[Mesa-dev] [PATCH 2/4] mesa: reindent querymatrix.c

Brian Paul brianp at vmware.com
Tue Mar 10 18:41:54 PDT 2015


Use 3-space indents, not 4.  Move some comments after the case statements.
---
 src/mesa/main/querymatrix.c | 229 ++++++++++++++++++++++----------------------
 1 file changed, 115 insertions(+), 114 deletions(-)

diff --git a/src/mesa/main/querymatrix.c b/src/mesa/main/querymatrix.c
index 095817c..ca6b023 100644
--- a/src/mesa/main/querymatrix.c
+++ b/src/mesa/main/querymatrix.c
@@ -38,119 +38,120 @@
 #define FLOAT_TO_FIXED(x) ((GLfixed) ((x) * 65536.0))
 
 
-GLbitfield GLAPIENTRY _mesa_QueryMatrixxOES(GLfixed mantissa[16], GLint exponent[16])
+GLbitfield GLAPIENTRY
+_mesa_QueryMatrixxOES(GLfixed mantissa[16], GLint exponent[16])
 {
-    GLfloat matrix[16];
-    GLint tmp;
-    GLenum currentMode = GL_FALSE;
-    GLenum desiredMatrix = GL_FALSE;
-    /* The bitfield returns 1 for each component that is invalid (i.e.
-     * NaN or Inf).  In case of error, everything is invalid.
-     */
-    GLbitfield rv;
-    register unsigned int i;
-    unsigned int bit;
-
-    /* This data structure defines the mapping between the current matrix
-     * mode and the desired matrix identifier.
-     */
-    static struct {
-        GLenum currentMode;
-        GLenum desiredMatrix;
-    } modes[] = {
-        {GL_MODELVIEW, GL_MODELVIEW_MATRIX},
-        {GL_PROJECTION, GL_PROJECTION_MATRIX},
-        {GL_TEXTURE, GL_TEXTURE_MATRIX},
-    };
-
-    /* Call Mesa to get the current matrix in floating-point form.  First,
-     * we have to figure out what the current matrix mode is.
-     */
-    _mesa_GetIntegerv(GL_MATRIX_MODE, &tmp);
-    currentMode = (GLenum) tmp;
-
-    /* The mode is either GL_FALSE, if for some reason we failed to query
-     * the mode, or a given mode from the above table.  Search for the
-     * returned mode to get the desired matrix; if we don't find it,
-     * we can return immediately, as _mesa_GetInteger() will have
-     * logged the necessary error already.
-     */
-    for (i = 0; i < sizeof(modes)/sizeof(modes[0]); i++) {
-        if (modes[i].currentMode == currentMode) {
-            desiredMatrix = modes[i].desiredMatrix;
-            break;
-        }
-    }
-    if (desiredMatrix == GL_FALSE) {
-        /* Early error means all values are invalid. */
-        return 0xffff;
-    }
-
-    /* Now pull the matrix itself. */
-    _mesa_GetFloatv(desiredMatrix, matrix);
-
-    rv = 0;
-    for (i = 0, bit = 1; i < 16; i++, bit<<=1) {
-        float normalizedFraction;
-        int exp;
-
-        switch (fpclassify(matrix[i])) {
-            /* A "subnormal" or denormalized number is too small to be
-             * represented in normal format; but despite that it's a
-             * valid floating point number.  FP_ZERO and FP_NORMAL
-             * are both valid as well.  We should be fine treating
-             * these three cases as legitimate floating-point numbers.
-             */
-            case FP_SUBNORMAL:
-            case FP_NORMAL:
-            case FP_ZERO:
-                normalizedFraction = (GLfloat)frexp(matrix[i], &exp);
-                mantissa[i] = FLOAT_TO_FIXED(normalizedFraction);
-                exponent[i] = (GLint) exp;
-                break;
-
-            /* If the entry is not-a-number or an infinity, then the
-             * matrix component is invalid.  The invalid flag for
-             * the component is already set; might as well set the
-             * other return values to known values.  We'll set
-             * distinct values so that a savvy end user could determine
-             * whether the matrix component was a NaN or an infinity,
-             * but this is more useful for debugging than anything else
-             * since the standard doesn't specify any such magic
-             * values to return.
-             */
-            case FP_NAN:
-                mantissa[i] = INT_TO_FIXED(0);
-                exponent[i] = (GLint) 0;
-                rv |= bit;
-                break;
-
-            case FP_INFINITE:
-                /* Return +/- 1 based on whether it's a positive or
-                 * negative infinity.
-                 */
-                if (matrix[i] > 0) {
-                    mantissa[i] = INT_TO_FIXED(1);
-                }
-                else {
-                    mantissa[i] = -INT_TO_FIXED(1);
-                }
-                exponent[i] = (GLint) 0;
-                rv |= bit;
-                break;
-
-            /* We should never get here; but here's a catching case
-             * in case fpclassify() is returnings something unexpected.
-             */
-            default:
-                mantissa[i] = INT_TO_FIXED(2);
-                exponent[i] = (GLint) 0;
-                rv |= bit;
-                break;
-        }
-
-    } /* for each component */
-
-    /* All done */
-    return rv;
+   GLfloat matrix[16];
+   GLint tmp;
+   GLenum currentMode = GL_FALSE;
+   GLenum desiredMatrix = GL_FALSE;
+   /* The bitfield returns 1 for each component that is invalid (i.e.
+    * NaN or Inf).  In case of error, everything is invalid.
+    */
+   GLbitfield rv;
+   register unsigned int i;
+   unsigned int bit;
+
+   /* This data structure defines the mapping between the current matrix
+    * mode and the desired matrix identifier.
+    */
+   static struct {
+      GLenum currentMode;
+      GLenum desiredMatrix;
+   } modes[] = {
+      {GL_MODELVIEW, GL_MODELVIEW_MATRIX},
+      {GL_PROJECTION, GL_PROJECTION_MATRIX},
+      {GL_TEXTURE, GL_TEXTURE_MATRIX},
+   };
+
+   /* Call Mesa to get the current matrix in floating-point form.  First,
+    * we have to figure out what the current matrix mode is.
+    */
+   _mesa_GetIntegerv(GL_MATRIX_MODE, &tmp);
+   currentMode = (GLenum) tmp;
+
+   /* The mode is either GL_FALSE, if for some reason we failed to query
+    * the mode, or a given mode from the above table.  Search for the
+    * returned mode to get the desired matrix; if we don't find it,
+    * we can return immediately, as _mesa_GetInteger() will have
+    * logged the necessary error already.
+    */
+   for (i = 0; i < sizeof(modes)/sizeof(modes[0]); i++) {
+      if (modes[i].currentMode == currentMode) {
+         desiredMatrix = modes[i].desiredMatrix;
+         break;
+      }
+   }
+   if (desiredMatrix == GL_FALSE) {
+      /* Early error means all values are invalid. */
+      return 0xffff;
+   }
+
+   /* Now pull the matrix itself. */
+   _mesa_GetFloatv(desiredMatrix, matrix);
+
+   rv = 0;
+   for (i = 0, bit = 1; i < 16; i++, bit<<=1) {
+      float normalizedFraction;
+      int exp;
+
+      switch (fpclassify(matrix[i])) {
+      case FP_SUBNORMAL:
+      case FP_NORMAL:
+      case FP_ZERO:
+         /* A "subnormal" or denormalized number is too small to be
+          * represented in normal format; but despite that it's a
+          * valid floating point number.  FP_ZERO and FP_NORMAL
+          * are both valid as well.  We should be fine treating
+          * these three cases as legitimate floating-point numbers.
+          */
+         normalizedFraction = (GLfloat)frexp(matrix[i], &exp);
+         mantissa[i] = FLOAT_TO_FIXED(normalizedFraction);
+         exponent[i] = (GLint) exp;
+         break;
+
+      case FP_NAN:
+         /* If the entry is not-a-number or an infinity, then the
+          * matrix component is invalid.  The invalid flag for
+          * the component is already set; might as well set the
+          * other return values to known values.  We'll set
+          * distinct values so that a savvy end user could determine
+          * whether the matrix component was a NaN or an infinity,
+          * but this is more useful for debugging than anything else
+          * since the standard doesn't specify any such magic
+          * values to return.
+          */
+         mantissa[i] = INT_TO_FIXED(0);
+         exponent[i] = (GLint) 0;
+         rv |= bit;
+         break;
+
+      case FP_INFINITE:
+         /* Return +/- 1 based on whether it's a positive or
+          * negative infinity.
+          */
+         if (matrix[i] > 0) {
+            mantissa[i] = INT_TO_FIXED(1);
+         }
+         else {
+            mantissa[i] = -INT_TO_FIXED(1);
+         }
+         exponent[i] = (GLint) 0;
+         rv |= bit;
+         break;
+
+      default:
+         /* We should never get here; but here's a catching case
+          * in case fpclassify() is returnings something unexpected.
+          */
+         mantissa[i] = INT_TO_FIXED(2);
+         exponent[i] = (GLint) 0;
+         rv |= bit;
+         break;
+      }
+
+   } /* for each component */
+
+   /* All done */
+   return rv;
 }
-- 
1.9.1



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