chore(gui): switch from RGBA8888 to BGR5555 to match BG Mode 3
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parent
0e0b21d8c3
commit
7fc77f993f
13
src/main.zig
13
src/main.zig
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@ -49,16 +49,17 @@ pub fn main() anyerror!void {
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160 * 3,
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SDL.SDL_WINDOW_SHOWN,
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) orelse sdlPanic();
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defer _ = SDL.SDL_DestroyWindow(window);
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defer SDL.SDL_DestroyWindow(window);
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var renderer = SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RENDERER_ACCELERATED) orelse sdlPanic();
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defer _ = SDL.SDL_DestroyRenderer(renderer);
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defer SDL.SDL_DestroyRenderer(renderer);
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const texture = SDL.SDL_CreateTexture(renderer, SDL.SDL_PIXELFORMAT_RGBA8888, SDL.SDL_TEXTUREACCESS_STREAMING, 240, 160);
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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_len = (240 * 4) * 160;
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var white: [buf_len]u8 = [_]u8{0xFF} ** buf_len;
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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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emu_loop: while (true) {
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emu.runFrame(&scheduler, &cpu, &bus);
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@ -71,7 +72,7 @@ pub fn main() anyerror!void {
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else => {},
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}
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_ = SDL.SDL_UpdateTexture(texture, null, &white, 240 * 4);
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_ = SDL.SDL_UpdateTexture(texture, null, &white, 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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