Scheduler = @import("scheduler.zig").Scheduler;
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const buf_pitch = @import("ppu.zig").buf_pitch;
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pub fn main() anyerror!void {
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// Allocator for Emulator + CLI Aruments
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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@@ -57,14 +59,6 @@ pub fn main() anyerror!void {
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const texture = SDL.SDL_CreateTexture(renderer, SDL.SDL_PIXELFORMAT_BGR555, SDL.SDL_TEXTUREACCESS_STREAMING, 240, 160) orelse sdlPanic();
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defer SDL.SDL_DestroyTexture(texture);
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const buf_pitch = 240 * @sizeOf(u16);
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const buf_len = buf_pitch * 160;
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var white: [buf_len]u8 = [_]u8{ 0xFF, 0x7F } ** (buf_len / 2);
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var white_heap = try alloc.alloc(u8, buf_len);
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for (white) |b, i| white_heap[i] = b;
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defer alloc.free(white_heap);
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emu_loop: while (true) {
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emu.runFrame(&scheduler, &cpu, &bus);
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@@ -76,7 +70,8 @@ pub fn main() anyerror!void {
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else => {},
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}
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_ = SDL.SDL_UpdateTexture(texture, null, &white_heap, buf_pitch);
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const buf_ptr = bus.ppu.frame_buf.ptr;
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_ = SDL.SDL_UpdateTexture(texture, null, buf_ptr, buf_pitch);
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_ = SDL.SDL_RenderCopy(renderer, texture, null, null);
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SDL.SDL_RenderPresent(renderer);
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}
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