[VITA] Fix name clash

This commit is contained in:
Francisco José García García 2020-06-02 18:28:40 +02:00
parent 4439e2fcb5
commit ec5dcce74c
6 changed files with 30 additions and 30 deletions

View File

@ -97,8 +97,8 @@ void glDeleteFramebuffers(GLsizei n, GLuint *framebuffers) {
fb->target = NULL; fb->target = NULL;
} }
if (fb->depth_buffer_addr) { if (fb->depth_buffer_addr) {
mempool_free(fb->depth_buffer_addr, fb->depth_buffer_mem_type); vgl_mem_free(fb->depth_buffer_addr, fb->depth_buffer_mem_type);
mempool_free(fb->stencil_buffer_addr, fb->stencil_buffer_mem_type); vgl_mem_free(fb->stencil_buffer_addr, fb->stencil_buffer_mem_type);
fb->depth_buffer_addr = NULL; fb->depth_buffer_addr = NULL;
fb->stencil_buffer_addr = NULL; fb->stencil_buffer_addr = NULL;
} }

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@ -146,9 +146,9 @@ void initGxmContext(void) {
void termGxmContext(void) { void termGxmContext(void) {
// Deallocating ring buffers // Deallocating ring buffers
mempool_free(vdm_ring_buffer_addr, VGL_MEM_VRAM); vgl_mem_free(vdm_ring_buffer_addr, VGL_MEM_VRAM);
mempool_free(vertex_ring_buffer_addr, VGL_MEM_VRAM); vgl_mem_free(vertex_ring_buffer_addr, VGL_MEM_VRAM);
mempool_free(fragment_ring_buffer_addr, VGL_MEM_VRAM); vgl_mem_free(fragment_ring_buffer_addr, VGL_MEM_VRAM);
gpu_fragment_usse_free_mapped(fragment_usse_ring_buffer_addr); gpu_fragment_usse_free_mapped(fragment_usse_ring_buffer_addr);
// Destroying sceGxm context // Destroying sceGxm context
@ -206,7 +206,7 @@ void termDisplayColorSurfaces(void) {
// Deallocating display's color surfaces and destroying sync objects // Deallocating display's color surfaces and destroying sync objects
int i; int i;
for (i = 0; i < DISPLAY_BUFFER_COUNT; i++) { for (i = 0; i < DISPLAY_BUFFER_COUNT; i++) {
mempool_free(gxm_color_surfaces_addr[i], VGL_MEM_VRAM); vgl_mem_free(gxm_color_surfaces_addr[i], VGL_MEM_VRAM);
sceGxmSyncObjectDestroy(gxm_sync_objects[i]); sceGxmSyncObjectDestroy(gxm_sync_objects[i]);
} }
} }
@ -245,8 +245,8 @@ void initDepthStencilSurfaces(void) {
void termDepthStencilSurfaces(void) { void termDepthStencilSurfaces(void) {
// Deallocating depth and stencil surfaces memblocks // Deallocating depth and stencil surfaces memblocks
mempool_free(gxm_depth_surface_addr, VGL_MEM_VRAM); vgl_mem_free(gxm_depth_surface_addr, VGL_MEM_VRAM);
mempool_free(gxm_stencil_surface_addr, VGL_MEM_VRAM); vgl_mem_free(gxm_stencil_surface_addr, VGL_MEM_VRAM);
} }
void startShaderPatcher(void) { void startShaderPatcher(void) {
@ -300,7 +300,7 @@ void stopShaderPatcher(void) {
sceGxmShaderPatcherDestroy(gxm_shader_patcher); sceGxmShaderPatcherDestroy(gxm_shader_patcher);
// Freeing shader patcher buffers // Freeing shader patcher buffers
mempool_free(gxm_shader_patcher_buffer_addr, VGL_MEM_VRAM); vgl_mem_free(gxm_shader_patcher_buffer_addr, VGL_MEM_VRAM);
gpu_vertex_usse_free_mapped(gxm_shader_patcher_vertex_usse_addr); gpu_vertex_usse_free_mapped(gxm_shader_patcher_vertex_usse_addr);
gpu_fragment_usse_free_mapped(gxm_shader_patcher_fragment_usse_addr); gpu_fragment_usse_free_mapped(gxm_shader_patcher_fragment_usse_addr);
} }

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@ -87,18 +87,18 @@ void dxt_compress(uint8_t *dst, uint8_t *src, int w, int h, int isdxt5) {
void *gpu_alloc_mapped(size_t size, vglMemType *type) { void *gpu_alloc_mapped(size_t size, vglMemType *type) {
// Allocating requested memblock // Allocating requested memblock
void *res = mempool_alloc(size, *type); void *res = vgl_mempool_alloc(size, *type);
// Requested memory type finished, using other one // Requested memory type finished, using other one
if (res == NULL) { if (res == NULL) {
*type = *type == VGL_MEM_VRAM ? VGL_MEM_RAM : VGL_MEM_VRAM; *type = *type == VGL_MEM_VRAM ? VGL_MEM_RAM : VGL_MEM_VRAM;
res = mempool_alloc(size, *type); res = vgl_mempool_alloc(size, *type);
} }
// Even the other one failed, using our last resort // Even the other one failed, using our last resort
if (res == NULL) { if (res == NULL) {
*type = VGL_MEM_SLOW; *type = VGL_MEM_SLOW;
res = mempool_alloc(size, *type); res = vgl_mempool_alloc(size, *type);
} }
if (res == NULL && use_extra_mem) { if (res == NULL && use_extra_mem) {
@ -126,7 +126,7 @@ void gpu_vertex_usse_free_mapped(void *addr) {
sceGxmUnmapVertexUsseMemory(addr); sceGxmUnmapVertexUsseMemory(addr);
// Deallocating memblock // Deallocating memblock
mempool_free(addr, vert_usse_type); vgl_mem_free(addr, vert_usse_type);
} }
void *gpu_fragment_usse_alloc_mapped(size_t size, unsigned int *usse_offset) { void *gpu_fragment_usse_alloc_mapped(size_t size, unsigned int *usse_offset) {
@ -146,7 +146,7 @@ void gpu_fragment_usse_free_mapped(void *addr) {
sceGxmUnmapFragmentUsseMemory(addr); sceGxmUnmapFragmentUsseMemory(addr);
// Deallocating memblock // Deallocating memblock
mempool_free(addr, frag_usse_type); vgl_mem_free(addr, frag_usse_type);
} }
void *gpu_pool_malloc(unsigned int size) { void *gpu_pool_malloc(unsigned int size) {
@ -249,7 +249,7 @@ palette *gpu_alloc_palette(const void *data, uint32_t w, uint32_t bpe) {
void gpu_free_texture(texture *tex) { void gpu_free_texture(texture *tex) {
// Deallocating texture // Deallocating texture
if (tex->data != NULL) if (tex->data != NULL)
mempool_free(tex->data, tex->mtype); vgl_mem_free(tex->data, tex->mtype);
// Invalidating texture object // Invalidating texture object
tex->valid = 0; tex->valid = 0;
@ -468,6 +468,6 @@ void gpu_free_palette(palette *pal) {
// Deallocating palette memblock and object // Deallocating palette memblock and object
if (pal == NULL) if (pal == NULL)
return; return;
mempool_free(pal->data, pal->type); vgl_mem_free(pal->data, pal->type);
free(pal); free(pal);
} }

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@ -295,14 +295,14 @@ int vgl_mem_init(size_t size_ram, size_t size_cdram, size_t size_phycont) {
return 1; return 1;
} }
void mempool_free(void *ptr, vglMemType type) { void vgl_mem_free(void *ptr, vglMemType type) {
if (type == VGL_MEM_EXTERNAL) if (type == VGL_MEM_EXTERNAL)
free(ptr); free(ptr);
else else
heap_free(ptr); // type is already stored in heap for alloc'd blocks heap_free(ptr); // type is already stored in heap for alloc'd blocks
} }
void *mempool_alloc(size_t size, vglMemType type) { void *vgl_mempool_alloc(size_t size, vglMemType type) {
void *res = NULL; void *res = NULL;
if (size <= tm_free[type]) if (size <= tm_free[type])
res = heap_alloc(type, size, MEM_ALIGNMENT); res = heap_alloc(type, size, MEM_ALIGNMENT);
@ -310,6 +310,6 @@ void *mempool_alloc(size_t size, vglMemType type) {
} }
// Returns currently free space on mempool // Returns currently free space on mempool
size_t mempool_get_free_space(vglMemType type) { size_t vgl_mempool_get_free_space(vglMemType type) {
return tm_free[type]; return tm_free[type];
} }

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@ -26,8 +26,8 @@
int vgl_mem_init(size_t size_ram, size_t size_cdram, size_t size_phycont); // Initialize mempools int vgl_mem_init(size_t size_ram, size_t size_cdram, size_t size_phycont); // Initialize mempools
void vgl_mem_term(void); // Terminate both CDRAM and RAM mempools void vgl_mem_term(void); // Terminate both CDRAM and RAM mempools
size_t mempool_get_free_space(vglMemType type); // Return free space in bytes for a mempool size_t vgl_mempool_get_free_space(vglMemType type); // Return free space in bytes for a mempool
void *mempool_alloc(size_t size, vglMemType type); // Allocate a memory block on a mempool void *vgl_mempool_alloc(size_t size, vglMemType type); // Allocate a memory block on a mempool
void mempool_free(void *ptr, vglMemType type); // Free a memory block on a mempool void vgl_mem_free(void *ptr, vglMemType type); // Free a memory block on a mempool
#endif #endif

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@ -644,10 +644,10 @@ void vglEnd(void) {
waitRenderingDone(); waitRenderingDone();
// Deallocating default vertices buffers // Deallocating default vertices buffers
mempool_free(clear_vertices, VGL_MEM_RAM); vgl_mem_free(clear_vertices, VGL_MEM_RAM);
mempool_free(depth_vertices, VGL_MEM_RAM); vgl_mem_free(depth_vertices, VGL_MEM_RAM);
mempool_free(depth_clear_indices, VGL_MEM_RAM); vgl_mem_free(depth_clear_indices, VGL_MEM_RAM);
mempool_free(scissor_test_vertices, VGL_MEM_RAM); vgl_mem_free(scissor_test_vertices, VGL_MEM_RAM);
// Releasing shader programs from sceGxmShaderPatcher // Releasing shader programs from sceGxmShaderPatcher
sceGxmShaderPatcherReleaseFragmentProgram(gxm_shader_patcher, scissor_test_fragment_program); sceGxmShaderPatcherReleaseFragmentProgram(gxm_shader_patcher, scissor_test_fragment_program);
@ -746,7 +746,7 @@ void glDeleteBuffers(GLsizei n, const GLuint *gl_buffers) {
uint8_t idx = gl_buffers[j] - BUFFERS_ADDR; uint8_t idx = gl_buffers[j] - BUFFERS_ADDR;
buffers[idx] = gl_buffers[j]; buffers[idx] = gl_buffers[j];
if (gpu_buffers[idx].ptr != NULL) { if (gpu_buffers[idx].ptr != NULL) {
mempool_free(gpu_buffers[idx].ptr, VGL_MEM_VRAM); vgl_mem_free(gpu_buffers[idx].ptr, VGL_MEM_VRAM);
gpu_buffers[idx].ptr = NULL; gpu_buffers[idx].ptr = NULL;
} }
} }
@ -2088,17 +2088,17 @@ void vglDrawObjects(GLenum mode, GLsizei count, GLboolean implicit_wvp) {
size_t vglMemFree(vglMemType type) { size_t vglMemFree(vglMemType type) {
if (type >= VGL_MEM_TYPE_COUNT) if (type >= VGL_MEM_TYPE_COUNT)
return 0; return 0;
return mempool_get_free_space(type); return vgl_mempool_get_free_space(type);
} }
void *vglAlloc(uint32_t size, vglMemType type) { void *vglAlloc(uint32_t size, vglMemType type) {
if (type >= VGL_MEM_TYPE_COUNT) if (type >= VGL_MEM_TYPE_COUNT)
return NULL; return NULL;
return mempool_alloc(size, type); return vgl_mempool_alloc(size, type);
} }
void vglFree(void *addr) { void vglFree(void *addr) {
mempool_free(addr, VGL_MEM_RAM); // Type is discarded so we just pass a random one vgl_mem_free(addr, VGL_MEM_RAM); // Type is discarded so we just pass a random one
} }
void vglUseExtraMem(GLboolean use) { void vglUseExtraMem(GLboolean use) {