SDL replaced with SDL GPU

This commit is contained in:
BADIM-PC\Vadim 2018-02-26 09:58:02 +03:00
parent 4ccc317b9f
commit 1777809238
5 changed files with 162 additions and 341 deletions

File diff suppressed because one or more lines are too long

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@ -76,16 +76,6 @@ static void readConfigShowSync(Config* config, lua_State* lua)
lua_pop(lua, 1); lua_pop(lua, 1);
} }
static void readConfigUseVsync(Config* config, lua_State* lua)
{
lua_getglobal(lua, "USE_VSYNC");
if(lua_isboolean(lua, -1))
config->data.useVsync = lua_toboolean(lua, -1);
lua_pop(lua, 1);
}
static void readCursorTheme(Config* config, lua_State* lua) static void readCursorTheme(Config* config, lua_State* lua)
{ {
lua_getfield(lua, -1, "CURSOR"); lua_getfield(lua, -1, "CURSOR");
@ -232,7 +222,6 @@ static void readConfig(Config* config)
readConfigCheckNewVersion(config, lua); readConfigCheckNewVersion(config, lua);
readConfigNoSound(config, lua); readConfigNoSound(config, lua);
readConfigShowSync(config, lua); readConfigShowSync(config, lua);
readConfigUseVsync(config, lua);
readTheme(config, lua); readTheme(config, lua);
} }

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@ -5,7 +5,6 @@
#include <stdlib.h> #include <stdlib.h>
#include <stdio.h> #include <stdio.h>
#include <time.h> #include <time.h>
#include <SDL.h>
#include <SDL_gpu.h> #include <SDL_gpu.h>
@ -23,10 +22,7 @@ static struct
{ {
Studio* studio; Studio* studio;
SDL_Window* window; SDL_Window* window;
SDL_Renderer* renderer;
SDL_Texture* texture;
struct struct
{ {
@ -39,7 +35,7 @@ static struct
struct struct
{ {
SDL_Joystick* ports[TIC_GAMEPADS]; SDL_Joystick* ports[TIC_GAMEPADS];
SDL_Texture* texture; GPU_Image* texture;
tic80_gamepads touch; tic80_gamepads touch;
tic80_gamepads joystick; tic80_gamepads joystick;
@ -61,7 +57,7 @@ static struct
struct struct
{ {
SDL_Texture* texture; GPU_Image* texture;
const u8* src; const u8* src;
} mouse; } mouse;
@ -162,56 +158,56 @@ static void updateGamepadParts()
platform.gamepad.part.y = (SDL_Point){rect.w - 2*tileSize, 0*tileSize + offset}; platform.gamepad.part.y = (SDL_Point){rect.w - 2*tileSize, 0*tileSize + offset};
} }
static void transparentBlit(u32* out, s32 pitch) // static void transparentBlit(u32* out, s32 pitch)
{ // {
const u8* in = platform.studio->tic->ram.vram.screen.data; // const u8* in = platform.studio->tic->ram.vram.screen.data;
const u8* end = in + sizeof(platform.studio->tic->ram.vram.screen); // const u8* end = in + sizeof(platform.studio->tic->ram.vram.screen);
const u32* pal = tic_palette_blit(&platform.studio->tic->config.palette); // const u32* pal = tic_palette_blit(&platform.studio->tic->config.palette);
const u32 Delta = (pitch/sizeof *out - TIC80_WIDTH); // const u32 Delta = (pitch/sizeof *out - TIC80_WIDTH);
s32 col = 0; // s32 col = 0;
while(in != end) // while(in != end)
{ // {
u8 low = *in & 0x0f; // u8 low = *in & 0x0f;
u8 hi = (*in & 0xf0) >> TIC_PALETTE_BPP; // u8 hi = (*in & 0xf0) >> TIC_PALETTE_BPP;
*out++ = low ? (*(pal + low) | 0xff000000) : 0; // *out++ = low ? (*(pal + low) | 0xff000000) : 0;
*out++ = hi ? (*(pal + hi) | 0xff000000) : 0; // *out++ = hi ? (*(pal + hi) | 0xff000000) : 0;
in++; // in++;
col += BITS_IN_BYTE / TIC_PALETTE_BPP; // col += BITS_IN_BYTE / TIC_PALETTE_BPP;
if (col == TIC80_WIDTH) // if (col == TIC80_WIDTH)
{ // {
col = 0; // col = 0;
out += Delta; // out += Delta;
} // }
} // }
} // }
static void initTouchGamepad() static void initTouchGamepad()
{ {
if (!platform.renderer) if (!platform.gpu.screen)
return; return;
platform.studio->tic->api.map(platform.studio->tic, &platform.studio->tic->config.bank0.map, &platform.studio->tic->config.bank0.tiles, 0, 0, TIC_MAP_SCREEN_WIDTH, TIC_MAP_SCREEN_HEIGHT, 0, 0, -1, 1); // platform.studio->tic->api.map(platform.studio->tic, &platform.studio->tic->config.bank0.map, &platform.studio->tic->config.bank0.tiles, 0, 0, TIC_MAP_SCREEN_WIDTH, TIC_MAP_SCREEN_HEIGHT, 0, 0, -1, 1);
if(!platform.gamepad.texture) // if(!platform.gamepad.texture)
{ // {
platform.gamepad.texture = SDL_CreateTexture(platform.renderer, STUDIO_PIXEL_FORMAT, SDL_TEXTUREACCESS_STREAMING, TEXTURE_SIZE, TEXTURE_SIZE); // platform.gamepad.texture = SDL_CreateTexture(platform.renderer, STUDIO_PIXEL_FORMAT, SDL_TEXTUREACCESS_STREAMING, TEXTURE_SIZE, TEXTURE_SIZE);
SDL_SetTextureBlendMode(platform.gamepad.texture, SDL_BLENDMODE_BLEND); // SDL_SetTextureBlendMode(platform.gamepad.texture, SDL_BLENDMODE_BLEND);
} // }
{ // {
void* pixels = NULL; // void* pixels = NULL;
s32 pitch = 0; // s32 pitch = 0;
SDL_LockTexture(platform.gamepad.texture, NULL, &pixels, &pitch); // SDL_LockTexture(platform.gamepad.texture, NULL, &pixels, &pitch);
transparentBlit(pixels, pitch); // transparentBlit(pixels, pitch);
SDL_UnlockTexture(platform.gamepad.texture); // SDL_UnlockTexture(platform.gamepad.texture);
} // }
updateGamepadParts(); // updateGamepadParts();
} }
static void calcTextureRect(SDL_Rect* rect) static void calcTextureRect(SDL_Rect* rect)
@ -325,49 +321,49 @@ static void processKeyboard()
static bool checkTouch(const SDL_Rect* rect, s32* x, s32* y) static bool checkTouch(const SDL_Rect* rect, s32* x, s32* y)
{ {
s32 devices = SDL_GetNumTouchDevices(); // s32 devices = SDL_GetNumTouchDevices();
s32 width = 0, height = 0; // s32 width = 0, height = 0;
SDL_GetWindowSize(platform.window, &width, &height); // SDL_GetWindowSize(platform.window, &width, &height);
for (s32 i = 0; i < devices; i++) // for (s32 i = 0; i < devices; i++)
{ // {
SDL_TouchID id = SDL_GetTouchDevice(i); // SDL_TouchID id = SDL_GetTouchDevice(i);
// very strange, but on Android id always == 0 // // very strange, but on Android id always == 0
//if (id) // //if (id)
{ // {
s32 fingers = SDL_GetNumTouchFingers(id); // s32 fingers = SDL_GetNumTouchFingers(id);
if(fingers) // if(fingers)
{ // {
platform.gamepad.counter = 0; // platform.gamepad.counter = 0;
if (!platform.gamepad.show) // if (!platform.gamepad.show)
{ // {
platform.gamepad.alpha = platform.studio->config()->theme.gamepad.touch.alpha; // platform.gamepad.alpha = platform.studio->config()->theme.gamepad.touch.alpha;
SDL_SetTextureAlphaMod(platform.gamepad.texture, platform.gamepad.alpha); // SDL_SetTextureAlphaMod(platform.gamepad.texture, platform.gamepad.alpha);
platform.gamepad.show = true; // platform.gamepad.show = true;
return false; // return false;
} // }
} // }
for (s32 f = 0; f < fingers; f++) // for (s32 f = 0; f < fingers; f++)
{ // {
SDL_Finger* finger = SDL_GetTouchFinger(id, f); // SDL_Finger* finger = SDL_GetTouchFinger(id, f);
if (finger && finger->pressure > 0.0f) // if (finger && finger->pressure > 0.0f)
{ // {
SDL_Point point = { (s32)(finger->x * width), (s32)(finger->y * height) }; // SDL_Point point = { (s32)(finger->x * width), (s32)(finger->y * height) };
if (SDL_PointInRect(&point, rect)) // if (SDL_PointInRect(&point, rect))
{ // {
*x = point.x; // *x = point.x;
*y = point.y; // *y = point.y;
return true; // return true;
} // }
} // }
} // }
} // }
} // }
return false; return false;
} }
@ -627,63 +623,6 @@ static void pollEvent()
processGamepad(); processGamepad();
} }
static void blitTexture()
{
tic_mem* tic = platform.studio->tic;
SDL_Rect rect = {0, 0, 0, 0};
calcTextureRect(&rect);
void* pixels = NULL;
s32 pitch = 0;
SDL_LockTexture(platform.texture, NULL, &pixels, &pitch);
platform.studio->tick();
memcpy(pixels, tic->screen, sizeof tic->screen);
SDL_UnlockTexture(platform.texture);
{
enum {Header = OFFSET_TOP};
SDL_Rect srcRect = {0, 0, TIC80_FULLWIDTH, Header};
SDL_Rect dstRect = {0};
SDL_GetWindowSize(platform.window, &dstRect.w, &dstRect.h);
dstRect.h = rect.y;
SDL_RenderCopy(platform.renderer, platform.texture, &srcRect, &dstRect);
}
{
enum {Header = OFFSET_TOP};
SDL_Rect srcRect = {0, TIC80_FULLHEIGHT - Header, TIC80_FULLWIDTH, Header};
SDL_Rect dstRect = {0};
SDL_GetWindowSize(platform.window, &dstRect.w, &dstRect.h);
dstRect.y = rect.y + rect.h;
dstRect.h = rect.y;
SDL_RenderCopy(platform.renderer, platform.texture, &srcRect, &dstRect);
}
{
enum {Header = OFFSET_TOP};
enum {Left = OFFSET_LEFT};
SDL_Rect srcRect = {0, Header, Left, TIC80_HEIGHT};
SDL_Rect dstRect = {0};
SDL_GetWindowSize(platform.window, &dstRect.w, &dstRect.h);
dstRect.y = rect.y;
dstRect.h = rect.h;
SDL_RenderCopy(platform.renderer, platform.texture, &srcRect, &dstRect);
}
{
enum {Top = OFFSET_TOP};
enum {Left = OFFSET_LEFT};
SDL_Rect srcRect = {Left, Top, TIC80_WIDTH, TIC80_HEIGHT};
SDL_RenderCopy(platform.renderer, platform.texture, &srcRect, &rect);
}
}
static void blitGpuTexture(GPU_Target* screen, GPU_Image* texture) static void blitGpuTexture(GPU_Target* screen, GPU_Image* texture)
{ {
SDL_Rect rect = {0, 0, 0, 0}; SDL_Rect rect = {0, 0, 0, 0};
@ -736,110 +675,104 @@ static void blitSound()
static void renderGamepad() static void renderGamepad()
{ {
// TODO: uncomment this // if(platform.gamepad.show || platform.gamepad.alpha); else return;
return;
if(platform.gamepad.show || platform.gamepad.alpha); else return; // const s32 tileSize = platform.gamepad.part.size;
// const SDL_Point axis = platform.gamepad.part.axis;
// typedef struct { bool press; s32 x; s32 y;} Tile;
// const Tile Tiles[] =
// {
// {platform.studio->tic->ram.input.gamepads.first.up, axis.x + 1*tileSize, axis.y + 0*tileSize},
// {platform.studio->tic->ram.input.gamepads.first.down, axis.x + 1*tileSize, axis.y + 2*tileSize},
// {platform.studio->tic->ram.input.gamepads.first.left, axis.x + 0*tileSize, axis.y + 1*tileSize},
// {platform.studio->tic->ram.input.gamepads.first.right, axis.x + 2*tileSize, axis.y + 1*tileSize},
const s32 tileSize = platform.gamepad.part.size; // {platform.studio->tic->ram.input.gamepads.first.a, platform.gamepad.part.a.x, platform.gamepad.part.a.y},
const SDL_Point axis = platform.gamepad.part.axis; // {platform.studio->tic->ram.input.gamepads.first.b, platform.gamepad.part.b.x, platform.gamepad.part.b.y},
typedef struct { bool press; s32 x; s32 y;} Tile; // {platform.studio->tic->ram.input.gamepads.first.x, platform.gamepad.part.x.x, platform.gamepad.part.x.y},
const Tile Tiles[] = // {platform.studio->tic->ram.input.gamepads.first.y, platform.gamepad.part.y.x, platform.gamepad.part.y.y},
{ // };
{platform.studio->tic->ram.input.gamepads.first.up, axis.x + 1*tileSize, axis.y + 0*tileSize},
{platform.studio->tic->ram.input.gamepads.first.down, axis.x + 1*tileSize, axis.y + 2*tileSize},
{platform.studio->tic->ram.input.gamepads.first.left, axis.x + 0*tileSize, axis.y + 1*tileSize},
{platform.studio->tic->ram.input.gamepads.first.right, axis.x + 2*tileSize, axis.y + 1*tileSize},
{platform.studio->tic->ram.input.gamepads.first.a, platform.gamepad.part.a.x, platform.gamepad.part.a.y}, // enum {ButtonsCount = 8};
{platform.studio->tic->ram.input.gamepads.first.b, platform.gamepad.part.b.x, platform.gamepad.part.b.y},
{platform.studio->tic->ram.input.gamepads.first.x, platform.gamepad.part.x.x, platform.gamepad.part.x.y},
{platform.studio->tic->ram.input.gamepads.first.y, platform.gamepad.part.y.x, platform.gamepad.part.y.y},
};
enum {ButtonsCount = 8}; // for(s32 i = 0; i < COUNT_OF(Tiles); i++)
// {
// const Tile* tile = Tiles + i;
// SDL_Rect src = {(tile->press ? ButtonsCount + i : i) * TIC_SPRITESIZE, 0, TIC_SPRITESIZE, TIC_SPRITESIZE};
// SDL_Rect dest = {tile->x, tile->y, tileSize, tileSize};
for(s32 i = 0; i < COUNT_OF(Tiles); i++) // SDL_RenderCopy(platform.renderer, platform.gamepad.texture, &src, &dest);
{ // }
const Tile* tile = Tiles + i;
SDL_Rect src = {(tile->press ? ButtonsCount + i : i) * TIC_SPRITESIZE, 0, TIC_SPRITESIZE, TIC_SPRITESIZE};
SDL_Rect dest = {tile->x, tile->y, tileSize, tileSize};
SDL_RenderCopy(platform.renderer, platform.gamepad.texture, &src, &dest); // if(!platform.gamepad.show && platform.gamepad.alpha)
} // {
// enum {Step = 3};
if(!platform.gamepad.show && platform.gamepad.alpha) // if(platform.gamepad.alpha - Step >= 0) platform.gamepad.alpha -= Step;
{ // else platform.gamepad.alpha = 0;
enum {Step = 3};
if(platform.gamepad.alpha - Step >= 0) platform.gamepad.alpha -= Step; // SDL_SetTextureAlphaMod(platform.gamepad.texture, platform.gamepad.alpha);
else platform.gamepad.alpha = 0; // }
SDL_SetTextureAlphaMod(platform.gamepad.texture, platform.gamepad.alpha); // platform.gamepad.counter = platform.gamepad.touch.data ? 0 : platform.gamepad.counter+1;
}
platform.gamepad.counter = platform.gamepad.touch.data ? 0 : platform.gamepad.counter+1; // // wait 5 seconds and hide touch gamepad
// if(platform.gamepad.counter >= 5 * TIC_FRAMERATE)
// wait 5 seconds and hide touch gamepad // platform.gamepad.show = false;
if(platform.gamepad.counter >= 5 * TIC_FRAMERATE)
platform.gamepad.show = false;
} }
static void blitCursor(const u8* in) static void blitCursor(const u8* in)
{ {
if(!platform.mouse.texture) // if(!platform.mouse.texture)
{ // {
// TODO: uncomment this // platform.mouse.texture = SDL_CreateTexture(platform.renderer, STUDIO_PIXEL_FORMAT, SDL_TEXTUREACCESS_STREAMING, TIC_SPRITESIZE, TIC_SPRITESIZE);
return; // SDL_SetTextureBlendMode(platform.mouse.texture, SDL_BLENDMODE_BLEND);
// }
platform.mouse.texture = SDL_CreateTexture(platform.renderer, STUDIO_PIXEL_FORMAT, SDL_TEXTUREACCESS_STREAMING, TIC_SPRITESIZE, TIC_SPRITESIZE); // if(platform.mouse.src != in)
SDL_SetTextureBlendMode(platform.mouse.texture, SDL_BLENDMODE_BLEND); // {
} // platform.mouse.src = in;
if(platform.mouse.src != in) // void* pixels = NULL;
{ // s32 pitch = 0;
platform.mouse.src = in; // SDL_LockTexture(platform.mouse.texture, NULL, &pixels, &pitch);
void* pixels = NULL; // {
s32 pitch = 0; // const u8* end = in + sizeof(tic_tile);
SDL_LockTexture(platform.mouse.texture, NULL, &pixels, &pitch); // const u32* pal = tic_palette_blit(&platform.studio->tic->ram.vram.palette);
// u32* out = pixels;
{ // while(in != end)
const u8* end = in + sizeof(tic_tile); // {
const u32* pal = tic_palette_blit(&platform.studio->tic->ram.vram.palette); // u8 low = *in & 0x0f;
u32* out = pixels; // u8 hi = (*in & 0xf0) >> TIC_PALETTE_BPP;
// *out++ = low ? (*(pal + low) | 0xff000000) : 0;
// *out++ = hi ? (*(pal + hi) | 0xff000000) : 0;
while(in != end) // in++;
{ // }
u8 low = *in & 0x0f; // }
u8 hi = (*in & 0xf0) >> TIC_PALETTE_BPP;
*out++ = low ? (*(pal + low) | 0xff000000) : 0;
*out++ = hi ? (*(pal + hi) | 0xff000000) : 0;
in++; // SDL_UnlockTexture(platform.mouse.texture);
} // }
}
SDL_UnlockTexture(platform.mouse.texture); // SDL_Rect rect = {0, 0, 0, 0};
} // calcTextureRect(&rect);
// s32 scale = rect.w / TIC80_WIDTH;
SDL_Rect rect = {0, 0, 0, 0}; // SDL_Rect src = {0, 0, TIC_SPRITESIZE, TIC_SPRITESIZE};
calcTextureRect(&rect); // SDL_Rect dst = {0, 0, TIC_SPRITESIZE * scale, TIC_SPRITESIZE * scale};
s32 scale = rect.w / TIC80_WIDTH;
SDL_Rect src = {0, 0, TIC_SPRITESIZE, TIC_SPRITESIZE}; // SDL_GetMouseState(&dst.x, &dst.y);
SDL_Rect dst = {0, 0, TIC_SPRITESIZE * scale, TIC_SPRITESIZE * scale};
SDL_GetMouseState(&dst.x, &dst.y); // if(platform.studio->config()->theme.cursor.pixelPerfect)
// {
// dst.x -= (dst.x - rect.x) % scale;
// dst.y -= (dst.y - rect.y) % scale;
// }
if(platform.studio->config()->theme.cursor.pixelPerfect) // if(SDL_GetWindowFlags(platform.window) & SDL_WINDOW_MOUSE_FOCUS)
{ // SDL_RenderCopy(platform.renderer, platform.mouse.texture, &src, &dst);
dst.x -= (dst.x - rect.x) % scale;
dst.y -= (dst.y - rect.y) % scale;
}
if(SDL_GetWindowFlags(platform.window) & SDL_WINDOW_MOUSE_FOCUS)
SDL_RenderCopy(platform.renderer, platform.mouse.texture, &src, &dst);
} }
static void renderCursor() static void renderCursor()
@ -904,29 +837,6 @@ static void renderCursor()
// } // }
} }
static void tick()
{
pollEvent();
if(platform.studio->quit)
{
#if defined __EMSCRIPTEN__
emscripten_cancel_main_loop();
#endif
return;
}
SDL_RenderClear(platform.renderer);
blitTexture();
renderCursor();
renderGamepad();
SDL_RenderPresent(platform.renderer);
blitSound();
}
static const char* getAppFolder() static const char* getAppFolder()
{ {
static char appFolder[FILENAME_MAX]; static char appFolder[FILENAME_MAX];
@ -1072,6 +982,14 @@ static void gpuTick()
pollEvent(); pollEvent();
if(platform.studio->quit)
{
#if defined __EMSCRIPTEN__
emscripten_cancel_main_loop();
#endif
return;
}
GPU_Clear(platform.gpu.screen); GPU_Clear(platform.gpu.screen);
{ {
@ -1201,8 +1119,6 @@ u32 load_shader_program()
} }
} }
#include <math.h>
static s32 start(s32 argc, char **argv, const char* folder) static s32 start(s32 argc, char **argv, const char* folder)
{ {
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK); SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK);
@ -1275,97 +1191,14 @@ static s32 start(s32 argc, char **argv, const char* folder)
GPU_FreeShaderProgram(platform.gpu.crt_shader); GPU_FreeShaderProgram(platform.gpu.crt_shader);
GPU_FreeImage(platform.gpu.texture); GPU_FreeImage(platform.gpu.texture);
GPU_Quit();
return 0; if(platform.gamepad.texture)
} GPU_FreeImage(platform.gamepad.texture);
static s32 start2(s32 argc, char **argv, const char* folder)
{
SDL_SetHint(SDL_HINT_WINRT_HANDLE_BACK_BUTTON, "1");
SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0");
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK);
initSound();
platform.net = createNet();
platform.window = SDL_CreateWindow( TIC_TITLE, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
(TIC80_FULLWIDTH) * STUDIO_UI_SCALE,
(TIC80_FULLHEIGHT) * STUDIO_UI_SCALE,
SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE
#if defined(__CHIP__)
| SDL_WINDOW_FULLSCREEN_DESKTOP
#endif
);
platform.studio = studioInit(argc, argv, platform.audio.spec.freq, folder, &systemInterface);
// set the window icon before renderer is created (issues on Linux)
setWindowIcon();
platform.renderer = SDL_CreateRenderer(platform.window, -1,
#if defined(__CHIP__)
SDL_RENDERER_SOFTWARE
#else
SDL_RENDERER_ACCELERATED | (platform.studio->config()->useVsync ? SDL_RENDERER_PRESENTVSYNC : 0)
#endif
);
platform.texture = SDL_CreateTexture(platform.renderer, STUDIO_PIXEL_FORMAT, SDL_TEXTUREACCESS_STREAMING, TEXTURE_SIZE, TEXTURE_SIZE);
initTouchGamepad();
#if defined(__EMSCRIPTEN__)
emscripten_set_main_loop(platform.studio->config()->useVsync ? tick : emstick, 0, 1);
#else
{
u64 nextTick = SDL_GetPerformanceCounter();
const u64 Delta = SDL_GetPerformanceFrequency() / TIC_FRAMERATE;
while (!platform.studio->quit)
{
platform.missedFrame = false;
nextTick += Delta;
tick();
{
s64 delay = nextTick - SDL_GetPerformanceCounter();
if(delay < 0)
{
nextTick -= delay;
platform.missedFrame = true;
}
else SDL_Delay((u32)(delay * 1000 / SDL_GetPerformanceFrequency()));
}
}
}
#endif
platform.studio->close();
closeNet(platform.net);
if(platform.audio.cvt.buf)
SDL_free(platform.audio.cvt.buf);
if(platform.mouse.texture) if(platform.mouse.texture)
SDL_DestroyTexture(platform.mouse.texture); GPU_FreeImage(platform.mouse.texture);
SDL_DestroyTexture(platform.gamepad.texture); GPU_Quit();
SDL_DestroyTexture(platform.texture);
SDL_DestroyRenderer(platform.renderer);
SDL_DestroyWindow(platform.window);
SDL_CloseAudioDevice(platform.audio.device);
return 0; return 0;
} }

View File

@ -66,7 +66,6 @@ typedef struct
bool checkNewVersion; bool checkNewVersion;
bool noSound; bool noSound;
bool useVsync;
bool showSync; bool showSync;
} StudioConfig; } StudioConfig;