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 <ian.d.romanick@intel.com>
This commit is contained in:
Brian Paul 2018-01-12 09:52:05 -07:00
parent 841d1839e2
commit 4acc8a0de3
3 changed files with 47 additions and 47 deletions

View File

@ -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;

View File

@ -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),

View File

@ -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,