chore: allocate sprite array on heap
Each Sprite optional is 10 bytes meaning I'm allocating 1.28Kb on the stack which isn't necessary.
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@ -43,13 +43,16 @@ pub const Ppu = struct {
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framebuf: FrameBuffer,
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alloc: Allocator,
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scanline_sprites: [128]?Sprite,
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scanline_sprites: *[128]?Sprite,
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scanline: Scanline,
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pub fn init(allocator: Allocator, sched: *Scheduler) !Self {
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// Queue first Hblank
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sched.push(.Draw, 240 * 4);
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const sprites = try allocator.create([128]?Sprite);
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sprites.* = [_]?Sprite{null} ** 128;
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return Self{
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.vram = try Vram.init(allocator),
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.palette = try Palette.init(allocator),
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@ -70,11 +73,12 @@ pub const Ppu = struct {
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.bldy = .{ .raw = 0x0000 },
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.scanline = try Scanline.init(allocator),
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.scanline_sprites = [_]?Sprite{null} ** 128,
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.scanline_sprites = sprites,
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};
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}
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pub fn deinit(self: *Self) void {
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self.alloc.destroy(self.scanline_sprites);
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self.framebuf.deinit();
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self.scanline.deinit();
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self.vram.deinit();
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@ -394,7 +398,7 @@ pub const Ppu = struct {
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// Reset Current Scanline Pixel Buffer and list of fetched sprites
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// in prep for next scanline
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self.scanline.reset();
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std.mem.set(?Sprite, &self.scanline_sprites, null);
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std.mem.set(?Sprite, self.scanline_sprites, null);
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},
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0x1 => {
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const fb_base = framebuf_pitch * @as(usize, scanline);
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@ -421,7 +425,7 @@ pub const Ppu = struct {
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// Reset Current Scanline Pixel Buffer and list of fetched sprites
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// in prep for next scanline
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self.scanline.reset();
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std.mem.set(?Sprite, &self.scanline_sprites, null);
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std.mem.set(?Sprite, self.scanline_sprites, null);
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},
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0x2 => {
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const fb_base = framebuf_pitch * @as(usize, scanline);
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@ -447,7 +451,7 @@ pub const Ppu = struct {
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// Reset Current Scanline Pixel Buffer and list of fetched sprites
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// in prep for next scanline
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self.scanline.reset();
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std.mem.set(?Sprite, &self.scanline_sprites, null);
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std.mem.set(?Sprite, self.scanline_sprites, null);
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},
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0x3 => {
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const vram_base = width * @sizeOf(u16) * @as(usize, scanline);
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