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SDL with psp (memory question)

 
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Ced2911



Joined: 13 Dec 2005
Posts: 4
Location: France

PostPosted: Thu May 18, 2006 11:19 pm    Post subject: SDL with psp (memory question) Reply with quote

hi,
i have made some code with sdl and psp
and i have see something stange
a tiny programme like that will take about 14mo in memory !
#include <stdio.h>
#include <stdlib.h>

#include <SDL/SDL.h>

void Slock(SDL_Surface *screen)
{
if ( SDL_MUSTLOCK(screen) )
{
if ( SDL_LockSurface(screen) < 0 )
{
return;
}
}
}

void Sulock(SDL_Surface *screen)
{
if ( SDL_MUSTLOCK(screen) )
{
SDL_UnlockSurface(screen);
}
}

void DrawPixel(SDL_Surface *screen, int x, int y,
Uint8 R, Uint8 G, Uint8 B)
{
Uint32 color = SDL_MapRGB(screen->format, R, G, B);
switch (screen->format->BytesPerPixel)
{
case 1: // Assuming 8-bpp
{
Uint8 *bufp;
bufp = (Uint8 *)screen->pixels + y*screen->pitch + x;
*bufp = color;
}
break;
case 2: // Probably 15-bpp or 16-bpp
{
Uint16 *bufp;
bufp = (Uint16 *)screen->pixels + y*screen->pitch/2 + x;
*bufp = color;
}
break;
case 3: // Slow 24-bpp mode, usually not used
{
Uint8 *bufp;
bufp = (Uint8 *)screen->pixels + y*screen->pitch + x * 3;
if(SDL_BYTEORDER == SDL_LIL_ENDIAN)
{
bufp[0] = color;
bufp[1] = color >> 8;
bufp[2] = color >> 16;
} else {
bufp[2] = color;
bufp[1] = color >> 8;
bufp[0] = color >> 16;
}
}
break;
case 4: // Probably 32-bpp
{
Uint32 *bufp;
bufp = (Uint32 *)screen->pixels + y*screen->pitch/4 + x;
*bufp = color;
}
break;
}
}

void DrawScene(SDL_Surface *screen)
{
Slock(screen);
int x,y;
for(x=0;x<320;x++)
{
for(y=0;y<240;y++)
{
DrawPixel(screen, x,y,y/2,y/2,x/3);
}
}
Sulock(screen);
SDL_Flip(screen);
}

int main(int argc, char *argv[])
{

if ( SDL_Init(SDL_INIT_AUDIO|SDL_INIT_VIDEO) < 0 )
{
printf("Unable to init SDL: %s\n", SDL_GetError());
exit(1);
}
atexit(SDL_Quit);

SDL_Surface *screen;
sceDisplaySetMode(0, 480, 272);
screen=SDL_SetVideoMode(320,240,24,SDL_HWSURFACE|SDL_FULLSCREEN);
if ( screen == NULL )
{
printf("Unable to set 640x480 video: %s\n", SDL_GetError());
exit(1);
}
int done=0;

while(done == 0)
{
SDL_Event event;

while ( SDL_PollEvent(&event) )
{
if ( event.type == SDL_QUIT ) { done = 1; }

if ( event.type == SDL_KEYDOWN )
{
if ( event.key.keysym.sym == SDLK_ESCAPE ) { done = 1; }
}
}

DrawScene(screen);
}

return 0;
}

it's seem that sdl in psp take 14mo !
is it normal ?
is it way to free memory ?
sorry for my bad english
thx :)
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