Hi, On Tuesday, 11 October 2016 20:10:26 CEST Brian Paul wrote: > Use 'vao' instead of 'obj' to be consistent with other code. > Plus, add a comment.
One question in patch #2. Either way, the series is: Reviewed-by: Mathias Fröhlich <mathias.froehl...@web.de> > --- > src/mesa/main/arrayobj.c | 55 ++++++++++++++++++++++++++ +--------------------- > 1 file changed, 31 insertions(+), 24 deletions(-) > > diff --git a/src/mesa/main/arrayobj.c b/src/mesa/main/arrayobj.c > index 2d3b69c..fe11686 100644 > --- a/src/mesa/main/arrayobj.c > +++ b/src/mesa/main/arrayobj.c > @@ -223,13 +223,20 @@ _mesa_reference_vao_(struct gl_context *ctx, > } > > > - > +/** > + * Initialize attribtes of a vertex array within a vertex array object. > + * \param vao the container vertex array object > + * \param index which array in the VAO to initialize > + * \param size number of components (1, 2, 3 or 4) per attribute > + * \param type datatype of the attribute (GL_FLOAT, GL_INT, etc). > + */ > static void > init_array(struct gl_context *ctx, > - struct gl_vertex_array_object *obj, GLuint index, GLint size, GLint type) > + struct gl_vertex_array_object *vao, > + GLuint index, GLint size, GLint type) > { > - struct gl_vertex_attrib_array *array = &obj->VertexAttrib[index]; > - struct gl_vertex_buffer_binding *binding = &obj->VertexBinding[index]; > + struct gl_vertex_attrib_array *array = &vao->VertexAttrib[index]; > + struct gl_vertex_buffer_binding *binding = &vao->VertexBinding[index]; > > array->Size = size; > array->Type = type; > @@ -260,47 +267,47 @@ init_array(struct gl_context *ctx, > */ > void > _mesa_initialize_vao(struct gl_context *ctx, > - struct gl_vertex_array_object *obj, > + struct gl_vertex_array_object *vao, > GLuint name) > { > GLuint i; > > - obj->Name = name; > + vao->Name = name; > > - mtx_init(&obj->Mutex, mtx_plain); > - obj->RefCount = 1; > + mtx_init(&vao->Mutex, mtx_plain); > + vao->RefCount = 1; > > /* Init the individual arrays */ > - for (i = 0; i < ARRAY_SIZE(obj->VertexAttrib); i++) { > + for (i = 0; i < ARRAY_SIZE(vao->VertexAttrib); i++) { > switch (i) { > case VERT_ATTRIB_WEIGHT: > - init_array(ctx, obj, VERT_ATTRIB_WEIGHT, 1, GL_FLOAT); > + init_array(ctx, vao, VERT_ATTRIB_WEIGHT, 1, GL_FLOAT); > break; > case VERT_ATTRIB_NORMAL: > - init_array(ctx, obj, VERT_ATTRIB_NORMAL, 3, GL_FLOAT); > + init_array(ctx, vao, VERT_ATTRIB_NORMAL, 3, GL_FLOAT); > break; > case VERT_ATTRIB_COLOR1: > - init_array(ctx, obj, VERT_ATTRIB_COLOR1, 3, GL_FLOAT); > + init_array(ctx, vao, VERT_ATTRIB_COLOR1, 3, GL_FLOAT); > break; > case VERT_ATTRIB_FOG: > - init_array(ctx, obj, VERT_ATTRIB_FOG, 1, GL_FLOAT); > + init_array(ctx, vao, VERT_ATTRIB_FOG, 1, GL_FLOAT); > break; > case VERT_ATTRIB_COLOR_INDEX: > - init_array(ctx, obj, VERT_ATTRIB_COLOR_INDEX, 1, GL_FLOAT); > + init_array(ctx, vao, VERT_ATTRIB_COLOR_INDEX, 1, GL_FLOAT); > break; > case VERT_ATTRIB_EDGEFLAG: > - init_array(ctx, obj, VERT_ATTRIB_EDGEFLAG, 1, GL_BOOL); > + init_array(ctx, vao, VERT_ATTRIB_EDGEFLAG, 1, GL_BOOL); > break; > case VERT_ATTRIB_POINT_SIZE: > - init_array(ctx, obj, VERT_ATTRIB_POINT_SIZE, 1, GL_FLOAT); > + init_array(ctx, vao, VERT_ATTRIB_POINT_SIZE, 1, GL_FLOAT); > break; > default: > - init_array(ctx, obj, i, 4, GL_FLOAT); > + init_array(ctx, vao, i, 4, GL_FLOAT); > break; > } > } > > - _mesa_reference_buffer_object(ctx, &obj->IndexBufferObj, > + _mesa_reference_buffer_object(ctx, &vao->IndexBufferObj, > ctx->Shared->NullBufferObj); > } > > @@ -309,11 +316,11 @@ _mesa_initialize_vao(struct gl_context *ctx, > * Add the given array object to the array object pool. > */ > static void > -save_array_object( struct gl_context *ctx, struct gl_vertex_array_object *obj ) > +save_array_object(struct gl_context *ctx, struct gl_vertex_array_object *vao) > { > - if (obj->Name > 0) { > + if (vao->Name > 0) { > /* insert into hash table */ > - _mesa_HashInsert(ctx->Array.Objects, obj->Name, obj); > + _mesa_HashInsert(ctx->Array.Objects, vao->Name, vao); > } > } > > @@ -323,11 +330,11 @@ save_array_object( struct gl_context *ctx, struct gl_vertex_array_object *obj ) > * Do not deallocate the array object though. > */ > static void > -remove_array_object( struct gl_context *ctx, struct gl_vertex_array_object *obj ) > +remove_array_object(struct gl_context *ctx, struct gl_vertex_array_object *vao) > { > - if (obj->Name > 0) { > + if (vao->Name > 0) { > /* remove from hash table */ > - _mesa_HashRemove(ctx->Array.Objects, obj->Name); > + _mesa_HashRemove(ctx->Array.Objects, vao->Name); > } > } > > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev