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Use aligned memory allocation for GL surface
git-svn-id: https://svn.eduke32.com/eduke32@6928 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 4 additions and 5 deletions
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@ -46,10 +46,10 @@ static GLuint compileShader(GLenum shaderType, const char* const source)
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glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0)
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{
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char *infoLog = (char*) malloc(logLength);
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char *infoLog = (char*) Bmalloc(logLength);
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glGetShaderInfoLog(shaderID, logLength, &logLength, infoLog);
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OSD_Printf("Log:\n%s\n", infoLog);
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free(infoLog);
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Bfree(infoLog);
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}
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}
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@ -64,7 +64,7 @@ bool glsurface_initialize(vec2_t inputBufferResolution)
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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bufferRes = inputBufferResolution;
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buffer = malloc(bufferRes.x*bufferRes.y);
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buffer = Xaligned_alloc(16, bufferRes.x * bufferRes.y);
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glGenBuffers(1, &quadVertsID);
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glBindBuffer(GL_ARRAY_BUFFER, quadVertsID);
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@ -168,8 +168,7 @@ void glsurface_destroy()
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if (!buffer)
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return;
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free(buffer);
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buffer = 0;
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ALIGNED_FREE_AND_NULL(buffer);
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glDeleteBuffers(1, &quadVertsID);
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quadVertsID = 0;
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