PSP: use SDL_malloc/SDL_free
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@ -221,7 +221,7 @@ TextureSwizzle(PSP_TextureData *psp_texture)
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unsigned int *src = (unsigned int*) psp_texture->data;
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unsigned int *src = (unsigned int*) psp_texture->data;
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unsigned char *data = NULL;
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unsigned char *data = NULL;
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data = malloc(psp_texture->size);
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data = SDL_malloc(psp_texture->size);
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int j;
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int j;
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@ -246,7 +246,7 @@ TextureSwizzle(PSP_TextureData *psp_texture)
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blockaddress += rowblocksadd;
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blockaddress += rowblocksadd;
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}
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}
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free(psp_texture->data);
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SDL_free(psp_texture->data);
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psp_texture->data = data;
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psp_texture->data = data;
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psp_texture->swizzled = SDL_TRUE;
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psp_texture->swizzled = SDL_TRUE;
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@ -272,7 +272,7 @@ int TextureUnswizzle(PSP_TextureData *psp_texture)
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unsigned char *data = NULL;
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unsigned char *data = NULL;
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data = malloc(psp_texture->size);
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data = SDL_malloc(psp_texture->size);
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if(!data)
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if(!data)
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return 0;
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return 0;
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@ -308,7 +308,7 @@ int TextureUnswizzle(PSP_TextureData *psp_texture)
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ydst += dstrow;
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ydst += dstrow;
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}
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}
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free(psp_texture->data);
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SDL_free(psp_texture->data);
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psp_texture->data = data;
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psp_texture->data = data;
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