-/* $Id: m_vector.c,v 1.1 2000/11/16 21:05:41 keithw Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 3.5
- *
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
- *
+ *
+ * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
+ *
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
- *
+ *
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
- *
+ *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*/
/*
*/
-#include "glheader.h"
-#include "macros.h"
-#include "mem.h"
+#include "main/glheader.h"
+#include "main/imports.h"
+#include "main/macros.h"
#include "m_vector.h"
-/*
+/**
* Given a vector [count][4] of floats, set all the [][elt] values
* to 0 (if elt = 0, 1, 2) or 1.0 (if elt = 3).
*/
-void gl_vector4f_clean_elem( GLvector4f *vec, GLuint count, GLuint elt )
+void
+_mesa_vector4f_clean_elem( GLvector4f *vec, GLuint count, GLuint elt )
{
static const GLubyte elem_bits[4] = {
VEC_DIRTY_0,
- VEC_DIRTY_1,
- VEC_DIRTY_2,
+ VEC_DIRTY_1,
+ VEC_DIRTY_2,
VEC_DIRTY_3
};
static const GLfloat clean[4] = { 0, 0, 0, 1 };
const GLfloat v = clean[elt];
GLfloat (*data)[4] = (GLfloat (*)[4])vec->start;
- GLuint i;
+ GLuint i;
- for (i = 0 ; i < count ; i++)
+ for (i = 0; i < count; i++)
data[i][elt] = v;
vec->flags &= ~elem_bits[elt];
}
+
static const GLubyte size_bits[5] = {
0,
VEC_SIZE_1,
};
-
-/*
+/**
* Initialize GLvector objects.
- * Input: v - the vector object to initialize.
- * flags - bitwise-OR of VEC_* flags
- * storage - pointer to storage for the vector's data
+ * \param v the vector object to initialize.
+ * \param flags bitwise-OR of VEC_* flags
+ * \param storage pointer to storage for the vector's data
*/
-
-
-void gl_vector4f_init( GLvector4f *v, GLuint flags, GLfloat (*storage)[4] )
+void
+_mesa_vector4f_init( GLvector4f *v, GLbitfield flags, GLfloat (*storage)[4] )
{
v->stride = 4 * sizeof(GLfloat);
v->size = 2; /* may change: 2-4 for vertices and 1-4 for texcoords */
v->data = storage;
v->start = (GLfloat *) storage;
v->count = 0;
- v->flags = size_bits[4] | flags | VEC_GOOD_STRIDE;
-}
-
-void gl_vector3f_init( GLvector3f *v, GLuint flags, GLfloat (*storage)[3] )
-{
- v->stride = 3 * sizeof(GLfloat);
- v->data = storage;
- v->start = (GLfloat *) storage;
- v->count = 0;
- v->flags = flags | VEC_GOOD_STRIDE;
-}
-
-void gl_vector1f_init( GLvector1f *v, GLuint flags, GLfloat *storage )
-{
- v->stride = 1*sizeof(GLfloat);
- v->data = storage;
- v->start = (GLfloat *)storage;
- v->count = 0;
- v->flags = flags | VEC_GOOD_STRIDE;
-}
-
-void gl_vector4ub_init( GLvector4ub *v, GLuint flags, GLubyte (*storage)[4] )
-{
- v->stride = 4 * sizeof(GLubyte);
- v->data = storage;
- v->start = (GLubyte *) storage;
- v->count = 0;
- v->flags = flags | VEC_GOOD_STRIDE;
-}
-
-void gl_vector1ub_init( GLvector1ub *v, GLuint flags, GLubyte *storage )
-{
- v->stride = 1 * sizeof(GLubyte);
- v->data = storage;
- v->start = (GLubyte *) storage;
- v->count = 0;
- v->flags = flags | VEC_GOOD_STRIDE;
-}
-
-void gl_vector1ui_init( GLvector1ui *v, GLuint flags, GLuint *storage )
-{
- v->stride = 1 * sizeof(GLuint);
- v->data = storage;
- v->start = (GLuint *) storage;
- v->count = 0;
- v->flags = flags | VEC_GOOD_STRIDE;
+ v->flags = size_bits[4] | flags;
}
-/*
+/**
* Initialize GLvector objects and allocate storage.
- * Input: v - the vector object
- * sz - unused????
- * flags - bitwise-OR of VEC_* flags
- * count - number of elements to allocate in vector
- * alignment - desired memory alignment for the data (in bytes)
+ * \param v the vector object
+ * \param flags bitwise-OR of VEC_* flags
+ * \param count number of elements to allocate in vector
+ * \param alignment desired memory alignment for the data (in bytes)
*/
-
-
-void gl_vector4f_alloc( GLvector4f *v, GLuint flags, GLuint count,
- GLuint alignment )
+void
+_mesa_vector4f_alloc( GLvector4f *v, GLbitfield flags, GLuint count,
+ GLuint alignment )
{
v->stride = 4 * sizeof(GLfloat);
v->size = 2;
- v->storage = ALIGN_MALLOC( count * 4 * sizeof(GLfloat), alignment );
+ v->storage = _mesa_align_malloc( count * 4 * sizeof(GLfloat), alignment );
+ v->storage_count = count;
v->start = (GLfloat *) v->storage;
v->data = (GLfloat (*)[4]) v->storage;
v->count = 0;
- v->flags = size_bits[4] | flags | VEC_MALLOC | VEC_GOOD_STRIDE;
-}
-
-void gl_vector3f_alloc( GLvector3f *v, GLuint flags, GLuint count,
- GLuint alignment )
-{
- v->stride = 3 * sizeof(GLfloat);
- v->storage = ALIGN_MALLOC( count * 3 * sizeof(GLfloat), alignment );
- v->start = (GLfloat *) v->storage;
- v->data = (GLfloat (*)[3]) v->storage;
- v->count = 0;
- v->flags = flags | VEC_MALLOC | VEC_GOOD_STRIDE;
+ v->flags = size_bits[4] | flags | VEC_MALLOC;
}
-void gl_vector1f_alloc( GLvector1f *v, GLuint flags, GLuint count,
- GLuint alignment )
-{
- v->stride = sizeof(GLfloat);
- v->storage = v->start = (GLfloat *)
- ALIGN_MALLOC( count * sizeof(GLfloat), alignment );
- v->data = v->start;
- v->count = 0;
- v->flags = flags | VEC_MALLOC | VEC_GOOD_STRIDE;
-}
-void gl_vector4ub_alloc( GLvector4ub *v, GLuint flags, GLuint count,
- GLuint alignment )
-{
- v->stride = 4 * sizeof(GLubyte);
- v->storage = ALIGN_MALLOC( count * 4 * sizeof(GLubyte), alignment );
- v->start = (GLubyte *) v->storage;
- v->data = (GLubyte (*)[4]) v->storage;
- v->count = 0;
- v->flags = flags | VEC_MALLOC | VEC_GOOD_STRIDE;
-}
-
-void gl_vector1ub_alloc( GLvector1ub *v, GLuint flags, GLuint count,
- GLuint alignment )
-{
- v->stride = 1 * sizeof(GLubyte);
- v->storage = ALIGN_MALLOC( count * sizeof(GLubyte), alignment );
- v->start = (GLubyte *) v->storage;
- v->data = (GLubyte *) v->storage;
- v->count = 0;
- v->flags = flags | VEC_MALLOC | VEC_GOOD_STRIDE;
-}
-
-void gl_vector1ui_alloc( GLvector1ui *v, GLuint flags, GLuint count,
- GLuint alignment )
-{
- v->stride = 1 * sizeof(GLuint);
- v->storage = ALIGN_MALLOC( count * sizeof(GLuint), alignment );
- v->start = (GLuint *) v->storage;
- v->data = (GLuint *) v->storage;
- v->count = 0;
- v->flags = flags | VEC_MALLOC | VEC_GOOD_STRIDE;
-}
-
-
-
-/*
+/**
* Vector deallocation. Free whatever memory is pointed to by the
* vector's storage field if the VEC_MALLOC flag is set.
* DO NOT free the GLvector object itself, though.
*/
-
-
-void gl_vector4f_free( GLvector4f *v )
-{
- if (v->flags & VEC_MALLOC) {
- ALIGN_FREE( v->storage );
- v->data = NULL;
- v->start = NULL;
- v->storage = NULL;
- v->flags &= ~VEC_MALLOC;
- }
-}
-
-void gl_vector3f_free( GLvector3f *v )
-{
- if (v->flags & VEC_MALLOC) {
- ALIGN_FREE( v->storage );
- v->data = 0;
- v->start = 0;
- v->storage = 0;
- v->flags &= ~VEC_MALLOC;
- }
-}
-
-void gl_vector1f_free( GLvector1f *v )
-{
- if (v->flags & VEC_MALLOC) {
- ALIGN_FREE( v->storage );
- v->data = NULL;
- v->start = NULL;
- v->storage = NULL;
- v->flags &= ~VEC_MALLOC;
- }
-}
-
-void gl_vector4ub_free( GLvector4ub *v )
-{
- if (v->flags & VEC_MALLOC) {
- ALIGN_FREE( v->storage );
- v->data = NULL;
- v->start = NULL;
- v->storage = NULL;
- v->flags &= ~VEC_MALLOC;
- }
-}
-
-void gl_vector1ub_free( GLvector1ub *v )
-{
- if (v->flags & VEC_MALLOC) {
- ALIGN_FREE( v->storage );
- v->data = NULL;
- v->start = NULL;
- v->storage = NULL;
- v->flags &= ~VEC_MALLOC;
- }
-}
-
-void gl_vector1ui_free( GLvector1ui *v )
+void
+_mesa_vector4f_free( GLvector4f *v )
{
if (v->flags & VEC_MALLOC) {
- ALIGN_FREE( v->storage );
+ _mesa_align_free( v->storage );
v->data = NULL;
v->start = NULL;
v->storage = NULL;
}
-/*
+/**
* For debugging
*/
-void gl_vector4f_print( GLvector4f *v, GLubyte *cullmask, GLboolean culling )
+void
+_mesa_vector4f_print( const GLvector4f *v, const GLubyte *cullmask,
+ GLboolean culling )
{
- GLfloat c[4] = { 0, 0, 0, 1 };
- const char *templates[5] = {
+ static const GLfloat c[4] = { 0, 0, 0, 1 };
+ static const char *templates[5] = {
"%d:\t0, 0, 0, 1\n",
"%d:\t%f, 0, 0, 1\n",
"%d:\t%f, %f, 0, 1\n",
GLuint j, i = 0, count;
printf("data-start\n");
- for ( ; d != v->start ; STRIDE_F(d, v->stride), i++)
- printf( t, i, d[0], d[1], d[2], d[3]);
-
+ for (; d != v->start; STRIDE_F(d, v->stride), i++)
+ printf(t, i, d[0], d[1], d[2], d[3]);
+
printf("start-count(%u)\n", v->count);
count = i + v->count;
if (culling) {
- for ( ; i < count ; STRIDE_F(d, v->stride), i++)
- if (cullmask[i])
- printf( t, i, d[0], d[1], d[2], d[3]);
+ for (; i < count; STRIDE_F(d, v->stride), i++)
+ if (cullmask[i])
+ printf(t, i, d[0], d[1], d[2], d[3]);
}
else {
- for ( ; i < count ; STRIDE_F(d, v->stride), i++)
- printf( t, i, d[0], d[1], d[2], d[3]);
+ for (; i < count; STRIDE_F(d, v->stride), i++)
+ printf(t, i, d[0], d[1], d[2], d[3]);
}
- for (j = v->size ; j < 4; j++) {
+ for (j = v->size; j < 4; j++) {
if ((v->flags & (1<<j)) == 0) {
printf("checking col %u is clean as advertised ", j);
- for (i = 0, d = (GLfloat *) v->data ;
- i < count && d[j] == c[j] ;
- i++, STRIDE_F(d, v->stride)) {};
+ for (i = 0, d = (GLfloat *) v->data;
+ i < count && d[j] == c[j];
+ i++, STRIDE_F(d, v->stride)) {
+ /* no-op */
+ }
- if (i == count)
+ if (i == count)
printf(" --> ok\n");
- else
+ else
printf(" --> Failed at %u ******\n", i);
}
}
}
-
-
-/*
- * For debugging
- */
-void gl_vector3f_print( GLvector3f *v, GLubyte *cullmask, GLboolean culling )
-{
- GLfloat *d = (GLfloat *)v->data;
- GLuint i = 0, count;
-
- printf("data-start\n");
- for ( ; d != v->start ; STRIDE_F(d,v->stride), i++)
- printf( "%u:\t%f, %f, %f\n", i, d[0], d[1], d[2]);
-
- printf("start-count(%u)\n", v->count);
- count = i + v->count;
-
- if (culling) {
- for ( ; i < count ; STRIDE_F(d,v->stride), i++)
- if (cullmask[i])
- printf( "%u:\t%f, %f, %f\n", i, d[0], d[1], d[2]);
- }
- else {
- for ( ; i < count ; STRIDE_F(d,v->stride), i++)
- printf( "%u:\t%f, %f, %f\n", i, d[0], d[1], d[2]);
- }
-}