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@@ -416,28 +416,28 @@ gxm_init(SDL_Renderer *renderer)
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}
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// allocate ring buffer memory using default sizes
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- vdmRingBuffer = mem_gpu_alloc(
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+ vdmRingBuffer = vita_mem_alloc(
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SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
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SCE_GXM_DEFAULT_VDM_RING_BUFFER_SIZE,
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4,
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SCE_GXM_MEMORY_ATTRIB_READ,
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&data->vdmRingBufferUid);
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- vertexRingBuffer = mem_gpu_alloc(
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+ vertexRingBuffer = vita_mem_alloc(
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SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
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SCE_GXM_DEFAULT_VERTEX_RING_BUFFER_SIZE,
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4,
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SCE_GXM_MEMORY_ATTRIB_READ,
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&data->vertexRingBufferUid);
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- fragmentRingBuffer = mem_gpu_alloc(
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+ fragmentRingBuffer = vita_mem_alloc(
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SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
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SCE_GXM_DEFAULT_FRAGMENT_RING_BUFFER_SIZE,
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4,
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SCE_GXM_MEMORY_ATTRIB_READ,
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&data->fragmentRingBufferUid);
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- fragmentUsseRingBuffer = mem_fragment_usse_alloc(
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+ fragmentUsseRingBuffer = vita_mem_fragment_usse_alloc(
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SCE_GXM_DEFAULT_FRAGMENT_USSE_RING_BUFFER_SIZE,
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&data->fragmentUsseRingBufferUid,
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&fragmentUsseRingBufferOffset);
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@@ -482,7 +482,7 @@ gxm_init(SDL_Renderer *renderer)
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for (i = 0; i < VITA_GXM_BUFFERS; i++) {
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// allocate memory for display
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- data->displayBufferData[i] = mem_gpu_alloc(
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+ data->displayBufferData[i] = vita_mem_alloc(
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SCE_KERNEL_MEMBLOCK_TYPE_USER_CDRAM_RW,
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4 * VITA_GXM_SCREEN_STRIDE * VITA_GXM_SCREEN_HEIGHT,
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SCE_GXM_COLOR_SURFACE_ALIGNMENT,
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@@ -527,7 +527,7 @@ gxm_init(SDL_Renderer *renderer)
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// allocate the depth buffer
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- data->depthBufferData = mem_gpu_alloc(
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+ data->depthBufferData = vita_mem_alloc(
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SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
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4 * sampleCount,
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SCE_GXM_DEPTHSTENCIL_SURFACE_ALIGNMENT,
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@@ -535,7 +535,7 @@ gxm_init(SDL_Renderer *renderer)
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&data->depthBufferUid);
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// allocate the stencil buffer
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- data->stencilBufferData = mem_gpu_alloc(
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+ data->stencilBufferData = vita_mem_alloc(
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SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
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4 * sampleCount,
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SCE_GXM_DEPTHSTENCIL_SURFACE_ALIGNMENT,
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@@ -567,19 +567,19 @@ gxm_init(SDL_Renderer *renderer)
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// allocate memory for buffers and USSE code
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- patcherBuffer = mem_gpu_alloc(
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+ patcherBuffer = vita_mem_alloc(
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SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
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patcherBufferSize,
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4,
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SCE_GXM_MEMORY_ATTRIB_READ | SCE_GXM_MEMORY_ATTRIB_WRITE,
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&data->patcherBufferUid);
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- patcherVertexUsse = mem_vertex_usse_alloc(
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+ patcherVertexUsse = vita_mem_vertex_usse_alloc(
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patcherVertexUsseSize,
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&data->patcherVertexUsseUid,
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&patcherVertexUsseOffset);
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- patcherFragmentUsse = mem_fragment_usse_alloc(
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+ patcherFragmentUsse = vita_mem_fragment_usse_alloc(
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patcherFragmentUsseSize,
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&data->patcherFragmentUsseUid,
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&patcherFragmentUsseOffset);
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@@ -730,7 +730,7 @@ gxm_init(SDL_Renderer *renderer)
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}
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// create the clear triangle vertex/index data
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- data->clearVertices = (clear_vertex *)mem_gpu_alloc(
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+ data->clearVertices = (clear_vertex *)vita_mem_alloc(
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SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
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3*sizeof(clear_vertex),
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4,
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@@ -742,7 +742,7 @@ gxm_init(SDL_Renderer *renderer)
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// Allocate a 64k * 2 bytes = 128 KiB buffer and store all possible
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// 16-bit indices in linear ascending order, so we can use this for
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// all drawing operations where we don't want to use indexing.
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- data->linearIndices = (uint16_t *)mem_gpu_alloc(
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+ data->linearIndices = (uint16_t *)vita_mem_alloc(
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SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
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UINT16_MAX*sizeof(uint16_t),
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sizeof(uint16_t),
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@@ -873,7 +873,7 @@ gxm_init(SDL_Renderer *renderer)
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data->textureWvpParam = (SceGxmProgramParameter *)sceGxmProgramFindParameterByName(textureVertexProgramGxp, "wvp");
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// Allocate memory for the memory pool
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- data->pool_addr[0] = mem_gpu_alloc(
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+ data->pool_addr[0] = vita_mem_alloc(
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SCE_KERNEL_MEMBLOCK_TYPE_USER_RW,
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VITA_GXM_POOL_SIZE,
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sizeof(void *),
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@@ -881,7 +881,7 @@ gxm_init(SDL_Renderer *renderer)
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&data->poolUid[0]
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);
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- data->pool_addr[1] = mem_gpu_alloc(
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+ data->pool_addr[1] = vita_mem_alloc(
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SCE_KERNEL_MEMBLOCK_TYPE_USER_RW,
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VITA_GXM_POOL_SIZE,
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sizeof(void *),
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@@ -920,28 +920,28 @@ void gxm_finish(SDL_Renderer *renderer)
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free_fragment_programs(data, &data->blendFragmentPrograms.blend_mode_mod);
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free_fragment_programs(data, &data->blendFragmentPrograms.blend_mode_mul);
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- mem_gpu_free(data->linearIndicesUid);
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- mem_gpu_free(data->clearVerticesUid);
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+ vita_mem_free(data->linearIndicesUid);
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+ vita_mem_free(data->clearVerticesUid);
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// wait until display queue is finished before deallocating display buffers
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sceGxmDisplayQueueFinish();
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// clean up display queue
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- mem_gpu_free(data->depthBufferUid);
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+ vita_mem_free(data->depthBufferUid);
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for (size_t i = 0; i < VITA_GXM_BUFFERS; i++)
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{
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// clear the buffer then deallocate
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SDL_memset(data->displayBufferData[i], 0, VITA_GXM_SCREEN_HEIGHT * VITA_GXM_SCREEN_STRIDE * 4);
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- mem_gpu_free(data->displayBufferUid[i]);
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+ vita_mem_free(data->displayBufferUid[i]);
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// destroy the sync object
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sceGxmSyncObjectDestroy(data->displayBufferSync[i]);
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}
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// Free the depth and stencil buffer
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- mem_gpu_free(data->depthBufferUid);
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- mem_gpu_free(data->stencilBufferUid);
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+ vita_mem_free(data->depthBufferUid);
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+ vita_mem_free(data->stencilBufferUid);
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// unregister programs and destroy shader patcher
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sceGxmShaderPatcherUnregisterProgram(data->shaderPatcher, data->clearFragmentProgramId);
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@@ -952,23 +952,24 @@ void gxm_finish(SDL_Renderer *renderer)
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sceGxmShaderPatcherUnregisterProgram(data->shaderPatcher, data->textureVertexProgramId);
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sceGxmShaderPatcherDestroy(data->shaderPatcher);
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- mem_fragment_usse_free(data->patcherFragmentUsseUid);
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- mem_vertex_usse_free(data->patcherVertexUsseUid);
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- mem_gpu_free(data->patcherBufferUid);
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+ vita_mem_fragment_usse_free(data->patcherFragmentUsseUid);
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+ vita_mem_vertex_usse_free(data->patcherVertexUsseUid);
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+ vita_mem_free(data->patcherBufferUid);
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// destroy the render target
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sceGxmDestroyRenderTarget(data->renderTarget);
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// destroy the gxm context
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sceGxmDestroyContext(data->gxm_context);
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- mem_fragment_usse_free(data->fragmentUsseRingBufferUid);
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- mem_gpu_free(data->fragmentRingBufferUid);
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- mem_gpu_free(data->vertexRingBufferUid);
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- mem_gpu_free(data->vdmRingBufferUid);
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+ vita_mem_fragment_usse_free(data->fragmentUsseRingBufferUid);
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+ vita_mem_free(data->fragmentRingBufferUid);
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+ vita_mem_free(data->vertexRingBufferUid);
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+ vita_mem_free(data->vdmRingBufferUid);
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SDL_free(data->contextParams.hostMem);
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- mem_gpu_free(data->poolUid[0]);
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- mem_gpu_free(data->poolUid[1]);
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+ vita_mem_free(data->poolUid[0]);
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+ vita_mem_free(data->poolUid[1]);
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+ vita_gpu_mem_destroy(data);
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// terminate libgxm
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sceGxmTerminate();
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@@ -977,16 +978,20 @@ void gxm_finish(SDL_Renderer *renderer)
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// textures
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void
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-free_gxm_texture(gxm_texture *texture)
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+free_gxm_texture(VITA_GXM_RenderData *data, gxm_texture *texture)
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{
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if (texture) {
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if (texture->gxm_rendertarget) {
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sceGxmDestroyRenderTarget(texture->gxm_rendertarget);
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}
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if (texture->depth_UID) {
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- mem_gpu_free(texture->depth_UID);
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+ vita_mem_free(texture->depth_UID);
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+ }
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+ if (texture->cdram) {
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+ vita_gpu_mem_free(data, sceGxmTextureGetData(&texture->gxm_tex));
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+ } else {
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+ vita_mem_free(texture->data_UID);
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}
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- mem_gpu_free(texture->data_UID);
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SDL_free(texture);
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}
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}
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@@ -1033,24 +1038,24 @@ create_gxm_texture(VITA_GXM_RenderData *data, unsigned int w, unsigned int h, Sc
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*return_pitch = aligned_w * tex_format_to_bytespp(format);
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/* Allocate a GPU buffer for the texture */
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- texture_data = mem_gpu_alloc(
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- SCE_KERNEL_MEMBLOCK_TYPE_USER_CDRAM_RW,
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- tex_size,
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- SCE_GXM_TEXTURE_ALIGNMENT,
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- SCE_GXM_MEMORY_ATTRIB_READ | SCE_GXM_MEMORY_ATTRIB_WRITE,
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- &texture->data_UID
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+ texture_data = vita_gpu_mem_alloc(
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+ data,
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+ tex_size
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);
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/* Try SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE in case we're out of VRAM */
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if (!texture_data) {
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SDL_LogWarn(SDL_LOG_CATEGORY_RENDER, "CDRAM texture allocation failed\n");
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- texture_data = mem_gpu_alloc(
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+ texture_data = vita_mem_alloc(
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SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
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tex_size,
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SCE_GXM_TEXTURE_ALIGNMENT,
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SCE_GXM_MEMORY_ATTRIB_READ | SCE_GXM_MEMORY_ATTRIB_WRITE,
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&texture->data_UID
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);
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+ texture->cdram = 0;
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+ } else {
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+ texture->cdram = 1;
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}
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if (!texture_data) {
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@@ -1064,7 +1069,7 @@ create_gxm_texture(VITA_GXM_RenderData *data, unsigned int w, unsigned int h, Sc
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/* Create the gxm texture */
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ret = sceGxmTextureInitLinear( &texture->gxm_tex, texture_data, format, texture_w, h, 0);
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if (ret < 0) {
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- free_gxm_texture(texture);
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+ free_gxm_texture(data, texture);
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SDL_LogError(SDL_LOG_CATEGORY_RENDER, "texture init failed: %x\n", ret);
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return NULL;
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}
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@@ -1090,13 +1095,13 @@ create_gxm_texture(VITA_GXM_RenderData *data, unsigned int w, unsigned int h, Sc
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);
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if (err < 0) {
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- free_gxm_texture(texture);
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+ free_gxm_texture(data, texture);
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SDL_LogError(SDL_LOG_CATEGORY_RENDER, "color surface init failed: %x\n", err);
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return NULL;
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}
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// allocate it
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- depthBufferData = mem_gpu_alloc(
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+ depthBufferData = vita_mem_alloc(
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SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE,
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4*sampleCount,
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SCE_GXM_DEPTHSTENCIL_SURFACE_ALIGNMENT,
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@@ -1113,7 +1118,7 @@ create_gxm_texture(VITA_GXM_RenderData *data, unsigned int w, unsigned int h, Sc
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NULL);
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if (err < 0) {
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- free_gxm_texture(texture);
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+ free_gxm_texture(data, texture);
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SDL_LogError(SDL_LOG_CATEGORY_RENDER, "depth stencil init failed: %x\n", err);
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return NULL;
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}
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@@ -1138,7 +1143,7 @@ create_gxm_texture(VITA_GXM_RenderData *data, unsigned int w, unsigned int h, Sc
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texture->gxm_rendertarget = tgt;
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if (err < 0) {
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- free_gxm_texture(texture);
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+ free_gxm_texture(data, texture);
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SDL_LogError(SDL_LOG_CATEGORY_RENDER, "create render target failed: %x\n", err);
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return NULL;
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}
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@@ -1188,7 +1193,7 @@ void gxm_init_for_common_dialog(void)
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for (int i = 0; i < VITA_GXM_BUFFERS; i += 1)
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{
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buffer_for_common_dialog[i].displayData.wait_vblank = SDL_TRUE;
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- buffer_for_common_dialog[i].displayData.address = mem_gpu_alloc(
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+ buffer_for_common_dialog[i].displayData.address = vita_mem_alloc(
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SCE_KERNEL_MEMBLOCK_TYPE_USER_CDRAM_RW,
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4 * VITA_GXM_SCREEN_STRIDE * VITA_GXM_SCREEN_HEIGHT,
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SCE_GXM_COLOR_SURFACE_ALIGNMENT,
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@@ -1236,7 +1241,7 @@ void gxm_term_for_common_dialog(void)
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sceGxmDisplayQueueFinish();
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for (int i = 0; i < VITA_GXM_BUFFERS; i += 1)
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{
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- mem_gpu_free(buffer_for_common_dialog[i].uid);
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+ vita_mem_free(buffer_for_common_dialog[i].uid);
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sceGxmSyncObjectDestroy(buffer_for_common_dialog[i].sync);
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}
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}
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