diff --git a/deps/vitaGL/source/framebuffers.c b/deps/vitaGL/source/framebuffers.c index 851aa6576e..5429ada3e3 100644 --- a/deps/vitaGL/source/framebuffers.c +++ b/deps/vitaGL/source/framebuffers.c @@ -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: diff --git a/deps/vitaGL/source/legacy.c b/deps/vitaGL/source/legacy.c index 25b151c034..081cad03aa 100644 --- a/deps/vitaGL/source/legacy.c +++ b/deps/vitaGL/source/legacy.c @@ -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; diff --git a/deps/vitaGL/source/state.h b/deps/vitaGL/source/state.h index 67f49e5fe7..c6e4df1187 100644 --- a/deps/vitaGL/source/state.h +++ b/deps/vitaGL/source/state.h @@ -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 diff --git a/deps/vitaGL/source/textures.c b/deps/vitaGL/source/textures.c index efc5937432..8451c67669 100644 --- a/deps/vitaGL/source/textures.c +++ b/deps/vitaGL/source/textures.c @@ -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: diff --git a/deps/vitaGL/source/vitaGL.c b/deps/vitaGL/source/vitaGL.c index 82164a83d9..bd9bd8a370 100644 --- a/deps/vitaGL/source/vitaGL.c +++ b/deps/vitaGL/source/vitaGL.c @@ -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)