mesa: rename some vars in arrayobj.c

Use 'vao' instead of 'obj' to be consistent with other code.
Plus, add a comment.

Reviewed-by: Mathias Fröhlich <mathias.froehlich@web.de>
This commit is contained in:
Brian Paul 2016-10-06 17:16:51 -06:00
parent b81546d43c
commit c328268b92
1 changed files with 31 additions and 24 deletions

View File

@ -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);
}
}