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(RGL PS3) Take out ppuData from struct
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@ -36,8 +36,6 @@ typedef struct
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GLenum pool; // type of memory
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GLenum pool; // type of memory
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char* ppuData; // generic EA that's not RSX mem
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GLuint dataId; // id to get address and offset
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GLuint dataId; // id to get address and offset
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GLuint dataIdOffset;
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GLuint dataIdOffset;
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} rglGcmSurface;
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} rglGcmSurface;
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@ -2597,7 +2597,6 @@ source: RGLGCM_SURFACE_SOURCE_TEMPORARY,
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pitch: 0, // replaced per image
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pitch: 0, // replaced per image
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format: layout->internalFormat,
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format: layout->internalFormat,
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pool: RGLGCM_SURFACE_POOL_LINEAR, // via bounce buffer
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pool: RGLGCM_SURFACE_POOL_LINEAR, // via bounce buffer
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ppuData: NULL, // replaced per image
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dataId: GMM_ERROR,
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dataId: GMM_ERROR,
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dataIdOffset:0,
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dataIdOffset:0,
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};
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};
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@ -2610,7 +2609,6 @@ source: RGLGCM_SURFACE_SOURCE_TEXTURE,
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pitch: layout->pitch,
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pitch: layout->pitch,
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format: layout->internalFormat,
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format: layout->internalFormat,
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pool: gcmTexture->pool,
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pool: gcmTexture->pool,
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ppuData: NULL, // replaced per image
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dataId: GMM_ERROR,
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dataId: GMM_ERROR,
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dataIdOffset:0,
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dataIdOffset:0,
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};
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};
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@ -2623,9 +2621,6 @@ source: RGLGCM_SURFACE_SOURCE_TEXTURE,
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if ( image->dataState == RGL_IMAGE_DATASTATE_HOST )
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if ( image->dataState == RGL_IMAGE_DATASTATE_HOST )
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{
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{
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// set source pixel buffer
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src.ppuData = image->data;
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// lazy allocation of bounce buffer
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// lazy allocation of bounce buffer
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if ( bounceBufferId == GMM_ERROR && layout->baseDepth == 1 )
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if ( bounceBufferId == GMM_ERROR && layout->baseDepth == 1 )
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bounceBufferId = gmmAlloc((CellGcmContextData*)&rglGcmState_i.fifo,
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bounceBufferId = gmmAlloc((CellGcmContextData*)&rglGcmState_i.fifo,
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