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(GCMGL) Cleanups #2
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@ -44,7 +44,6 @@ RGL_EXPORT RGLdevice* rglPlatformCreateDeviceExtended (const void *data);
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RGL_EXPORT GLfloat rglPlatformGetDeviceAspectRatio (const void *data);
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char *rglPlatformBufferObjectMapTextureReference(void *data, GLenum access);
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GLboolean rglPlatformBufferObjectUnmapTextureReference (void *data);
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GLboolean rglpCreateBufferObject (void *data);
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GLboolean rglGcmFifoReferenceInUse (void *data, GLuint reference);
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@ -2993,17 +2993,30 @@ GLAPI GLvoid* APIENTRY glMapBufferTextureReferenceRA( GLenum target, GLenum acce
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RGLcontext *LContext = _CurrentContext;
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rglBufferObject* bufferObject = (rglBufferObject*)LContext->bufferObjectNameSpace.data[LContext->TextureBuffer];
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bufferObject->mapped = GL_TRUE;
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rglGcmFifo *fifo = (rglGcmFifo*)&rglGcmState_i.fifo;
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rglGcmBufferObject *rglBuffer = (rglGcmBufferObject*)bufferObject->platformBufferObject;
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CellGcmContextData *thisContext = (CellGcmContextData*)gCellGcmCurrentContext;
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return rglPlatformBufferObjectMapTextureReference(bufferObject, access);
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bufferObject->mapped = GL_TRUE;
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rglBuffer->mapAccess = access;
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// only need to pin the first time we map
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gmmPinId( rglBuffer->bufferId );
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return gmmIdToAddress( rglBuffer->bufferId );
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}
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GLAPI GLboolean APIENTRY glUnmapBufferTextureReferenceRA( GLenum target )
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{
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RGLcontext *LContext = _CurrentContext;
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rglBufferObject* bufferObject = (rglBufferObject*)LContext->bufferObjectNameSpace.data[LContext->TextureBuffer];
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rglGcmBufferObject *rglBuffer = ( rglGcmBufferObject * )bufferObject->platformBufferObject;
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bufferObject->mapped = GL_FALSE;
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return rglPlatformBufferObjectUnmapTextureReference( bufferObject );
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rglBuffer->mapAccess = GL_NONE;
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gmmUnpinId( rglBuffer->bufferId );
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return GL_TRUE;
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}
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#ifdef __cplusplus
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@ -979,29 +979,6 @@ GLAPI void APIENTRY glBufferSubDataTextureReferenceRA( GLenum target, GLintptr o
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}
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}
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char *rglPlatformBufferObjectMapTextureReference(void *data, GLenum access)
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{
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rglBufferObject *bufferObject = (rglBufferObject*)data;
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rglGcmFifo *fifo = (rglGcmFifo*)&rglGcmState_i.fifo;
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rglGcmBufferObject *rglBuffer = (rglGcmBufferObject*)bufferObject->platformBufferObject;
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CellGcmContextData *thisContext = (CellGcmContextData*)gCellGcmCurrentContext;
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rglBuffer->mapAccess = access;
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// only need to pin the first time we map
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gmmPinId( rglBuffer->bufferId );
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return gmmIdToAddress( rglBuffer->bufferId );
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}
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GLboolean rglPlatformBufferObjectUnmapTextureReference (void *data)
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{
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rglBufferObject *bufferObject = (rglBufferObject*)data;
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rglGcmBufferObject *rglBuffer = ( rglGcmBufferObject * )bufferObject->platformBufferObject;
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rglBuffer->mapAccess = GL_NONE;
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gmmUnpinId( rglBuffer->bufferId );
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return GL_TRUE;
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}
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#ifdef __cplusplus
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}
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#endif
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