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EN
Preparing UVM for 3D Graphics
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Pointers Gone Wild
I’ve also somehow convinced Oscar Toledo to port nanochess to UVM, and Abdul Bahajaj to write a simple BASIC interpreter with graphics capabilities. The way graphics work in UVM is that there is a system call (an API call into the host VM), to create a window, which has an associated RGBA32 frame buffer. This was a bit tricky to do because UVM doesn't allow you to directly take the address of something on the stack (like a stack-allocated array) for performance reasons, and so if you want to take the address of things on the stack, the compiler needs to manage a separate stack for the things you take the address of.