Rename memory functions to avoid clash with vita2d

This commit is contained in:
Ivan Epifanov 2020-11-23 18:31:23 +03:00 committed by Sam Lantinga
parent 94d7737bef
commit 56bde0f633
4 changed files with 48 additions and 48 deletions

View File

@ -935,14 +935,14 @@ VITA_GXM_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
}
if (vita_texture->tex->depth_UID) {
gpu_free(vita_texture->tex->depth_UID);
mem_gpu_free(vita_texture->tex->depth_UID);
}
if (vita_texture->tex->palette_UID) {
gpu_free(vita_texture->tex->palette_UID);
mem_gpu_free(vita_texture->tex->palette_UID);
}
gpu_free(vita_texture->tex->data_UID);
mem_gpu_free(vita_texture->tex->data_UID);
SDL_free(vita_texture->tex);
SDL_free(vita_texture);

View File

@ -26,7 +26,7 @@
#include "SDL_render_vita_gxm_memory.h"
void *
gpu_alloc(SceKernelMemBlockType type, unsigned int size, unsigned int alignment, unsigned int attribs, SceUID *uid)
mem_gpu_alloc(SceKernelMemBlockType type, unsigned int size, unsigned int alignment, unsigned int attribs, SceUID *uid)
{
void *mem;
@ -51,7 +51,7 @@ gpu_alloc(SceKernelMemBlockType type, unsigned int size, unsigned int alignment,
}
void
gpu_free(SceUID uid)
mem_gpu_free(SceUID uid)
{
void *mem = NULL;
if (sceKernelGetMemBlockBase(uid, &mem) < 0)
@ -61,7 +61,7 @@ gpu_free(SceUID uid)
}
void *
vertex_usse_alloc(unsigned int size, SceUID *uid, unsigned int *usse_offset)
mem_vertex_usse_alloc(unsigned int size, SceUID *uid, unsigned int *usse_offset)
{
void *mem = NULL;
@ -77,7 +77,7 @@ vertex_usse_alloc(unsigned int size, SceUID *uid, unsigned int *usse_offset)
}
void
vertex_usse_free(SceUID uid)
mem_vertex_usse_free(SceUID uid)
{
void *mem = NULL;
if (sceKernelGetMemBlockBase(uid, &mem) < 0)
@ -87,7 +87,7 @@ vertex_usse_free(SceUID uid)
}
void *
fragment_usse_alloc(unsigned int size, SceUID *uid, unsigned int *usse_offset)
mem_fragment_usse_alloc(unsigned int size, SceUID *uid, unsigned int *usse_offset)
{
void *mem = NULL;
@ -103,7 +103,7 @@ fragment_usse_alloc(unsigned int size, SceUID *uid, unsigned int *usse_offset)
}
void
fragment_usse_free(SceUID uid)
mem_fragment_usse_free(SceUID uid)
{
void *mem = NULL;
if (sceKernelGetMemBlockBase(uid, &mem) < 0)

View File

@ -28,12 +28,12 @@
#define ALIGN(x, a) (((x) + ((a) - 1)) & ~((a) - 1))
void *gpu_alloc(SceKernelMemBlockType type, unsigned int size, unsigned int alignment, unsigned int attribs, SceUID *uid);
void gpu_free(SceUID uid);
void *vertex_usse_alloc(unsigned int size, SceUID *uid, unsigned int *usse_offset);
void vertex_usse_free(SceUID uid);
void *fragment_usse_alloc(unsigned int size, SceUID *uid, unsigned int *usse_offset);
void fragment_usse_free(SceUID uid);
void *mem_gpu_alloc(SceKernelMemBlockType type, unsigned int size, unsigned int alignment, unsigned int attribs, SceUID *uid);
void mem_gpu_free(SceUID uid);
void *mem_vertex_usse_alloc(unsigned int size, SceUID *uid, unsigned int *usse_offset);
void mem_vertex_usse_free(SceUID uid);
void *mem_fragment_usse_alloc(unsigned int size, SceUID *uid, unsigned int *usse_offset);
void mem_fragment_usse_free(SceUID uid);
#endif /* SDL_RENDER_VITA_GXM_MEMORY_H */

View File

@ -342,21 +342,21 @@ gxm_init(SDL_Renderer *renderer)
}
// allocate ring buffer memory using default sizes
void *vdmRingBuffer = gpu_alloc(
void *vdmRingBuffer = mem_gpu_alloc(
SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
SCE_GXM_DEFAULT_VDM_RING_BUFFER_SIZE,
4,
SCE_GXM_MEMORY_ATTRIB_READ,
&data->vdmRingBufferUid);
void *vertexRingBuffer = gpu_alloc(
void *vertexRingBuffer = mem_gpu_alloc(
SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
SCE_GXM_DEFAULT_VERTEX_RING_BUFFER_SIZE,
4,
SCE_GXM_MEMORY_ATTRIB_READ,
&data->vertexRingBufferUid);
void *fragmentRingBuffer = gpu_alloc(
void *fragmentRingBuffer = mem_gpu_alloc(
SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
SCE_GXM_DEFAULT_FRAGMENT_RING_BUFFER_SIZE,
4,
@ -364,7 +364,7 @@ gxm_init(SDL_Renderer *renderer)
&data->fragmentRingBufferUid);
unsigned int fragmentUsseRingBufferOffset;
void *fragmentUsseRingBuffer = fragment_usse_alloc(
void *fragmentUsseRingBuffer = mem_fragment_usse_alloc(
SCE_GXM_DEFAULT_FRAGMENT_USSE_RING_BUFFER_SIZE,
&data->fragmentUsseRingBufferUid,
&fragmentUsseRingBufferOffset);
@ -410,7 +410,7 @@ gxm_init(SDL_Renderer *renderer)
for (i = 0; i < VITA_GXM_BUFFERS; i++) {
// allocate memory for display
data->displayBufferData[i] = gpu_alloc(
data->displayBufferData[i] = mem_gpu_alloc(
SCE_KERNEL_MEMBLOCK_TYPE_USER_CDRAM_RW,
4 * VITA_GXM_SCREEN_STRIDE * VITA_GXM_SCREEN_HEIGHT,
SCE_GXM_COLOR_SURFACE_ALIGNMENT,
@ -461,7 +461,7 @@ gxm_init(SDL_Renderer *renderer)
unsigned int depthStrideInSamples = alignedWidth;
// allocate the depth buffer
data->depthBufferData = gpu_alloc(
data->depthBufferData = mem_gpu_alloc(
SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
4 * sampleCount,
SCE_GXM_DEPTHSTENCIL_SURFACE_ALIGNMENT,
@ -469,7 +469,7 @@ gxm_init(SDL_Renderer *renderer)
&data->depthBufferUid);
// allocate the stencil buffer
data->stencilBufferData = gpu_alloc(
data->stencilBufferData = mem_gpu_alloc(
SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
4 * sampleCount,
SCE_GXM_DEPTHSTENCIL_SURFACE_ALIGNMENT,
@ -505,7 +505,7 @@ gxm_init(SDL_Renderer *renderer)
const unsigned int patcherFragmentUsseSize = 64*1024;
// allocate memory for buffers and USSE code
void *patcherBuffer = gpu_alloc(
void *patcherBuffer = mem_gpu_alloc(
SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
patcherBufferSize,
4,
@ -513,13 +513,13 @@ gxm_init(SDL_Renderer *renderer)
&data->patcherBufferUid);
unsigned int patcherVertexUsseOffset;
void *patcherVertexUsse = vertex_usse_alloc(
void *patcherVertexUsse = mem_vertex_usse_alloc(
patcherVertexUsseSize,
&data->patcherVertexUsseUid,
&patcherVertexUsseOffset);
unsigned int patcherFragmentUsseOffset;
void *patcherFragmentUsse = fragment_usse_alloc(
void *patcherFragmentUsse = mem_fragment_usse_alloc(
patcherFragmentUsseSize,
&data->patcherFragmentUsseUid,
&patcherFragmentUsseOffset);
@ -735,7 +735,7 @@ gxm_init(SDL_Renderer *renderer)
}
// create the clear triangle vertex/index data
data->clearVertices = (clear_vertex *)gpu_alloc(
data->clearVertices = (clear_vertex *)mem_gpu_alloc(
SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
3*sizeof(clear_vertex),
4,
@ -746,7 +746,7 @@ gxm_init(SDL_Renderer *renderer)
// Allocate a 64k * 2 bytes = 128 KiB buffer and store all possible
// 16-bit indices in linear ascending order, so we can use this for
// all drawing operations where we don't want to use indexing.
data->linearIndices = (uint16_t *)gpu_alloc(
data->linearIndices = (uint16_t *)mem_gpu_alloc(
SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
UINT16_MAX*sizeof(uint16_t),
sizeof(uint16_t),
@ -862,7 +862,7 @@ gxm_init(SDL_Renderer *renderer)
data->textureTintColorParam = (SceGxmProgramParameter *)sceGxmProgramFindParameterByName(textureTintFragmentProgramGxp, "uTintColor");
// Allocate memory for the memory pool
data->pool_addr = gpu_alloc(
data->pool_addr = mem_gpu_alloc(
SCE_KERNEL_MEMBLOCK_TYPE_USER_RW,
VITA_GXM_POOL_SIZE,
sizeof(void *),
@ -900,28 +900,28 @@ void gxm_finish(SDL_Renderer *renderer)
free_fragment_programs(data, &data->blendFragmentPrograms.blend_mode_mod);
free_fragment_programs(data, &data->blendFragmentPrograms.blend_mode_mul);
gpu_free(data->linearIndicesUid);
gpu_free(data->clearVerticesUid);
mem_gpu_free(data->linearIndicesUid);
mem_gpu_free(data->clearVerticesUid);
// wait until display queue is finished before deallocating display buffers
sceGxmDisplayQueueFinish();
// clean up display queue
gpu_free(data->depthBufferUid);
mem_gpu_free(data->depthBufferUid);
for (size_t i = 0; i < VITA_GXM_BUFFERS; i++)
{
// clear the buffer then deallocate
SDL_memset(data->displayBufferData[i], 0, VITA_GXM_SCREEN_HEIGHT * VITA_GXM_SCREEN_STRIDE * 4);
gpu_free(data->displayBufferUid[i]);
mem_gpu_free(data->displayBufferUid[i]);
// destroy the sync object
sceGxmSyncObjectDestroy(data->displayBufferSync[i]);
}
// free the depth and stencil buffer
gpu_free(data->depthBufferUid);
gpu_free(data->stencilBufferUid);
mem_gpu_free(data->depthBufferUid);
mem_gpu_free(data->stencilBufferUid);
// unregister programs and destroy shader patcher
sceGxmShaderPatcherUnregisterProgram(data->shaderPatcher, data->clearFragmentProgramId);
@ -933,22 +933,22 @@ void gxm_finish(SDL_Renderer *renderer)
sceGxmShaderPatcherUnregisterProgram(data->shaderPatcher, data->textureVertexProgramId);
sceGxmShaderPatcherDestroy(data->shaderPatcher);
fragment_usse_free(data->patcherFragmentUsseUid);
vertex_usse_free(data->patcherVertexUsseUid);
gpu_free(data->patcherBufferUid);
mem_fragment_usse_free(data->patcherFragmentUsseUid);
mem_vertex_usse_free(data->patcherVertexUsseUid);
mem_gpu_free(data->patcherBufferUid);
// destroy the render target
sceGxmDestroyRenderTarget(data->renderTarget);
// destroy the gxm context
sceGxmDestroyContext(data->gxm_context);
fragment_usse_free(data->fragmentUsseRingBufferUid);
gpu_free(data->fragmentRingBufferUid);
gpu_free(data->vertexRingBufferUid);
gpu_free(data->vdmRingBufferUid);
mem_fragment_usse_free(data->fragmentUsseRingBufferUid);
mem_gpu_free(data->fragmentRingBufferUid);
mem_gpu_free(data->vertexRingBufferUid);
mem_gpu_free(data->vdmRingBufferUid);
SDL_free(data->contextParams.hostMem);
gpu_free(data->poolUid);
mem_gpu_free(data->poolUid);
// terminate libgxm
sceGxmTerminate();
@ -964,12 +964,12 @@ free_gxm_texture(gxm_texture *texture)
sceGxmDestroyRenderTarget(texture->gxm_rendertarget);
}
if (texture->depth_UID) {
gpu_free(texture->depth_UID);
mem_gpu_free(texture->depth_UID);
}
if (texture->palette_UID) {
gpu_free(texture->palette_UID);
mem_gpu_free(texture->palette_UID);
}
gpu_free(texture->data_UID);
mem_gpu_free(texture->data_UID);
SDL_free(texture);
}
}
@ -1016,7 +1016,7 @@ create_gxm_texture(VITA_GXM_RenderData *data, unsigned int w, unsigned int h, Sc
const int tex_size = ((w + 7) & ~ 7) * h * tex_format_to_bytespp(format);
/* Allocate a GPU buffer for the texture */
void *texture_data = gpu_alloc(
void *texture_data = mem_gpu_alloc(
SCE_KERNEL_MEMBLOCK_TYPE_USER_CDRAM_RW,
tex_size,
SCE_GXM_TEXTURE_ALIGNMENT,
@ -1038,7 +1038,7 @@ create_gxm_texture(VITA_GXM_RenderData *data, unsigned int w, unsigned int h, Sc
if ((format & 0x9f000000U) == SCE_GXM_TEXTURE_BASE_FORMAT_P8) {
const int pal_size = 256 * sizeof(uint32_t);
void *texture_palette = gpu_alloc(
void *texture_palette = mem_gpu_alloc(
SCE_KERNEL_MEMBLOCK_TYPE_USER_CDRAM_RW,
pal_size,
SCE_GXM_PALETTE_ALIGNMENT,
@ -1085,7 +1085,7 @@ create_gxm_texture(VITA_GXM_RenderData *data, unsigned int w, unsigned int h, Sc
uint32_t depthStrideInSamples = alignedWidth;
// allocate it
void *depthBufferData = gpu_alloc(
void *depthBufferData = mem_gpu_alloc(
SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
4*sampleCount,
SCE_GXM_DEPTHSTENCIL_SURFACE_ALIGNMENT,