mirror of
https://gitee.com/openharmony/third_party_mesa3d
synced 2024-11-27 17:40:43 +00:00
now using GL_MALLOC, GL_FREE
This commit is contained in:
parent
375853e867
commit
60a249d009
@ -1,4 +1,4 @@
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/* $Id: depth.c,v 1.4 1999/10/08 09:27:10 keithw Exp $ */
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/* $Id: depth.c,v 1.5 1999/10/10 12:51:29 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@ -36,7 +36,6 @@
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#include "all.h"
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#else
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#ifndef XFree86Server
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#else
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@ -812,12 +811,12 @@ void gl_alloc_depth_buffer( GLcontext* ctx )
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{
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/* deallocate current depth buffer if present */
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if (ctx->Buffer->Depth) {
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free(ctx->Buffer->Depth);
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GL_FREE(ctx->Buffer->Depth);
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ctx->Buffer->Depth = NULL;
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}
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/* allocate new depth buffer, but don't initialize it */
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ctx->Buffer->Depth = (GLdepth *) malloc( ctx->Buffer->Width
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ctx->Buffer->Depth = (GLdepth *) GL_ALLOC( ctx->Buffer->Width
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* ctx->Buffer->Height
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* sizeof(GLdepth) );
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if (!ctx->Buffer->Depth) {
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@ -1,4 +1,4 @@
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/* $Id: dlist.c,v 1.7 1999/10/09 10:01:46 brianp Exp $ */
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/* $Id: dlist.c,v 1.8 1999/10/10 12:51:29 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@ -303,7 +303,7 @@ static Node *alloc_instruction( GLcontext *ctx, OpCode opcode, GLint argcount )
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/* This block is full. Allocate a new block and chain to it */
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n = ctx->CurrentBlock + ctx->CurrentPos;
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n[0].opcode = OPCODE_CONTINUE;
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newblock = (Node *) malloc( sizeof(Node) * BLOCK_SIZE );
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newblock = (Node *) GL_ALLOC( sizeof(Node) * BLOCK_SIZE );
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if (!newblock) {
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gl_error( ctx, GL_OUT_OF_MEMORY, "Building display list" );
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return NULL;
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@ -329,7 +329,7 @@ static Node *alloc_instruction( GLcontext *ctx, OpCode opcode, GLint argcount )
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*/
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static Node *make_empty_list( void )
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{
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Node *n = (Node *) malloc( sizeof(Node) );
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Node *n = (Node *) GL_ALLOC( sizeof(Node) );
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n[0].opcode = OPCODE_END_OF_LIST;
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return n;
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}
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@ -385,7 +385,7 @@ void gl_destroy_list( GLcontext *ctx, GLuint list )
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n += InstSize[n[0].opcode];
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break;
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case OPCODE_POLYGON_STIPPLE:
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free( n[1].data );
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GL_FREE( n[1].data );
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n += InstSize[n[0].opcode];
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break;
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case OPCODE_TEX_IMAGE1D:
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@ -412,11 +412,11 @@ void gl_destroy_list( GLcontext *ctx, GLuint list )
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break;
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case OPCODE_CONTINUE:
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n = (Node *) n[1].next;
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free( block );
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GL_FREE( block );
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block = n;
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break;
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case OPCODE_END_OF_LIST:
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free( block );
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GL_FREE( block );
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done = GL_TRUE;
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break;
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default:
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@ -1670,7 +1670,7 @@ static void save_PixelMapfv( GLcontext *ctx,
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if (n) {
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n[1].e = map;
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n[2].i = mapsize;
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n[3].data = (void *) malloc( mapsize * sizeof(GLfloat) );
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n[3].data = (void *) GL_ALLOC( mapsize * sizeof(GLfloat) );
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MEMCPY( n[3].data, (void *) values, mapsize * sizeof(GLfloat) );
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}
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if (ctx->ExecuteFlag) {
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@ -1766,7 +1766,7 @@ static void save_PolygonStipple( GLcontext *ctx, const GLuint *pattern )
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n = alloc_instruction( ctx, OPCODE_POLYGON_STIPPLE, 1 );
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if (n) {
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void *data;
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n[1].data = malloc( 32 * 4 );
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n[1].data = GL_ALLOC( 32 * 4 );
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data = n[1].data; /* This needed for Acorn compiler */
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MEMCPY( data, pattern, 32 * 4 );
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}
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@ -2380,8 +2380,6 @@ static void save_ClientActiveTexture( GLcontext *ctx, GLenum target )
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void gl_compile_cassette( GLcontext *ctx )
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{
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Node *n = alloc_instruction( ctx, OPCODE_VERTEX_CASSETTE, 1 );
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@ -2389,21 +2387,20 @@ void gl_compile_cassette( GLcontext *ctx )
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struct immediate *im = ctx->input;
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if (!n || !new_im) {
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if (n) free(n);
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if (new_im) gl_immediate_free(new_im);
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if (n)
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GL_FREE(n);
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if (new_im)
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gl_immediate_free(new_im);
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return;
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}
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/* Do some easy optimizations of the cassette.
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*/
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if (im->v.Obj.size < 4 &&
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im->Count > 15)
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{
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im->Bounds = (GLfloat (*)[3]) malloc(6 * sizeof(GLfloat));
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if (im->v.Obj.size < 4 && im->Count > 15) {
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im->Bounds = (GLfloat (*)[3]) GL_ALLOC(6 * sizeof(GLfloat));
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(gl_calc_bound_tab[im->v.Obj.size])( im->Bounds, &im->v.Obj );
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}
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n[1].data = (void *)im;
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SET_IMMEDIATE( ctx, new_im );
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}
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@ -3041,7 +3038,7 @@ void gl_NewList( GLcontext *ctx, GLuint list, GLenum mode )
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/* Allocate new display list */
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ctx->CurrentListNum = list;
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ctx->CurrentBlock = (Node *) malloc( sizeof(Node) * BLOCK_SIZE );
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ctx->CurrentBlock = (Node *) GL_ALLOC( sizeof(Node) * BLOCK_SIZE );
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ctx->CurrentListPtr = ctx->CurrentBlock;
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ctx->CurrentPos = 0;
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@ -3092,7 +3089,7 @@ void gl_EndList( GLcontext *ctx )
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/* KW: Put back the old input pointer.
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*/
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free( ctx->input );
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GL_FREE( ctx->input );
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SET_IMMEDIATE( ctx, ctx->VB->IM );
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gl_reset_input( ctx );
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@ -1,4 +1,4 @@
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/* $Id: enums.c,v 1.1 1999/08/19 00:55:41 jtg Exp $ */
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/* $Id: enums.c,v 1.2 1999/10/10 12:51:29 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@ -27,6 +27,7 @@
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#include "GL/gl.h"
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#include "enums.h"
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#include "macros.h"
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#include <stdlib.h>
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#include <string.h>
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@ -824,7 +825,7 @@ static int compar_nr( const enum_elt **a, const enum_elt **b )
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static void sort_enums( void )
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{
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int i;
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index1 = (enum_elt **)malloc( Elements(all_enums) * sizeof(enum_elt *) );
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index1 = (enum_elt **)GL_ALLOC( Elements(all_enums) * sizeof(enum_elt *) );
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sorted = 1;
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qsort( all_enums, Elements(all_enums), sizeof(*all_enums),
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@ -1,4 +1,4 @@
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/* $Id: eval.c,v 1.2 1999/10/08 09:27:10 keithw Exp $ */
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/* $Id: eval.c,v 1.3 1999/10/10 12:54:04 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@ -25,9 +25,6 @@
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*/
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/*
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* eval.c was written by
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* Bernd Barsuhn (bdbarsuh@cip.informatik.uni-erlangen.de) and
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@ -585,7 +582,7 @@ GLfloat *gl_copy_map_points1f( GLenum target,
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return NULL;
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}
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buffer = (GLfloat *) malloc(uorder * size * sizeof(GLfloat));
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buffer = (GLfloat *) GL_ALLOC(uorder * size * sizeof(GLfloat));
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if(buffer)
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for(i=0, p=buffer; i<uorder; i++, points+=ustride)
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@ -611,7 +608,7 @@ GLfloat *gl_copy_map_points1d( GLenum target,
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return NULL;
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}
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buffer = (GLfloat *) malloc(uorder * size * sizeof(GLfloat));
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buffer = (GLfloat *) GL_ALLOC(uorder * size * sizeof(GLfloat));
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if(buffer)
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for(i=0, p=buffer; i<uorder; i++, points+=ustride)
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@ -655,9 +652,9 @@ GLfloat *gl_copy_map_points2f( GLenum target,
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hsize = (uorder > vorder ? uorder : vorder)*size;
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if(hsize>dsize)
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buffer = (GLfloat *) malloc((uorder*vorder*size+hsize)*sizeof(GLfloat));
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buffer = (GLfloat *) GL_ALLOC((uorder*vorder*size+hsize)*sizeof(GLfloat));
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else
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buffer = (GLfloat *) malloc((uorder*vorder*size+dsize)*sizeof(GLfloat));
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buffer = (GLfloat *) GL_ALLOC((uorder*vorder*size+dsize)*sizeof(GLfloat));
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/* compute the increment value for the u-loop */
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uinc = ustride - vorder*vstride;
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@ -698,9 +695,9 @@ GLfloat *gl_copy_map_points2d(GLenum target,
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hsize = (uorder > vorder ? uorder : vorder)*size;
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if(hsize>dsize)
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buffer = (GLfloat *) malloc((uorder*vorder*size+hsize)*sizeof(GLfloat));
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buffer = (GLfloat *) GL_ALLOC((uorder*vorder*size+hsize)*sizeof(GLfloat));
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else
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buffer = (GLfloat *) malloc((uorder*vorder*size+dsize)*sizeof(GLfloat));
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buffer = (GLfloat *) GL_ALLOC((uorder*vorder*size+dsize)*sizeof(GLfloat));
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/* compute the increment value for the u-loop */
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uinc = ustride - vorder*vstride;
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@ -793,7 +790,7 @@ void gl_free_control_points( GLcontext* ctx, GLenum target, GLfloat *data )
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else {
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/* The control points in the display list are not currently */
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/* being used. */
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free( data );
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GL_FREE( data );
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}
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}
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if (map2) {
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@ -805,7 +802,7 @@ void gl_free_control_points( GLcontext* ctx, GLenum target, GLfloat *data )
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else {
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/* The control points in the display list are not currently */
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/* being used. */
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free( data );
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GL_FREE( data );
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}
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}
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@ -867,7 +864,7 @@ void gl_Map1f( GLcontext* ctx, GLenum target,
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ctx->EvalMap.Map1Vertex3.du = 1.0 / (u2 - u1);
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if (ctx->EvalMap.Map1Vertex3.Points
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&& !ctx->EvalMap.Map1Vertex3.Retain) {
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free( ctx->EvalMap.Map1Vertex3.Points );
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GL_FREE( ctx->EvalMap.Map1Vertex3.Points );
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}
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ctx->EvalMap.Map1Vertex3.Points = (GLfloat *) points;
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ctx->EvalMap.Map1Vertex3.Retain = retain;
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@ -879,7 +876,7 @@ void gl_Map1f( GLcontext* ctx, GLenum target,
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ctx->EvalMap.Map1Vertex4.du = 1.0 / (u2 - u1);
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if (ctx->EvalMap.Map1Vertex4.Points
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&& !ctx->EvalMap.Map1Vertex4.Retain) {
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free( ctx->EvalMap.Map1Vertex4.Points );
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GL_FREE( ctx->EvalMap.Map1Vertex4.Points );
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}
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ctx->EvalMap.Map1Vertex4.Points = (GLfloat *) points;
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ctx->EvalMap.Map1Vertex4.Retain = retain;
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@ -891,7 +888,7 @@ void gl_Map1f( GLcontext* ctx, GLenum target,
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ctx->EvalMap.Map1Index.du = 1.0 / (u2 - u1);
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if (ctx->EvalMap.Map1Index.Points
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&& !ctx->EvalMap.Map1Index.Retain) {
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free( ctx->EvalMap.Map1Index.Points );
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GL_FREE( ctx->EvalMap.Map1Index.Points );
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}
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ctx->EvalMap.Map1Index.Points = (GLfloat *) points;
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ctx->EvalMap.Map1Index.Retain = retain;
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@ -903,7 +900,7 @@ void gl_Map1f( GLcontext* ctx, GLenum target,
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ctx->EvalMap.Map1Color4.du = 1.0 / (u2 - u1);
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if (ctx->EvalMap.Map1Color4.Points
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&& !ctx->EvalMap.Map1Color4.Retain) {
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free( ctx->EvalMap.Map1Color4.Points );
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GL_FREE( ctx->EvalMap.Map1Color4.Points );
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}
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ctx->EvalMap.Map1Color4.Points = (GLfloat *) points;
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ctx->EvalMap.Map1Color4.Retain = retain;
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@ -915,7 +912,7 @@ void gl_Map1f( GLcontext* ctx, GLenum target,
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ctx->EvalMap.Map1Normal.du = 1.0 / (u2 - u1);
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if (ctx->EvalMap.Map1Normal.Points
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&& !ctx->EvalMap.Map1Normal.Retain) {
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free( ctx->EvalMap.Map1Normal.Points );
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GL_FREE( ctx->EvalMap.Map1Normal.Points );
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}
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ctx->EvalMap.Map1Normal.Points = (GLfloat *) points;
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ctx->EvalMap.Map1Normal.Retain = retain;
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@ -927,7 +924,7 @@ void gl_Map1f( GLcontext* ctx, GLenum target,
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ctx->EvalMap.Map1Texture1.du = 1.0 / (u2 - u1);
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if (ctx->EvalMap.Map1Texture1.Points
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&& !ctx->EvalMap.Map1Texture1.Retain) {
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free( ctx->EvalMap.Map1Texture1.Points );
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GL_FREE( ctx->EvalMap.Map1Texture1.Points );
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}
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ctx->EvalMap.Map1Texture1.Points = (GLfloat *) points;
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ctx->EvalMap.Map1Texture1.Retain = retain;
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@ -939,7 +936,7 @@ void gl_Map1f( GLcontext* ctx, GLenum target,
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ctx->EvalMap.Map1Texture2.du = 1.0 / (u2 - u1);
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if (ctx->EvalMap.Map1Texture2.Points
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&& !ctx->EvalMap.Map1Texture2.Retain) {
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free( ctx->EvalMap.Map1Texture2.Points );
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GL_FREE( ctx->EvalMap.Map1Texture2.Points );
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}
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ctx->EvalMap.Map1Texture2.Points = (GLfloat *) points;
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ctx->EvalMap.Map1Texture2.Retain = retain;
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@ -951,7 +948,7 @@ void gl_Map1f( GLcontext* ctx, GLenum target,
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ctx->EvalMap.Map1Texture3.du = 1.0 / (u2 - u1);
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if (ctx->EvalMap.Map1Texture3.Points
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&& !ctx->EvalMap.Map1Texture3.Retain) {
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free( ctx->EvalMap.Map1Texture3.Points );
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GL_FREE( ctx->EvalMap.Map1Texture3.Points );
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}
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ctx->EvalMap.Map1Texture3.Points = (GLfloat *) points;
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ctx->EvalMap.Map1Texture3.Retain = retain;
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@ -963,7 +960,7 @@ void gl_Map1f( GLcontext* ctx, GLenum target,
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ctx->EvalMap.Map1Texture4.du = 1.0 / (u2 - u1);
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if (ctx->EvalMap.Map1Texture4.Points
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&& !ctx->EvalMap.Map1Texture4.Retain) {
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free( ctx->EvalMap.Map1Texture4.Points );
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GL_FREE( ctx->EvalMap.Map1Texture4.Points );
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}
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ctx->EvalMap.Map1Texture4.Points = (GLfloat *) points;
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ctx->EvalMap.Map1Texture4.Retain = retain;
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@ -1036,7 +1033,7 @@ void gl_Map2f( GLcontext* ctx, GLenum target,
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ctx->EvalMap.Map2Vertex3.dv = 1.0 / (v2 - v1);
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if (ctx->EvalMap.Map2Vertex3.Points
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&& !ctx->EvalMap.Map2Vertex3.Retain) {
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free( ctx->EvalMap.Map2Vertex3.Points );
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GL_FREE( ctx->EvalMap.Map2Vertex3.Points );
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}
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ctx->EvalMap.Map2Vertex3.Retain = retain;
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ctx->EvalMap.Map2Vertex3.Points = (GLfloat *) points;
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@ -1052,7 +1049,7 @@ void gl_Map2f( GLcontext* ctx, GLenum target,
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ctx->EvalMap.Map2Vertex4.dv = 1.0 / (v2 - v1);
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if (ctx->EvalMap.Map2Vertex4.Points
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&& !ctx->EvalMap.Map2Vertex4.Retain) {
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free( ctx->EvalMap.Map2Vertex4.Points );
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GL_FREE( ctx->EvalMap.Map2Vertex4.Points );
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}
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ctx->EvalMap.Map2Vertex4.Points = (GLfloat *) points;
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ctx->EvalMap.Map2Vertex4.Retain = retain;
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@ -1068,7 +1065,7 @@ void gl_Map2f( GLcontext* ctx, GLenum target,
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ctx->EvalMap.Map2Index.dv = 1.0 / (v2 - v1);
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if (ctx->EvalMap.Map2Index.Points
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&& !ctx->EvalMap.Map2Index.Retain) {
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free( ctx->EvalMap.Map2Index.Points );
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GL_FREE( ctx->EvalMap.Map2Index.Points );
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}
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ctx->EvalMap.Map2Index.Retain = retain;
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ctx->EvalMap.Map2Index.Points = (GLfloat *) points;
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@ -1084,7 +1081,7 @@ void gl_Map2f( GLcontext* ctx, GLenum target,
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ctx->EvalMap.Map2Color4.dv = 1.0 / (v2 - v1);
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if (ctx->EvalMap.Map2Color4.Points
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&& !ctx->EvalMap.Map2Color4.Retain) {
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free( ctx->EvalMap.Map2Color4.Points );
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GL_FREE( ctx->EvalMap.Map2Color4.Points );
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}
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ctx->EvalMap.Map2Color4.Retain = retain;
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ctx->EvalMap.Map2Color4.Points = (GLfloat *) points;
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@ -1100,7 +1097,7 @@ void gl_Map2f( GLcontext* ctx, GLenum target,
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ctx->EvalMap.Map2Normal.dv = 1.0 / (v2 - v1);
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if (ctx->EvalMap.Map2Normal.Points
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&& !ctx->EvalMap.Map2Normal.Retain) {
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free( ctx->EvalMap.Map2Normal.Points );
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GL_FREE( ctx->EvalMap.Map2Normal.Points );
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}
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ctx->EvalMap.Map2Normal.Retain = retain;
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ctx->EvalMap.Map2Normal.Points = (GLfloat *) points;
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@ -1116,7 +1113,7 @@ void gl_Map2f( GLcontext* ctx, GLenum target,
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ctx->EvalMap.Map2Texture1.dv = 1.0 / (v2 - v1);
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if (ctx->EvalMap.Map2Texture1.Points
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&& !ctx->EvalMap.Map2Texture1.Retain) {
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free( ctx->EvalMap.Map2Texture1.Points );
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GL_FREE( ctx->EvalMap.Map2Texture1.Points );
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}
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ctx->EvalMap.Map2Texture1.Retain = retain;
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ctx->EvalMap.Map2Texture1.Points = (GLfloat *) points;
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@ -1132,7 +1129,7 @@ void gl_Map2f( GLcontext* ctx, GLenum target,
|
||||
ctx->EvalMap.Map2Texture2.dv = 1.0 / (v2 - v1);
|
||||
if (ctx->EvalMap.Map2Texture2.Points
|
||||
&& !ctx->EvalMap.Map2Texture2.Retain) {
|
||||
free( ctx->EvalMap.Map2Texture2.Points );
|
||||
GL_FREE( ctx->EvalMap.Map2Texture2.Points );
|
||||
}
|
||||
ctx->EvalMap.Map2Texture2.Retain = retain;
|
||||
ctx->EvalMap.Map2Texture2.Points = (GLfloat *) points;
|
||||
@ -1148,7 +1145,7 @@ void gl_Map2f( GLcontext* ctx, GLenum target,
|
||||
ctx->EvalMap.Map2Texture3.dv = 1.0 / (v2 - v1);
|
||||
if (ctx->EvalMap.Map2Texture3.Points
|
||||
&& !ctx->EvalMap.Map2Texture3.Retain) {
|
||||
free( ctx->EvalMap.Map2Texture3.Points );
|
||||
GL_FREE( ctx->EvalMap.Map2Texture3.Points );
|
||||
}
|
||||
ctx->EvalMap.Map2Texture3.Retain = retain;
|
||||
ctx->EvalMap.Map2Texture3.Points = (GLfloat *) points;
|
||||
@ -1164,7 +1161,7 @@ void gl_Map2f( GLcontext* ctx, GLenum target,
|
||||
ctx->EvalMap.Map2Texture4.dv = 1.0 / (v2 - v1);
|
||||
if (ctx->EvalMap.Map2Texture4.Points
|
||||
&& !ctx->EvalMap.Map2Texture4.Retain) {
|
||||
free( ctx->EvalMap.Map2Texture4.Points );
|
||||
GL_FREE( ctx->EvalMap.Map2Texture4.Points );
|
||||
}
|
||||
ctx->EvalMap.Map2Texture4.Retain = retain;
|
||||
ctx->EvalMap.Map2Texture4.Points = (GLfloat *) points;
|
||||
@ -2560,7 +2557,7 @@ void gl_eval_vb( struct vertex_buffer *VB )
|
||||
GLuint count = VB->Count;
|
||||
|
||||
if (!flags) {
|
||||
VB->EvaluatedFlags = (GLuint *)malloc(VB->Size * sizeof(GLuint));
|
||||
VB->EvaluatedFlags = (GLuint *) GL_ALLOC(VB->Size * sizeof(GLuint));
|
||||
flags = VB->Flag = VB->EvaluatedFlags;
|
||||
}
|
||||
|
||||
@ -2726,4 +2723,3 @@ void gl_EvalMesh2( GLcontext* ctx,
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
/* $Id: extensions.c,v 1.5 1999/10/08 09:27:10 keithw Exp $ */
|
||||
/* $Id: extensions.c,v 1.6 1999/10/10 12:54:04 brianp Exp $ */
|
||||
|
||||
/*
|
||||
* Mesa 3-D graphics library
|
||||
@ -33,7 +33,6 @@
|
||||
|
||||
|
||||
#define MAX_EXT_NAMELEN 80
|
||||
#define MALLOC_STRUCT(T) (struct T *) malloc( sizeof(struct T) )
|
||||
|
||||
struct extension {
|
||||
struct extension *next, *prev;
|
||||
@ -83,7 +82,7 @@ int gl_extensions_add( GLcontext *ctx,
|
||||
|
||||
if (ctx->Extensions.ext_string == 0)
|
||||
{
|
||||
struct extension *t = MALLOC_STRUCT(extension);
|
||||
struct extension *t = GL_ALLOC_STRUCT(extension);
|
||||
t->enabled = state;
|
||||
strncpy(t->name, name, MAX_EXT_NAMELEN);
|
||||
t->name[MAX_EXT_NAMELEN] = 0;
|
||||
@ -135,17 +134,17 @@ void gl_extensions_dtr( GLcontext *ctx )
|
||||
struct extension *i, *nexti;
|
||||
|
||||
if (ctx->Extensions.ext_string) {
|
||||
free( ctx->Extensions.ext_string );
|
||||
GL_FREE( ctx->Extensions.ext_string );
|
||||
ctx->Extensions.ext_string = 0;
|
||||
}
|
||||
|
||||
if (ctx->Extensions.ext_list) {
|
||||
foreach_s( i, nexti, ctx->Extensions.ext_list ) {
|
||||
remove_from_list( i );
|
||||
free( i );
|
||||
GL_FREE( i );
|
||||
}
|
||||
|
||||
free(ctx->Extensions.ext_list);
|
||||
GL_FREE(ctx->Extensions.ext_list);
|
||||
ctx->Extensions.ext_list = 0;
|
||||
}
|
||||
}
|
||||
@ -156,7 +155,7 @@ void gl_extensions_ctr( GLcontext *ctx )
|
||||
GLuint i;
|
||||
|
||||
ctx->Extensions.ext_string = 0;
|
||||
ctx->Extensions.ext_list = MALLOC_STRUCT(extension);
|
||||
ctx->Extensions.ext_list = GL_ALLOC_STRUCT(extension);
|
||||
make_empty_list( ctx->Extensions.ext_list );
|
||||
|
||||
for (i = 0 ; i < Elements(default_extensions) ; i++) {
|
||||
@ -182,7 +181,7 @@ const char *gl_extensions_get_string( GLcontext *ctx )
|
||||
if (len == 0)
|
||||
return "";
|
||||
|
||||
str = (char *)malloc(len * sizeof(char));
|
||||
str = (char *)GL_ALLOC(len * sizeof(char));
|
||||
ctx->Extensions.ext_string = str;
|
||||
|
||||
foreach (i, ctx->Extensions.ext_list)
|
||||
|
@ -1,4 +1,4 @@
|
||||
/* $Id: image.c,v 1.3 1999/10/08 09:27:10 keithw Exp $ */
|
||||
/* $Id: image.c,v 1.4 1999/10/10 12:54:04 brianp Exp $ */
|
||||
|
||||
/*
|
||||
* Mesa 3-D graphics library
|
||||
@ -515,9 +515,9 @@ static struct gl_image *alloc_error_image( GLint width, GLint height,
|
||||
void gl_free_image( struct gl_image *image )
|
||||
{
|
||||
if (image->Data) {
|
||||
free(image->Data);
|
||||
GL_FREE(image->Data);
|
||||
}
|
||||
free(image);
|
||||
GL_FREE(image);
|
||||
}
|
||||
|
||||
|
||||
@ -575,15 +575,15 @@ unpack_depth_image( GLcontext *ctx, GLenum type, GLint width, GLint height,
|
||||
image->Format = GL_DEPTH_COMPONENT;
|
||||
if (type==GL_UNSIGNED_SHORT) {
|
||||
image->Type = GL_UNSIGNED_SHORT;
|
||||
image->Data = malloc( width * height * sizeof(GLushort));
|
||||
image->Data = GL_ALLOC( width * height * sizeof(GLushort));
|
||||
}
|
||||
else if (type==GL_UNSIGNED_INT) {
|
||||
image->Type = GL_UNSIGNED_INT;
|
||||
image->Data = malloc( width * height * sizeof(GLuint));
|
||||
image->Data = GL_ALLOC( width * height * sizeof(GLuint));
|
||||
}
|
||||
else {
|
||||
image->Type = GL_FLOAT;
|
||||
image->Data = malloc( width * height * sizeof(GLfloat));
|
||||
image->Data = GL_ALLOC( width * height * sizeof(GLfloat));
|
||||
}
|
||||
image->RefCount = 0;
|
||||
if (!image->Data)
|
||||
@ -711,7 +711,7 @@ unpack_stencil_image( GLcontext *ctx, GLenum type, GLint width, GLint height,
|
||||
image->Components = 1;
|
||||
image->Format = GL_STENCIL_INDEX;
|
||||
image->Type = GL_UNSIGNED_BYTE;
|
||||
image->Data = malloc( width * height * sizeof(GLubyte));
|
||||
image->Data = GL_ALLOC( width * height * sizeof(GLubyte));
|
||||
image->RefCount = 0;
|
||||
if (!image->Data)
|
||||
return image;
|
||||
@ -825,7 +825,7 @@ unpack_bitmap( GLenum format, GLint width, GLint height,
|
||||
/* Alloc dest storage */
|
||||
bytes = ((width+7)/8 * height);
|
||||
if (bytes>0 && pixels!=NULL) {
|
||||
buffer = (GLubyte *) malloc( bytes );
|
||||
buffer = (GLubyte *) GL_ALLOC( bytes );
|
||||
if (!buffer) {
|
||||
return NULL;
|
||||
}
|
||||
@ -838,7 +838,7 @@ unpack_bitmap( GLenum format, GLint width, GLint height,
|
||||
GL_COLOR_INDEX, GL_BITMAP,
|
||||
0, i, 0 );
|
||||
if (!src) {
|
||||
free(buffer);
|
||||
GL_FREE(buffer);
|
||||
return NULL;
|
||||
}
|
||||
MEMCPY( dst, src, width_in_bytes );
|
||||
@ -866,7 +866,7 @@ unpack_bitmap( GLenum format, GLint width, GLint height,
|
||||
image->RefCount = 0;
|
||||
}
|
||||
else {
|
||||
free( buffer );
|
||||
GL_FREE( buffer );
|
||||
return NULL;
|
||||
}
|
||||
|
||||
@ -943,7 +943,7 @@ unpack_ubyte_image( GLint width, GLint height,
|
||||
components = gl_components_in_format( format );
|
||||
|
||||
width_in_bytes = width * components * sizeof(GLubyte);
|
||||
buffer = (GLubyte *) malloc( height * width_in_bytes * depth );
|
||||
buffer = (GLubyte *) GL_ALLOC( height * width_in_bytes * depth );
|
||||
if (!buffer) {
|
||||
return NULL;
|
||||
}
|
||||
@ -956,7 +956,7 @@ unpack_ubyte_image( GLint width, GLint height,
|
||||
pixels, width, height, format, GL_UNSIGNED_BYTE,
|
||||
d, i, 0 );
|
||||
if (!src) {
|
||||
free(buffer);
|
||||
GL_FREE(buffer);
|
||||
return NULL;
|
||||
}
|
||||
MEMCPY( dst, src, width_in_bytes );
|
||||
@ -1016,7 +1016,7 @@ unpack_ubyte_image( GLint width, GLint height,
|
||||
image->RefCount = 0;
|
||||
}
|
||||
else {
|
||||
free( buffer );
|
||||
GL_FREE( buffer );
|
||||
}
|
||||
|
||||
return image;
|
||||
@ -1077,7 +1077,7 @@ unpack_float_image( GLcontext *ctx, GLint width, GLint height, GLint depth,
|
||||
else
|
||||
image->Format = format;
|
||||
image->Type = GL_FLOAT;
|
||||
image->Data = malloc( elems_per_row * height * depth * sizeof(GLfloat));
|
||||
image->Data = GL_ALLOC( elems_per_row * height * depth * sizeof(GLfloat));
|
||||
image->RefCount = 0;
|
||||
if (!image->Data)
|
||||
return image;
|
||||
|
@ -1,4 +1,4 @@
|
||||
/* $Id: matrix.c,v 1.5 1999/10/08 09:27:11 keithw Exp $ */
|
||||
/* $Id: matrix.c,v 1.6 1999/10/10 12:56:45 brianp Exp $ */
|
||||
|
||||
/*
|
||||
* Mesa 3-D graphics library
|
||||
@ -1410,7 +1410,7 @@ void gl_matrix_ctr( GLmatrix *m )
|
||||
void gl_matrix_dtr( GLmatrix *m )
|
||||
{
|
||||
if (m->inv != 0) {
|
||||
free(m->inv);
|
||||
GL_FREE(m->inv);
|
||||
m->inv = 0;
|
||||
}
|
||||
}
|
||||
@ -1426,7 +1426,7 @@ void gl_matrix_set_identity( GLmatrix *m )
|
||||
void gl_matrix_alloc_inv( GLmatrix *m )
|
||||
{
|
||||
if (m->inv == 0) {
|
||||
m->inv = (GLfloat *)malloc(16*sizeof(GLfloat));
|
||||
m->inv = (GLfloat *)GL_ALLOC(16*sizeof(GLfloat));
|
||||
MEMCPY( m->inv, Identity, 16 * sizeof(GLfloat) );
|
||||
}
|
||||
}
|
||||
|
@ -1,4 +1,4 @@
|
||||
/* $Id: stencil.c,v 1.4 1999/10/08 09:27:11 keithw Exp $ */
|
||||
/* $Id: stencil.c,v 1.5 1999/10/10 12:56:45 brianp Exp $ */
|
||||
|
||||
/*
|
||||
* Mesa 3-D graphics library
|
||||
@ -1056,12 +1056,12 @@ void gl_alloc_stencil_buffer( GLcontext *ctx )
|
||||
|
||||
/* deallocate current stencil buffer if present */
|
||||
if (ctx->Buffer->Stencil) {
|
||||
free(ctx->Buffer->Stencil);
|
||||
GL_FREE(ctx->Buffer->Stencil);
|
||||
ctx->Buffer->Stencil = NULL;
|
||||
}
|
||||
|
||||
/* allocate new stencil buffer */
|
||||
ctx->Buffer->Stencil = (GLstencil *) malloc(buffersize * sizeof(GLstencil));
|
||||
ctx->Buffer->Stencil = (GLstencil *) GL_ALLOC(buffersize * sizeof(GLstencil));
|
||||
if (!ctx->Buffer->Stencil) {
|
||||
/* out of memory */
|
||||
gl_set_enable( ctx, GL_STENCIL_TEST, GL_FALSE );
|
||||
|
@ -1,4 +1,4 @@
|
||||
/* $Id: teximage.c,v 1.2 1999/10/08 09:27:11 keithw Exp $ */
|
||||
/* $Id: teximage.c,v 1.3 1999/10/10 12:56:45 brianp Exp $ */
|
||||
|
||||
/*
|
||||
* Mesa 3-D graphics library
|
||||
@ -236,7 +236,7 @@ static GLint components_in_intformat( GLint format )
|
||||
|
||||
struct gl_texture_image *gl_alloc_texture_image( void )
|
||||
{
|
||||
return (struct gl_texture_image *) calloc( 1, sizeof(struct gl_texture_image) );
|
||||
return GL_CALLOC_STRUCT(gl_texture_image);
|
||||
}
|
||||
|
||||
|
||||
@ -244,9 +244,9 @@ struct gl_texture_image *gl_alloc_texture_image( void )
|
||||
void gl_free_texture_image( struct gl_texture_image *teximage )
|
||||
{
|
||||
if (teximage->Data) {
|
||||
free( teximage->Data );
|
||||
GL_FREE( teximage->Data );
|
||||
}
|
||||
free( teximage );
|
||||
GL_FREE( teximage );
|
||||
}
|
||||
|
||||
|
||||
@ -389,7 +389,7 @@ image_to_texture( GLcontext *ctx, const struct gl_image *image,
|
||||
texImage->Height2 = 1 << texImage->HeightLog2;
|
||||
texImage->Depth2 = 1 << texImage->DepthLog2;
|
||||
texImage->MaxLog2 = MAX2( texImage->WidthLog2, texImage->HeightLog2 );
|
||||
texImage->Data = (GLubyte *) malloc( numPixels * components + EXTRA_BYTE );
|
||||
texImage->Data = (GLubyte *) GL_ALLOC( numPixels * components + EXTRA_BYTE );
|
||||
|
||||
if (!texImage->Data) {
|
||||
/* out of memory */
|
||||
@ -872,7 +872,7 @@ make_null_texture( GLcontext *ctx, GLenum internalFormat,
|
||||
/* XXX should we really allocate memory for the image or let it be NULL? */
|
||||
/*texImage->Data = NULL;*/
|
||||
|
||||
texImage->Data = (GLubyte *) malloc( numPixels * components + EXTRA_BYTE );
|
||||
texImage->Data = (GLubyte *) GL_ALLOC( numPixels * components + EXTRA_BYTE );
|
||||
|
||||
/*
|
||||
* Let's see if anyone finds this. If glTexImage2D() is called with
|
||||
@ -1882,7 +1882,7 @@ static struct gl_image *read_color_image( GLcontext *ctx, GLint x, GLint y,
|
||||
/*
|
||||
* Allocate image struct and image data buffer
|
||||
*/
|
||||
image = (struct gl_image *) malloc( sizeof(struct gl_image) );
|
||||
image = GL_ALLOC_STRUCT( gl_image );
|
||||
if (image) {
|
||||
image->Width = width;
|
||||
image->Height = height;
|
||||
@ -1891,9 +1891,9 @@ static struct gl_image *read_color_image( GLcontext *ctx, GLint x, GLint y,
|
||||
image->Format = format;
|
||||
image->Type = GL_UNSIGNED_BYTE;
|
||||
image->RefCount = 0;
|
||||
image->Data = (GLubyte *) malloc( width * height * components );
|
||||
image->Data = (GLubyte *) GL_ALLOC( width * height * components );
|
||||
if (!image->Data) {
|
||||
free(image);
|
||||
GL_FREE(image);
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user