General changes.

This commit is contained in:
2026-03-14 21:45:18 -07:00
parent dd0e4bd14f
commit ace09a223f
+2 -4
View File
@@ -342,7 +342,6 @@ S32 main(int argc, char *argv[])
SDLResizeTexture(&GlobalBackbuffer, Renderer, Dimension.Width, Dimension.Height); SDLResizeTexture(&GlobalBackbuffer, Renderer, Dimension.Width, Dimension.Height);
sdl_sound_output SoundOutput = {0}; sdl_sound_output SoundOutput = {0};
SoundOutput.SamplesPerSecond = 48000; SoundOutput.SamplesPerSecond = 48000;
SoundOutput.BytesPerSample = sizeof(S16) * 2; SoundOutput.BytesPerSample = sizeof(S16) * 2;
SoundOutput.SecondaryBufferSize = SoundOutput.SamplesPerSecond * SoundOutput.BytesPerSample; SoundOutput.SecondaryBufferSize = SoundOutput.SamplesPerSecond * SoundOutput.BytesPerSample;
@@ -368,8 +367,7 @@ S32 main(int argc, char *argv[])
GameMemory.TransientStorageSize = GB(4); GameMemory.TransientStorageSize = GB(4);
U64 TotalStorageSize = GameMemory.PermanentStorageSize + GameMemory.TransientStorageSize; U64 TotalStorageSize = GameMemory.PermanentStorageSize + GameMemory.TransientStorageSize;
// NOTE: On MacOS and Linux, mmap seems to zero-fill anonymous // NOTE: On MacOS and Linux, mmap seems to zero-fill anonymous memory as a side-effect of security.
// memory as a side-effect of security.
GameMemory.PermanentStorage = mmap(BaseAddress, TotalStorageSize, PROT_READ | PROT_WRITE, MAP_ANON | MAP_PRIVATE, -1, 0); GameMemory.PermanentStorage = mmap(BaseAddress, TotalStorageSize, PROT_READ | PROT_WRITE, MAP_ANON | MAP_PRIVATE, -1, 0);
GameMemory.TransientStorage = (U8 *)(GameMemory.PermanentStorage) + GameMemory.PermanentStorageSize; GameMemory.TransientStorage = (U8 *)(GameMemory.PermanentStorage) + GameMemory.PermanentStorageSize;
@@ -463,7 +461,7 @@ S32 main(int argc, char *argv[])
SDLProcessInputDigitalButton(ControllerHandles[ControllerIndex], &OldController->Start, SDL_CONTROLLER_BUTTON_START, &NewController->Start); SDLProcessInputDigitalButton(ControllerHandles[ControllerIndex], &OldController->Start, SDL_CONTROLLER_BUTTON_START, &NewController->Start);
SDLProcessInputDigitalButton(ControllerHandles[ControllerIndex], &OldController->Back, SDL_CONTROLLER_BUTTON_BACK, &NewController->Back); SDLProcessInputDigitalButton(ControllerHandles[ControllerIndex], &OldController->Back, SDL_CONTROLLER_BUTTON_BACK, &NewController->Back);
} else { } else {
// NOTE: This controller is note plugged in. // NOTE: This controller is not plugged in.
NewController->IsConnected = false; NewController->IsConnected = false;
} }
} }