migrate allocator calls to alloc_bytes / libc_free
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@@ -76,7 +76,7 @@ main :: () -> s32 {
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// Per-pixel luminance, plus the checker shades read off the border ring
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// (the border is pure checker — the glow never reaches the corners).
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lum : [*]s64 = xx context.allocator.alloc(N * size_of(s64));
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lum : [*]s64 = xx context.allocator.alloc_bytes(N * size_of(s64));
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c_lo : s64 = 255;
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c_hi : s64 = 0;
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y = 0;
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@@ -102,9 +102,9 @@ main :: () -> s32 {
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// 8-connected flood fill of the edge-connected checker, seeded from every
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// border pixel. `bg[i]==1` marks a removed (transparent) background pixel.
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bg : [*]u8 = xx context.allocator.alloc(N);
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bg : [*]u8 = xx context.allocator.alloc_bytes(N);
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memset(xx bg, 0, N);
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stack : [*]s64 = xx context.allocator.alloc(N * size_of(s64));
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stack : [*]s64 = xx context.allocator.alloc_bytes(N * size_of(s64));
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sp : s64 = 0;
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checker_lim := c_hi + LUM_MARGIN;
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@@ -153,7 +153,7 @@ main :: () -> s32 {
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// checker shade up to pure white, giving the glow its smooth falloff.
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denom := cast(f32) (255 - c_hi);
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if denom < 1.0 { denom = 1.0; }
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alpha : [*]f32 = xx context.allocator.alloc(N * size_of(f32));
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alpha : [*]f32 = xx context.allocator.alloc_bytes(N * size_of(f32));
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kept : s64 = 0;
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n_bg : s64 = 0;
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a : f32 = 0.0;
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@@ -174,7 +174,7 @@ main :: () -> s32 {
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// Area-averaged downscale to OUT_DIM. RGB stays white; only the averaged
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// alpha carries the sprite, so no premultiply is needed (white*cov == white).
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out_px : [*]u8 = xx context.allocator.alloc(OUT_DIM * OUT_DIM * 4);
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out_px : [*]u8 = xx context.allocator.alloc_bytes(OUT_DIM * OUT_DIM * 4);
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sxf := cast(f32) W / cast(f32) OUT_DIM;
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syf := cast(f32) H / cast(f32) OUT_DIM;
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max_a : f32 = 0.0;
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