mirror of https://github.com/encounter/SDL.git
PSP: Use vramalloc instead of conflicting valloc function
The libpspvram library was offering a function with conflicted with valloc. This has been renamed now, so SDL2 had to be updated for it.
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@ -422,7 +422,7 @@ static int
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TexturePromoteToVram(PSP_RenderData* data, PSP_TextureData* psp_texture, SDL_bool target)
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{
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// Assumes texture in sram and a large enough continuous block in vram
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void* tdata = valloc(psp_texture->size);
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void* tdata = vramalloc(psp_texture->size);
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if(psp_texture->swizzled && target) {
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return TextureUnswizzle(psp_texture, tdata);
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} else {
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@ -536,7 +536,7 @@ PSP_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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SDL_free(psp_texture);
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return -1;
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}
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psp_texture->data = valloc(psp_texture->size);
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psp_texture->data = vramalloc(psp_texture->size);
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if(psp_texture->data) {
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LRUTargetPushFront(data, psp_texture);
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}
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@ -1399,7 +1399,7 @@ PSP_CreateRenderer(SDL_Window * window, Uint32 flags)
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break;
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}
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doublebuffer = valloc(PSP_FRAME_BUFFER_SIZE*data->bpp*2);
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doublebuffer = vramalloc(PSP_FRAME_BUFFER_SIZE*data->bpp*2);
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data->backbuffer = doublebuffer;
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data->frontbuffer = ((uint8_t*)doublebuffer)+PSP_FRAME_BUFFER_SIZE*data->bpp;
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