From: Brian Paul Date: Fri, 12 Jan 2018 16:52:05 +0000 (-0700) Subject: vbo: rename prim to prims X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=4acc8a0de3b136882483b25add0b8b21ceff9bb5;p=mesa.git vbo: rename prim to prims Using a plural name makes it easier to see that this is an array and not a pointer to a single object. Reviewed-by: Ian Romanick --- diff --git a/src/mesa/vbo/vbo_save.h b/src/mesa/vbo/vbo_save.h index e9f3cae0642..32782b13e70 100644 --- a/src/mesa/vbo/vbo_save.h +++ b/src/mesa/vbo/vbo_save.h @@ -79,7 +79,7 @@ struct vbo_save_vertex_list { GLboolean dangling_attr_ref; /* current attr implicitly referenced outside the list */ - struct _mesa_prim *prim; + struct _mesa_prim *prims; GLuint prim_count; struct vbo_save_vertex_store *vertex_store; @@ -138,7 +138,7 @@ struct vbo_save_context { GLuint wrap_count; GLbitfield replay_flags; - struct _mesa_prim *prim; + struct _mesa_prim *prims; GLuint prim_count, prim_max; struct vbo_save_vertex_store *vertex_store; diff --git a/src/mesa/vbo/vbo_save_api.c b/src/mesa/vbo/vbo_save_api.c index fefe420ea2e..84d8d1e0523 100644 --- a/src/mesa/vbo/vbo_save_api.c +++ b/src/mesa/vbo/vbo_save_api.c @@ -104,7 +104,7 @@ _save_copy_vertices(struct gl_context *ctx, const fi_type * src_buffer) { struct vbo_save_context *save = &vbo_context(ctx)->save; - const struct _mesa_prim *prim = &node->prim[node->prim_count - 1]; + const struct _mesa_prim *prim = &node->prims[node->prim_count - 1]; GLuint nr = prim->count; GLuint sz = save->vertex_size; const fi_type *src = src_buffer + prim->start * sz; @@ -309,7 +309,7 @@ _save_reset_counters(struct gl_context *ctx) { struct vbo_save_context *save = &vbo_context(ctx)->save; - save->prim = save->prim_store->prims + save->prim_store->used; + save->prims = save->prim_store->prims + save->prim_store->used; save->buffer_map = save->vertex_store->buffer_map + save->vertex_store->used; assert(save->buffer_map == save->buffer_ptr); @@ -371,7 +371,7 @@ static void convert_line_loop_to_strip(struct vbo_save_context *save, struct vbo_save_vertex_list *node) { - struct _mesa_prim *prim = &node->prim[node->prim_count - 1]; + struct _mesa_prim *prim = &node->prims[node->prim_count - 1]; assert(prim->mode == GL_LINE_LOOP); @@ -439,7 +439,7 @@ _save_compile_vertex_list(struct gl_context *ctx) node->vertex_count = save->vert_count; node->wrap_count = save->copied.nr; node->dangling_attr_ref = save->dangling_attr_ref; - node->prim = save->prim; + node->prims = save->prims; node->prim_count = save->prim_count; node->vertex_store = save->vertex_store; node->prim_store = save->prim_store; @@ -447,7 +447,7 @@ _save_compile_vertex_list(struct gl_context *ctx) node->vertex_store->refcount++; node->prim_store->refcount++; - if (node->prim[0].no_current_update) { + if (node->prims[0].no_current_update) { node->current_size = 0; node->current_data = NULL; } @@ -488,11 +488,11 @@ _save_compile_vertex_list(struct gl_context *ctx) */ save->copied.nr = _save_copy_vertices(ctx, node, save->buffer_map); - if (node->prim[node->prim_count - 1].mode == GL_LINE_LOOP) { + if (node->prims[node->prim_count - 1].mode == GL_LINE_LOOP) { convert_line_loop_to_strip(save, node); } - merge_prims(node->prim, &node->prim_count); + merge_prims(node->prims, &node->prim_count); /* Deal with GL_COMPILE_AND_EXECUTE: */ @@ -505,7 +505,7 @@ _save_compile_vertex_list(struct gl_context *ctx) (const GLfloat *) ((const char *) save-> vertex_store->buffer_map + node->buffer_offset), - node->attrsz, node->prim, node->prim_count, + node->attrsz, node->prims, node->prim_count, node->wrap_count, node->vertex_size); _glapi_set_dispatch(dispatch); @@ -570,10 +570,10 @@ _save_wrap_buffers(struct gl_context *ctx) /* Close off in-progress primitive. */ - save->prim[i].count = (save->vert_count - save->prim[i].start); - mode = save->prim[i].mode; - weak = save->prim[i].weak; - no_current_update = save->prim[i].no_current_update; + save->prims[i].count = (save->vert_count - save->prims[i].start); + mode = save->prims[i].mode; + weak = save->prims[i].weak; + no_current_update = save->prims[i].no_current_update; /* store the copied vertices, and allocate a new list. */ @@ -581,17 +581,17 @@ _save_wrap_buffers(struct gl_context *ctx) /* Restart interrupted primitive */ - save->prim[0].mode = mode; - save->prim[0].weak = weak; - save->prim[0].no_current_update = no_current_update; - save->prim[0].begin = 0; - save->prim[0].end = 0; - save->prim[0].pad = 0; - save->prim[0].start = 0; - save->prim[0].count = 0; - save->prim[0].num_instances = 1; - save->prim[0].base_instance = 0; - save->prim[0].is_indirect = 0; + save->prims[0].mode = mode; + save->prims[0].weak = weak; + save->prims[0].no_current_update = no_current_update; + save->prims[0].begin = 0; + save->prims[0].end = 0; + save->prims[0].pad = 0; + save->prims[0].start = 0; + save->prims[0].count = 0; + save->prims[0].num_instances = 1; + save->prims[0].base_instance = 0; + save->prims[0].is_indirect = 0; save->prim_count = 1; } @@ -940,7 +940,7 @@ dlist_fallback(struct gl_context *ctx) if (save->prim_count > 0) { /* Close off in-progress primitive. */ GLint i = save->prim_count - 1; - save->prim[i].count = save->vert_count - save->prim[i].start; + save->prims[i].count = save->vert_count - save->prims[i].start; } /* Need to replay this display list with loopback, @@ -1042,18 +1042,18 @@ vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode) const GLuint i = save->prim_count++; assert(i < save->prim_max); - save->prim[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK; - save->prim[i].begin = 1; - save->prim[i].end = 0; - save->prim[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0; - save->prim[i].no_current_update = + save->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK; + save->prims[i].begin = 1; + save->prims[i].end = 0; + save->prims[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0; + save->prims[i].no_current_update = (mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0; - save->prim[i].pad = 0; - save->prim[i].start = save->vert_count; - save->prim[i].count = 0; - save->prim[i].num_instances = 1; - save->prim[i].base_instance = 0; - save->prim[i].is_indirect = 0; + save->prims[i].pad = 0; + save->prims[i].start = save->vert_count; + save->prims[i].count = 0; + save->prims[i].num_instances = 1; + save->prims[i].base_instance = 0; + save->prims[i].is_indirect = 0; if (save->out_of_memory) { _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop); @@ -1075,8 +1075,8 @@ _save_End(void) const GLint i = save->prim_count - 1; ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END; - save->prim[i].end = 1; - save->prim[i].count = (save->vert_count - save->prim[i].start); + save->prims[i].end = 1; + save->prims[i].count = (save->vert_count - save->prims[i].start); if (i == (GLint) save->prim_max - 1) { _save_compile_vertex_list(ctx); @@ -1119,7 +1119,7 @@ _save_PrimitiveRestartNV(void) "glPrimitiveRestartNV called outside glBegin/End"); } else { /* get current primitive mode */ - GLenum curPrim = save->prim[save->prim_count - 1].mode; + GLenum curPrim = save->prims[save->prim_count - 1].mode; /* restart primitive */ CALL_End(GET_DISPATCH(), ()); @@ -1591,8 +1591,8 @@ vbo_save_EndList(struct gl_context *ctx) if (save->prim_count > 0) { GLint i = save->prim_count - 1; ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END; - save->prim[i].end = 0; - save->prim[i].count = save->vert_count - save->prim[i].start; + save->prims[i].end = 0; + save->prims[i].count = save->vert_count - save->prims[i].start; } /* Make sure this vertex list gets replayed by the "loopback" @@ -1668,7 +1668,7 @@ vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f) buffer); for (i = 0; i < node->prim_count; i++) { - struct _mesa_prim *prim = &node->prim[i]; + struct _mesa_prim *prim = &node->prims[i]; fprintf(f, " prim %d: %s%s %d..%d %s %s\n", i, _mesa_lookup_prim_by_nr(prim->mode), diff --git a/src/mesa/vbo/vbo_save_draw.c b/src/mesa/vbo/vbo_save_draw.c index e7e4e94ee95..d10d2dd11b6 100644 --- a/src/mesa/vbo/vbo_save_draw.c +++ b/src/mesa/vbo/vbo_save_draw.c @@ -117,7 +117,7 @@ _playback_copy_to_current(struct gl_context *ctx, /* CurrentExecPrimitive */ if (node->prim_count) { - const struct _mesa_prim *prim = &node->prim[node->prim_count - 1]; + const struct _mesa_prim *prim = &node->prims[node->prim_count - 1]; if (prim->end) ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END; else @@ -235,7 +235,7 @@ vbo_save_loopback_vertex_list(struct gl_context *ctx, vbo_loopback_vertex_list(ctx, (const GLfloat *)(buffer + list->buffer_offset), list->attrsz, - list->prim, + list->prims, list->prim_count, list->wrap_count, list->vertex_size); @@ -274,7 +274,7 @@ vbo_save_playback_vertex_list(struct gl_context *ctx, void *data) if (node->prim_count > 0) { - if (_mesa_inside_begin_end(ctx) && node->prim[0].begin) { + if (_mesa_inside_begin_end(ctx) && node->prims[0].begin) { /* Error: we're about to begin a new primitive but we're already * inside a glBegin/End pair. */ @@ -315,7 +315,7 @@ vbo_save_playback_vertex_list(struct gl_context *ctx, void *data) if (node->vertex_count > 0) { vbo_context(ctx)->draw_prims(ctx, - node->prim, + node->prims, node->prim_count, NULL, GL_TRUE,