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https://gitee.com/openharmony/third_party_mesa3d
synced 2024-11-24 16:00:56 +00:00
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>
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841d1839e2
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@ -79,7 +79,7 @@ struct vbo_save_vertex_list {
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GLboolean dangling_attr_ref; /* current attr implicitly referenced
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outside the list */
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struct _mesa_prim *prim;
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struct _mesa_prim *prims;
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GLuint prim_count;
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struct vbo_save_vertex_store *vertex_store;
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@ -138,7 +138,7 @@ struct vbo_save_context {
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GLuint wrap_count;
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GLbitfield replay_flags;
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struct _mesa_prim *prim;
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struct _mesa_prim *prims;
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GLuint prim_count, prim_max;
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struct vbo_save_vertex_store *vertex_store;
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@ -104,7 +104,7 @@ _save_copy_vertices(struct gl_context *ctx,
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const fi_type * src_buffer)
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{
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struct vbo_save_context *save = &vbo_context(ctx)->save;
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const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
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const struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
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GLuint nr = prim->count;
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GLuint sz = save->vertex_size;
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const fi_type *src = src_buffer + prim->start * sz;
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@ -309,7 +309,7 @@ _save_reset_counters(struct gl_context *ctx)
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{
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struct vbo_save_context *save = &vbo_context(ctx)->save;
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save->prim = save->prim_store->prims + save->prim_store->used;
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save->prims = save->prim_store->prims + save->prim_store->used;
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save->buffer_map = save->vertex_store->buffer_map + save->vertex_store->used;
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assert(save->buffer_map == save->buffer_ptr);
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@ -371,7 +371,7 @@ static void
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convert_line_loop_to_strip(struct vbo_save_context *save,
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struct vbo_save_vertex_list *node)
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{
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struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
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struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
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assert(prim->mode == GL_LINE_LOOP);
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@ -439,7 +439,7 @@ _save_compile_vertex_list(struct gl_context *ctx)
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node->vertex_count = save->vert_count;
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node->wrap_count = save->copied.nr;
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node->dangling_attr_ref = save->dangling_attr_ref;
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node->prim = save->prim;
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node->prims = save->prims;
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node->prim_count = save->prim_count;
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node->vertex_store = save->vertex_store;
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node->prim_store = save->prim_store;
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@ -447,7 +447,7 @@ _save_compile_vertex_list(struct gl_context *ctx)
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node->vertex_store->refcount++;
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node->prim_store->refcount++;
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if (node->prim[0].no_current_update) {
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if (node->prims[0].no_current_update) {
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node->current_size = 0;
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node->current_data = NULL;
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}
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@ -488,11 +488,11 @@ _save_compile_vertex_list(struct gl_context *ctx)
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*/
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save->copied.nr = _save_copy_vertices(ctx, node, save->buffer_map);
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if (node->prim[node->prim_count - 1].mode == GL_LINE_LOOP) {
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if (node->prims[node->prim_count - 1].mode == GL_LINE_LOOP) {
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convert_line_loop_to_strip(save, node);
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}
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merge_prims(node->prim, &node->prim_count);
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merge_prims(node->prims, &node->prim_count);
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/* Deal with GL_COMPILE_AND_EXECUTE:
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*/
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@ -505,7 +505,7 @@ _save_compile_vertex_list(struct gl_context *ctx)
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(const GLfloat *) ((const char *) save->
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vertex_store->buffer_map +
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node->buffer_offset),
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node->attrsz, node->prim, node->prim_count,
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node->attrsz, node->prims, node->prim_count,
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node->wrap_count, node->vertex_size);
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_glapi_set_dispatch(dispatch);
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@ -570,10 +570,10 @@ _save_wrap_buffers(struct gl_context *ctx)
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/* Close off in-progress primitive.
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*/
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save->prim[i].count = (save->vert_count - save->prim[i].start);
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mode = save->prim[i].mode;
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weak = save->prim[i].weak;
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no_current_update = save->prim[i].no_current_update;
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save->prims[i].count = (save->vert_count - save->prims[i].start);
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mode = save->prims[i].mode;
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weak = save->prims[i].weak;
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no_current_update = save->prims[i].no_current_update;
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/* store the copied vertices, and allocate a new list.
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*/
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@ -581,17 +581,17 @@ _save_wrap_buffers(struct gl_context *ctx)
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/* Restart interrupted primitive
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*/
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save->prim[0].mode = mode;
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save->prim[0].weak = weak;
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save->prim[0].no_current_update = no_current_update;
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save->prim[0].begin = 0;
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save->prim[0].end = 0;
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save->prim[0].pad = 0;
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save->prim[0].start = 0;
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save->prim[0].count = 0;
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save->prim[0].num_instances = 1;
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save->prim[0].base_instance = 0;
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save->prim[0].is_indirect = 0;
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save->prims[0].mode = mode;
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save->prims[0].weak = weak;
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save->prims[0].no_current_update = no_current_update;
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save->prims[0].begin = 0;
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save->prims[0].end = 0;
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save->prims[0].pad = 0;
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save->prims[0].start = 0;
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save->prims[0].count = 0;
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save->prims[0].num_instances = 1;
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save->prims[0].base_instance = 0;
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save->prims[0].is_indirect = 0;
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save->prim_count = 1;
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}
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@ -940,7 +940,7 @@ dlist_fallback(struct gl_context *ctx)
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if (save->prim_count > 0) {
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/* Close off in-progress primitive. */
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GLint i = save->prim_count - 1;
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save->prim[i].count = save->vert_count - save->prim[i].start;
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save->prims[i].count = save->vert_count - save->prims[i].start;
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}
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/* Need to replay this display list with loopback,
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@ -1042,18 +1042,18 @@ vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode)
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const GLuint i = save->prim_count++;
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assert(i < save->prim_max);
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save->prim[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
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save->prim[i].begin = 1;
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save->prim[i].end = 0;
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save->prim[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0;
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save->prim[i].no_current_update =
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save->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
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save->prims[i].begin = 1;
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save->prims[i].end = 0;
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save->prims[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0;
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save->prims[i].no_current_update =
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(mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0;
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save->prim[i].pad = 0;
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save->prim[i].start = save->vert_count;
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save->prim[i].count = 0;
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save->prim[i].num_instances = 1;
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save->prim[i].base_instance = 0;
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save->prim[i].is_indirect = 0;
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save->prims[i].pad = 0;
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save->prims[i].start = save->vert_count;
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save->prims[i].count = 0;
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save->prims[i].num_instances = 1;
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save->prims[i].base_instance = 0;
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save->prims[i].is_indirect = 0;
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if (save->out_of_memory) {
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_mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
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@ -1075,8 +1075,8 @@ _save_End(void)
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const GLint i = save->prim_count - 1;
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ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
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save->prim[i].end = 1;
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save->prim[i].count = (save->vert_count - save->prim[i].start);
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save->prims[i].end = 1;
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save->prims[i].count = (save->vert_count - save->prims[i].start);
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if (i == (GLint) save->prim_max - 1) {
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_save_compile_vertex_list(ctx);
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@ -1119,7 +1119,7 @@ _save_PrimitiveRestartNV(void)
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"glPrimitiveRestartNV called outside glBegin/End");
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} else {
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/* get current primitive mode */
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GLenum curPrim = save->prim[save->prim_count - 1].mode;
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GLenum curPrim = save->prims[save->prim_count - 1].mode;
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/* restart primitive */
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CALL_End(GET_DISPATCH(), ());
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@ -1591,8 +1591,8 @@ vbo_save_EndList(struct gl_context *ctx)
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if (save->prim_count > 0) {
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GLint i = save->prim_count - 1;
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ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
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save->prim[i].end = 0;
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save->prim[i].count = save->vert_count - save->prim[i].start;
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save->prims[i].end = 0;
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save->prims[i].count = save->vert_count - save->prims[i].start;
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}
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/* Make sure this vertex list gets replayed by the "loopback"
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@ -1668,7 +1668,7 @@ vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f)
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buffer);
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for (i = 0; i < node->prim_count; i++) {
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struct _mesa_prim *prim = &node->prim[i];
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struct _mesa_prim *prim = &node->prims[i];
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fprintf(f, " prim %d: %s%s %d..%d %s %s\n",
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i,
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_mesa_lookup_prim_by_nr(prim->mode),
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@ -117,7 +117,7 @@ _playback_copy_to_current(struct gl_context *ctx,
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/* CurrentExecPrimitive
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*/
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if (node->prim_count) {
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const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
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const struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
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if (prim->end)
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ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
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else
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@ -235,7 +235,7 @@ vbo_save_loopback_vertex_list(struct gl_context *ctx,
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vbo_loopback_vertex_list(ctx,
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(const GLfloat *)(buffer + list->buffer_offset),
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list->attrsz,
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list->prim,
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list->prims,
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list->prim_count,
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list->wrap_count,
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list->vertex_size);
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@ -274,7 +274,7 @@ vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
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if (node->prim_count > 0) {
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if (_mesa_inside_begin_end(ctx) && node->prim[0].begin) {
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if (_mesa_inside_begin_end(ctx) && node->prims[0].begin) {
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/* Error: we're about to begin a new primitive but we're already
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* inside a glBegin/End pair.
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*/
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@ -315,7 +315,7 @@ vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
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if (node->vertex_count > 0) {
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vbo_context(ctx)->draw_prims(ctx,
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node->prim,
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node->prims,
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node->prim_count,
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NULL,
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GL_TRUE,
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