[Mesa-dev] [PATCH 1/8] mesa: rename some vars in arrayobj.c
Mathias Fröhlich
Mathias.Froehlich at gmx.net
Wed Oct 12 07:43:23 UTC 2016
Hi,
On Tuesday, 11 October 2016 20:10:26 CEST Brian Paul wrote:
> Use 'vao' instead of 'obj' to be consistent with other code.
> Plus, add a comment.
One question in patch #2.
Either way, the series is:
Reviewed-by: Mathias Fröhlich <mathias.froehlich at web.de>
> ---
> src/mesa/main/arrayobj.c | 55 ++++++++++++++++++++++++++
+---------------------
> 1 file changed, 31 insertions(+), 24 deletions(-)
>
> diff --git a/src/mesa/main/arrayobj.c b/src/mesa/main/arrayobj.c
> index 2d3b69c..fe11686 100644
> --- a/src/mesa/main/arrayobj.c
> +++ b/src/mesa/main/arrayobj.c
> @@ -223,13 +223,20 @@ _mesa_reference_vao_(struct gl_context *ctx,
> }
>
>
> -
> +/**
> + * Initialize attribtes of a vertex array within a vertex array object.
> + * \param vao the container vertex array object
> + * \param index which array in the VAO to initialize
> + * \param size number of components (1, 2, 3 or 4) per attribute
> + * \param type datatype of the attribute (GL_FLOAT, GL_INT, etc).
> + */
> static void
> init_array(struct gl_context *ctx,
> - struct gl_vertex_array_object *obj, GLuint index, GLint size,
GLint type)
> + struct gl_vertex_array_object *vao,
> + GLuint index, GLint size, GLint type)
> {
> - struct gl_vertex_attrib_array *array = &obj->VertexAttrib[index];
> - struct gl_vertex_buffer_binding *binding = &obj->VertexBinding[index];
> + struct gl_vertex_attrib_array *array = &vao->VertexAttrib[index];
> + struct gl_vertex_buffer_binding *binding = &vao->VertexBinding[index];
>
> array->Size = size;
> array->Type = type;
> @@ -260,47 +267,47 @@ init_array(struct gl_context *ctx,
> */
> void
> _mesa_initialize_vao(struct gl_context *ctx,
> - struct gl_vertex_array_object *obj,
> + struct gl_vertex_array_object *vao,
> GLuint name)
> {
> GLuint i;
>
> - obj->Name = name;
> + vao->Name = name;
>
> - mtx_init(&obj->Mutex, mtx_plain);
> - obj->RefCount = 1;
> + mtx_init(&vao->Mutex, mtx_plain);
> + vao->RefCount = 1;
>
> /* Init the individual arrays */
> - for (i = 0; i < ARRAY_SIZE(obj->VertexAttrib); i++) {
> + for (i = 0; i < ARRAY_SIZE(vao->VertexAttrib); i++) {
> switch (i) {
> case VERT_ATTRIB_WEIGHT:
> - init_array(ctx, obj, VERT_ATTRIB_WEIGHT, 1, GL_FLOAT);
> + init_array(ctx, vao, VERT_ATTRIB_WEIGHT, 1, GL_FLOAT);
> break;
> case VERT_ATTRIB_NORMAL:
> - init_array(ctx, obj, VERT_ATTRIB_NORMAL, 3, GL_FLOAT);
> + init_array(ctx, vao, VERT_ATTRIB_NORMAL, 3, GL_FLOAT);
> break;
> case VERT_ATTRIB_COLOR1:
> - init_array(ctx, obj, VERT_ATTRIB_COLOR1, 3, GL_FLOAT);
> + init_array(ctx, vao, VERT_ATTRIB_COLOR1, 3, GL_FLOAT);
> break;
> case VERT_ATTRIB_FOG:
> - init_array(ctx, obj, VERT_ATTRIB_FOG, 1, GL_FLOAT);
> + init_array(ctx, vao, VERT_ATTRIB_FOG, 1, GL_FLOAT);
> break;
> case VERT_ATTRIB_COLOR_INDEX:
> - init_array(ctx, obj, VERT_ATTRIB_COLOR_INDEX, 1, GL_FLOAT);
> + init_array(ctx, vao, VERT_ATTRIB_COLOR_INDEX, 1, GL_FLOAT);
> break;
> case VERT_ATTRIB_EDGEFLAG:
> - init_array(ctx, obj, VERT_ATTRIB_EDGEFLAG, 1, GL_BOOL);
> + init_array(ctx, vao, VERT_ATTRIB_EDGEFLAG, 1, GL_BOOL);
> break;
> case VERT_ATTRIB_POINT_SIZE:
> - init_array(ctx, obj, VERT_ATTRIB_POINT_SIZE, 1, GL_FLOAT);
> + init_array(ctx, vao, VERT_ATTRIB_POINT_SIZE, 1, GL_FLOAT);
> break;
> default:
> - init_array(ctx, obj, i, 4, GL_FLOAT);
> + init_array(ctx, vao, i, 4, GL_FLOAT);
> break;
> }
> }
>
> - _mesa_reference_buffer_object(ctx, &obj->IndexBufferObj,
> + _mesa_reference_buffer_object(ctx, &vao->IndexBufferObj,
> ctx->Shared->NullBufferObj);
> }
>
> @@ -309,11 +316,11 @@ _mesa_initialize_vao(struct gl_context *ctx,
> * Add the given array object to the array object pool.
> */
> static void
> -save_array_object( struct gl_context *ctx, struct gl_vertex_array_object
*obj )
> +save_array_object(struct gl_context *ctx, struct gl_vertex_array_object
*vao)
> {
> - if (obj->Name > 0) {
> + if (vao->Name > 0) {
> /* insert into hash table */
> - _mesa_HashInsert(ctx->Array.Objects, obj->Name, obj);
> + _mesa_HashInsert(ctx->Array.Objects, vao->Name, vao);
> }
> }
>
> @@ -323,11 +330,11 @@ save_array_object( struct gl_context *ctx, struct
gl_vertex_array_object *obj )
> * Do not deallocate the array object though.
> */
> static void
> -remove_array_object( struct gl_context *ctx, struct gl_vertex_array_object
*obj )
> +remove_array_object(struct gl_context *ctx, struct gl_vertex_array_object
*vao)
> {
> - if (obj->Name > 0) {
> + if (vao->Name > 0) {
> /* remove from hash table */
> - _mesa_HashRemove(ctx->Array.Objects, obj->Name);
> + _mesa_HashRemove(ctx->Array.Objects, vao->Name);
> }
> }
>
>
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