[VITA] Fix name collision

This commit is contained in:
Francisco José García García 2020-10-24 10:27:26 +02:00
parent ccbff758b4
commit e649617297
5 changed files with 30 additions and 30 deletions

View File

@ -137,7 +137,7 @@ void glFramebufferTexture(GLenum target, GLenum attachment, GLuint tex_id, GLint
}
// Aliasing to make code more readable
texture *tex = &textures[tex_id];
texture *tex = &vgl_textures[tex_id];
// Extracting texture sizes
fb->width = sceGxmTextureGetWidth(&tex->gxm_tex);
@ -186,7 +186,7 @@ void vglTexImageDepthBuffer(GLenum target) {
// Setting some aliases to make code more readable
texture_unit *tex_unit = &texture_units[server_texture_unit];
int texture2d_idx = tex_unit->tex_id;
texture *tex = &textures[texture2d_idx];
texture *tex = &vgl_textures[texture2d_idx];
switch (target) {
case GL_TEXTURE_2D:

View File

@ -429,7 +429,7 @@ void glEnd(void) {
}
// Checking if we have to write a texture
if ((server_texture_unit >= 0) && (tex_unit->enabled) && (model_uv != NULL) && (textures[texture2d_idx].valid)) {
if ((server_texture_unit >= 0) && (tex_unit->enabled) && (model_uv != NULL) && (vgl_textures[texture2d_idx].valid)) {
// Setting proper vertex and fragment programs
sceGxmSetVertexProgram(gxm_context, texture2d_vertex_program_patched);
sceGxmSetFragmentProgram(gxm_context, texture2d_fragment_program_patched);
@ -474,7 +474,7 @@ void glEnd(void) {
sceGxmSetUniformDataF(vertex_wvp_buffer, texture2d_mv, 0, 16, (const float *)modelview_matrix);
// Setting in use texture
sceGxmSetFragmentTexture(gxm_context, 0, &textures[texture2d_idx].gxm_tex);
sceGxmSetFragmentTexture(gxm_context, 0, &vgl_textures[texture2d_idx].gxm_tex);
// Properly generating vertices, uv map and indices buffers
vector3f *vertices;

View File

@ -161,7 +161,7 @@ extern GLfloat pol_units; // Current units for glPolygonOffset
// Texture Units
extern texture_unit texture_units[GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS]; // Available texture units
extern texture textures[TEXTURES_NUM]; // Available texture slots
extern texture vgl_textures[TEXTURES_NUM]; // Available texture slots
extern int8_t server_texture_unit; // Current in use server side texture unit
extern int8_t client_texture_unit; // Current in use client side texture unit
extern palette *color_table; // Current in-use color table

View File

@ -24,7 +24,7 @@
#include "shared.h"
texture_unit texture_units[GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS]; // Available texture units
texture textures[TEXTURES_NUM]; // Available texture slots
texture vgl_textures[TEXTURES_NUM]; // Available texture slots
palette *color_table = NULL; // Current in-use color table
int8_t server_texture_unit = 0; // Current in use server side texture unit
@ -48,9 +48,9 @@ void glGenTextures(GLsizei n, GLuint *res) {
// Reserving a texture and returning its id if available
int i, j = 0;
for (i = 0; i < TEXTURES_NUM; i++) {
if (!(textures[i].used)) {
if (!(vgl_textures[i].used)) {
res[j++] = i;
textures[i].used = 1;
vgl_textures[i].used = 1;
}
if (j >= n)
break;
@ -83,12 +83,12 @@ void glDeleteTextures(GLsizei n, const GLuint *gl_textures) {
// Aliasing to make code more readable
texture_unit *tex_unit = &texture_units[server_texture_unit];
// Deallocating given textures and invalidating used texture ids
// Deallocating given vgl_textures and invalidating used texture ids
int j;
for (j = 0; j < n; j++) {
GLuint i = gl_textures[j];
textures[i].used = 0;
gpu_free_texture(&textures[i]);
vgl_textures[i].used = 0;
gpu_free_texture(&vgl_textures[i]);
}
}
@ -96,7 +96,7 @@ void glTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei widt
// Setting some aliases to make code more readable
texture_unit *tex_unit = &texture_units[server_texture_unit];
int texture2d_idx = tex_unit->tex_id;
texture *tex = &textures[texture2d_idx];
texture *tex = &vgl_textures[texture2d_idx];
SceGxmTextureFormat tex_format;
uint8_t data_bpp = 0;
@ -315,7 +315,7 @@ void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, G
// Setting some aliases to make code more readable
texture_unit *tex_unit = &texture_units[server_texture_unit];
int texture2d_idx = tex_unit->tex_id;
texture *target_texture = &textures[texture2d_idx];
texture *target_texture = &vgl_textures[texture2d_idx];
// Calculating implicit texture stride and start address of requested texture modification
uint32_t orig_w = sceGxmTextureGetWidth(&target_texture->gxm_tex);
@ -497,7 +497,7 @@ void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalFormat, G
// Setting some aliases to make code more readable
texture_unit *tex_unit = &texture_units[server_texture_unit];
int texture2d_idx = tex_unit->tex_id;
texture *tex = &textures[texture2d_idx];
texture *tex = &vgl_textures[texture2d_idx];
SceGxmTextureFormat tex_format;
@ -604,7 +604,7 @@ void glTexParameteri(GLenum target, GLenum pname, GLint param) {
// Setting some aliases to make code more readable
texture_unit *tex_unit = &texture_units[server_texture_unit];
int texture2d_idx = tex_unit->tex_id;
texture *tex = &textures[texture2d_idx];
texture *tex = &vgl_textures[texture2d_idx];
switch (target) {
case GL_TEXTURE_2D:
@ -714,7 +714,7 @@ void glTexParameterf(GLenum target, GLenum pname, GLfloat param) {
// Setting some aliases to make code more readable
texture_unit *tex_unit = &texture_units[server_texture_unit];
int texture2d_idx = tex_unit->tex_id;
texture *tex = &textures[texture2d_idx];
texture *tex = &vgl_textures[texture2d_idx];
switch (target) {
case GL_TEXTURE_2D:
@ -805,7 +805,7 @@ void glGenerateMipmap(GLenum target) {
// Setting some aliases to make code more readable
texture_unit *tex_unit = &texture_units[server_texture_unit];
int texture2d_idx = tex_unit->tex_id;
texture *tex = &textures[texture2d_idx];
texture *tex = &vgl_textures[texture2d_idx];
#ifndef SKIP_ERROR_HANDLING
// Checking if current texture is valid
@ -926,7 +926,7 @@ void *vglGetTexDataPointer(GLenum target) {
// Aliasing texture unit for cleaner code
texture_unit *tex_unit = &texture_units[server_texture_unit];
int texture2d_idx = tex_unit->tex_id;
texture *tex = &textures[texture2d_idx];
texture *tex = &vgl_textures[texture2d_idx];
switch (target) {
case GL_TEXTURE_2D:
@ -944,7 +944,7 @@ SceGxmTexture *vglGetGxmTexture(GLenum target) {
// Aliasing texture unit for cleaner code
texture_unit *tex_unit = &texture_units[server_texture_unit];
int texture2d_idx = tex_unit->tex_id;
texture *tex = &textures[texture2d_idx];
texture *tex = &vgl_textures[texture2d_idx];
switch (target) {
case GL_TEXTURE_2D:

View File

@ -689,8 +689,8 @@ void vglInitWithCustomSizes(uint32_t gpu_pool_size, int width, int height, int r
// Init texture slots
for (j = 0; j < TEXTURES_NUM; j++) {
textures[j].used = 0;
textures[j].valid = 0;
vgl_textures[j].used = 0;
vgl_textures[j].valid = 0;
}
// Init custom shaders
@ -1354,7 +1354,7 @@ void glDrawArrays(GLenum mode, GLint first, GLsizei count) {
}
if (tex_unit->texture_array_state) {
if (!(textures[texture2d_idx].valid))
if (!(vgl_textures[texture2d_idx].valid))
return;
if (tex_unit->color_array_state) {
sceGxmSetVertexProgram(gxm_context, texture2d_rgba_vertex_program_patched);
@ -1417,7 +1417,7 @@ void glDrawArrays(GLenum mode, GLint first, GLsizei count) {
sceGxmSetUniformDataF(vertex_wvp_buffer, texture2d_clip_plane0_eq, 0, 4, &clip_plane0_eq.x);
sceGxmSetUniformDataF(vertex_wvp_buffer, texture2d_mv, 0, 16, (const float *)modelview_matrix);
}
sceGxmSetFragmentTexture(gxm_context, 0, &textures[texture2d_idx].gxm_tex);
sceGxmSetFragmentTexture(gxm_context, 0, &vgl_textures[texture2d_idx].gxm_tex);
vector3f *vertices = NULL;
vector2f *uv_map = NULL;
vector4f *colors = NULL;
@ -1646,7 +1646,7 @@ void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *gl_in
}
if (tex_unit->texture_array_state) {
if (!(textures[texture2d_idx].valid))
if (!(vgl_textures[texture2d_idx].valid))
return;
if (tex_unit->color_array_state) {
sceGxmSetVertexProgram(gxm_context, texture2d_rgba_vertex_program_patched);
@ -1709,7 +1709,7 @@ void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *gl_in
sceGxmSetUniformDataF(vertex_wvp_buffer, texture2d_clip_plane0_eq, 0, 4, &clip_plane0_eq.x);
sceGxmSetUniformDataF(vertex_wvp_buffer, texture2d_mv, 0, 16, (const float *)modelview_matrix);
}
sceGxmSetFragmentTexture(gxm_context, 0, &textures[texture2d_idx].gxm_tex);
sceGxmSetFragmentTexture(gxm_context, 0, &vgl_textures[texture2d_idx].gxm_tex);
vector3f *vertices = NULL;
vector2f *uv_map = NULL;
vector4f *colors = NULL;
@ -2106,13 +2106,13 @@ void vglDrawObjects(GLenum mode, GLsizei count, GLboolean implicit_wvp) {
if (!skip_draw) {
if (cur_program != 0) {
_vglDrawObjects_CustomShadersIMPL(mode, count, implicit_wvp);
sceGxmSetFragmentTexture(gxm_context, 0, &textures[texture2d_idx].gxm_tex);
sceGxmSetFragmentTexture(gxm_context, 0, &vgl_textures[texture2d_idx].gxm_tex);
// TEXUNIT1 support for custom shaders
texture_unit *tex_unit2 = &texture_units[client_texture_unit + 1];
int texture2d_idx2 = tex_unit2->tex_id;
if (textures[texture2d_idx2].valid)
sceGxmSetFragmentTexture(gxm_context, 1, &textures[texture2d_idx2].gxm_tex);
if (vgl_textures[texture2d_idx2].valid)
sceGxmSetFragmentTexture(gxm_context, 1, &vgl_textures[texture2d_idx2].gxm_tex);
sceGxmDraw(gxm_context, gxm_p, SCE_GXM_INDEX_FORMAT_U16, tex_unit->index_object, count);
} else {
@ -2122,7 +2122,7 @@ void vglDrawObjects(GLenum mode, GLsizei count, GLboolean implicit_wvp) {
mvp_modified = GL_FALSE;
}
if (tex_unit->texture_array_state) {
if (!(textures[texture2d_idx].valid))
if (!(vgl_textures[texture2d_idx].valid))
return;
if (tex_unit->color_array_state) {
if (tex_unit->color_object_type == GL_FLOAT)
@ -2193,7 +2193,7 @@ void vglDrawObjects(GLenum mode, GLsizei count, GLboolean implicit_wvp) {
sceGxmSetUniformDataF(vertex_wvp_buffer, texture2d_clip_plane0_eq, 0, 4, &clip_plane0_eq.x);
sceGxmSetUniformDataF(vertex_wvp_buffer, texture2d_mv, 0, 16, (const float *)modelview_matrix);
}
sceGxmSetFragmentTexture(gxm_context, 0, &textures[texture2d_idx].gxm_tex);
sceGxmSetFragmentTexture(gxm_context, 0, &vgl_textures[texture2d_idx].gxm_tex);
sceGxmSetVertexStream(gxm_context, 0, tex_unit->vertex_object);
sceGxmSetVertexStream(gxm_context, 1, tex_unit->texture_object);
if (tex_unit->color_array_state)