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.
This commit is contained in:
Wouter Wijsman 2022-10-17 21:59:38 +02:00
parent 333935ff3f
commit 3903f4c88a

View file

@ -422,7 +422,7 @@ static int
TexturePromoteToVram(PSP_RenderData* data, PSP_TextureData* psp_texture, SDL_bool target)
{
// Assumes texture in sram and a large enough continuous block in vram
void* tdata = valloc(psp_texture->size);
void* tdata = vramalloc(psp_texture->size);
if(psp_texture->swizzled && target) {
return TextureUnswizzle(psp_texture, tdata);
} else {
@ -536,7 +536,7 @@ PSP_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
SDL_free(psp_texture);
return -1;
}
psp_texture->data = valloc(psp_texture->size);
psp_texture->data = vramalloc(psp_texture->size);
if(psp_texture->data) {
LRUTargetPushFront(data, psp_texture);
}
@ -1399,7 +1399,7 @@ PSP_CreateRenderer(SDL_Window * window, Uint32 flags)
break;
}
doublebuffer = valloc(PSP_FRAME_BUFFER_SIZE*data->bpp*2);
doublebuffer = vramalloc(PSP_FRAME_BUFFER_SIZE*data->bpp*2);
data->backbuffer = doublebuffer;
data->frontbuffer = ((uint8_t*)doublebuffer)+PSP_FRAME_BUFFER_SIZE*data->bpp;