diff --git a/src/render/vitagxm/SDL_render_vita_gxm.c b/src/render/vitagxm/SDL_render_vita_gxm.c index bfb4bf497..dc76d4f83 100644 --- a/src/render/vitagxm/SDL_render_vita_gxm.c +++ b/src/render/vitagxm/SDL_render_vita_gxm.c @@ -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); diff --git a/src/render/vitagxm/SDL_render_vita_gxm_memory.c b/src/render/vitagxm/SDL_render_vita_gxm_memory.c index edb3e50c6..f9fbda652 100644 --- a/src/render/vitagxm/SDL_render_vita_gxm_memory.c +++ b/src/render/vitagxm/SDL_render_vita_gxm_memory.c @@ -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) diff --git a/src/render/vitagxm/SDL_render_vita_gxm_memory.h b/src/render/vitagxm/SDL_render_vita_gxm_memory.h index d1989ff29..d8a23122f 100644 --- a/src/render/vitagxm/SDL_render_vita_gxm_memory.h +++ b/src/render/vitagxm/SDL_render_vita_gxm_memory.h @@ -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 */ diff --git a/src/render/vitagxm/SDL_render_vita_gxm_tools.c b/src/render/vitagxm/SDL_render_vita_gxm_tools.c index 5a05b673b..26967aa69 100644 --- a/src/render/vitagxm/SDL_render_vita_gxm_tools.c +++ b/src/render/vitagxm/SDL_render_vita_gxm_tools.c @@ -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,