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gxm: Alloc uniform ring-buffer memory in sceGxmDraw, not reserve funcs
- Resolves #302 - The game worked by accident, the change from #297 didn't actually cause the regression. - Turns out libgxm allocated memory from ring buffers in sceGxmDraw, not when reserving uniform buffers. This resulted in Flood It (which allocated a default vertex buffer twice) to reserve 2 _separate_ vertex buffers resulting in a uniform not being written correctly. - Correct behavior should be that the second time a reservation happens in a single scene/command list, the initial buffer should be written instead, not a new one.
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