emu: don't call SDL_UpdateTexture with NULL pixels
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@ -216,7 +216,6 @@ init(void)
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gTexture = SDL_CreateTexture(gRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STATIC, ppu.width + PAD * 2, ppu.height + PAD * 2);
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gTexture = SDL_CreateTexture(gRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STATIC, ppu.width + PAD * 2, ppu.height + PAD * 2);
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if(gTexture == NULL || SDL_SetTextureBlendMode(gTexture, SDL_BLENDMODE_NONE))
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if(gTexture == NULL || SDL_SetTextureBlendMode(gTexture, SDL_BLENDMODE_NONE))
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return error("sdl_texture", SDL_GetError());
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return error("sdl_texture", SDL_GetError());
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SDL_UpdateTexture(gTexture, NULL, ppu_screen, 4);
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if(!(ppu_screen = malloc(ppu.width * ppu.height * sizeof(Uint32))))
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if(!(ppu_screen = malloc(ppu.width * ppu.height * sizeof(Uint32))))
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return 0;
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return 0;
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SDL_StartTextInput();
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SDL_StartTextInput();
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