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.
diff --git a/src/render/psp/SDL_render_psp.c b/src/render/psp/SDL_render_psp.c
index 3e17646..84dc472 100644
--- a/src/render/psp/SDL_render_psp.c
+++ b/src/render/psp/SDL_render_psp.c
@@ -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;