General changes.
This commit is contained in:
+2
-4
@@ -342,7 +342,6 @@ S32 main(int argc, char *argv[])
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SDLResizeTexture(&GlobalBackbuffer, Renderer, Dimension.Width, Dimension.Height);
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SDLResizeTexture(&GlobalBackbuffer, Renderer, Dimension.Width, Dimension.Height);
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sdl_sound_output SoundOutput = {0};
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sdl_sound_output SoundOutput = {0};
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SoundOutput.SamplesPerSecond = 48000;
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SoundOutput.SamplesPerSecond = 48000;
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SoundOutput.BytesPerSample = sizeof(S16) * 2;
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SoundOutput.BytesPerSample = sizeof(S16) * 2;
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SoundOutput.SecondaryBufferSize = SoundOutput.SamplesPerSecond * SoundOutput.BytesPerSample;
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SoundOutput.SecondaryBufferSize = SoundOutput.SamplesPerSecond * SoundOutput.BytesPerSample;
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@@ -368,8 +367,7 @@ S32 main(int argc, char *argv[])
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GameMemory.TransientStorageSize = GB(4);
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GameMemory.TransientStorageSize = GB(4);
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U64 TotalStorageSize = GameMemory.PermanentStorageSize + GameMemory.TransientStorageSize;
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U64 TotalStorageSize = GameMemory.PermanentStorageSize + GameMemory.TransientStorageSize;
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// NOTE: On MacOS and Linux, mmap seems to zero-fill anonymous
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// NOTE: On MacOS and Linux, mmap seems to zero-fill anonymous memory as a side-effect of security.
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// memory as a side-effect of security.
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GameMemory.PermanentStorage = mmap(BaseAddress, TotalStorageSize, PROT_READ | PROT_WRITE, MAP_ANON | MAP_PRIVATE, -1, 0);
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GameMemory.PermanentStorage = mmap(BaseAddress, TotalStorageSize, PROT_READ | PROT_WRITE, MAP_ANON | MAP_PRIVATE, -1, 0);
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GameMemory.TransientStorage = (U8 *)(GameMemory.PermanentStorage) + GameMemory.PermanentStorageSize;
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GameMemory.TransientStorage = (U8 *)(GameMemory.PermanentStorage) + GameMemory.PermanentStorageSize;
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@@ -463,7 +461,7 @@ S32 main(int argc, char *argv[])
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SDLProcessInputDigitalButton(ControllerHandles[ControllerIndex], &OldController->Start, SDL_CONTROLLER_BUTTON_START, &NewController->Start);
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SDLProcessInputDigitalButton(ControllerHandles[ControllerIndex], &OldController->Start, SDL_CONTROLLER_BUTTON_START, &NewController->Start);
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SDLProcessInputDigitalButton(ControllerHandles[ControllerIndex], &OldController->Back, SDL_CONTROLLER_BUTTON_BACK, &NewController->Back);
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SDLProcessInputDigitalButton(ControllerHandles[ControllerIndex], &OldController->Back, SDL_CONTROLLER_BUTTON_BACK, &NewController->Back);
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} else {
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} else {
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// NOTE: This controller is note plugged in.
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// NOTE: This controller is not plugged in.
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NewController->IsConnected = false;
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NewController->IsConnected = false;
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}
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}
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}
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}
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