vbo: add comments, braces in ATTR_UNION() in vbo_exec_api.c
authorBrian Paul <brianp@vmware.com>
Mon, 12 Oct 2015 16:52:58 +0000 (10:52 -0600)
committerBrian Paul <brianp@vmware.com>
Tue, 13 Oct 2015 14:28:23 +0000 (08:28 -0600)
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
src/mesa/vbo/vbo_exec_api.c

index 583a2f9b79ff3a64c1741d06d971b0f441f8be06..9de2886c499e3a748099cb273cb1d7b4e53b3955 100644 (file)
@@ -413,18 +413,27 @@ vbo_exec_fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint newSize, GLenu
 /**
  * This macro is used to implement all the glVertex, glColor, glTexCoord,
  * glVertexAttrib, etc functions.
+ * \param A  attribute index
+ * \param N  attribute size (1..4)
+ * \param T  type (GL_FLOAT, GL_DOUBLE, GL_INT, GL_UNSIGNED_INT)
+ * \param C  cast type (fi_type or double)
+ * \param V0, V1, v2, V3  attribute value
  */
 #define ATTR_UNION( A, N, T, C, V0, V1, V2, V3 )                        \
 do {                                                                   \
    struct vbo_exec_context *exec = &vbo_context(ctx)->exec;            \
    int sz = (sizeof(C) / sizeof(GLfloat));                              \
-   if (unlikely(!(ctx->Driver.NeedFlush & FLUSH_UPDATE_CURRENT)))      \
+   if (unlikely(!(ctx->Driver.NeedFlush & FLUSH_UPDATE_CURRENT))) {     \
       vbo_exec_BeginVertices(ctx);                                     \
+   }                                                                   \
                                                                         \
+   /* check if attribute size or type is changing */                    \
    if (unlikely(exec->vtx.active_sz[A] != N * sz) ||                    \
-       unlikely(exec->vtx.attrtype[A] != T))                            \
+       unlikely(exec->vtx.attrtype[A] != T)) {                          \
       vbo_exec_fixup_vertex(ctx, A, N * sz, T);                         \
+   }                                                                   \
                                                                         \
+   /* store vertex attribute in vertex buffer */                        \
    {                                                                   \
       C *dest = (C *)exec->vtx.attrptr[A];                              \
       if (N>0) dest[0] = V0;                                           \
@@ -438,6 +447,7 @@ do {                                                                        \
       /* This is a glVertex call */                                    \
       GLuint i;                                                                \
                                                                        \
+      /* copy 32-bit words */                                           \
       for (i = 0; i < exec->vtx.vertex_size; i++)                      \
         exec->vtx.buffer_ptr[i] = exec->vtx.vertex[i];                 \
                                                                        \