added memory macros

This commit is contained in:
Brian Paul 1999-10-10 12:39:04 +00:00
parent 73d03344f4
commit d77fa30761
2 changed files with 105 additions and 51 deletions

View File

@ -1,4 +1,4 @@
/* $Id: context.c,v 1.11 1999/10/09 20:17:07 brianp Exp $ */
/* $Id: context.c,v 1.12 1999/10/10 12:39:16 brianp Exp $ */
/*
* Mesa 3-D graphics library
@ -98,6 +98,40 @@
#endif
/*
* Memory allocation functions. Called via the GL_ALLOC, GL_CALLOC and
* GL_FREE macros when DEBUG symbol is defined.
* You might want to set breakpoints on these functions or plug in
* other memory allocation functions. The Mesa sources should only
* use the GL_ALLOC and GL_FREE macros (which could also be overriden).
*
* XXX these functions should probably go into a new glmemory.c file.
*/
/*
* Allocate memory (uninitialized)
*/
void *gl_alloc(size_t bytes)
{
return GL_ALLOC(bytes);
}
/*
* Allocate memory and initialize to zero.
*/
void *gl_calloc(size_t bytes)
{
return calloc(1, bytes);
}
/*
* Free memory
*/
void gl_free(void *ptr)
{
free(ptr);
}
/**********************************************************************/
/***** Context and Thread management *****/
@ -362,7 +396,7 @@ static struct gl_shared_state *alloc_shared_state( void )
gl_free_texture_object(ss, ss->DefaultD[2]);
if (ss->DefaultD[3])
gl_free_texture_object(ss, ss->DefaultD[3]);
free(ss);
GL_FREE(ss);
return NULL;
}
else {
@ -398,7 +432,7 @@ static void free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
}
DeleteHashTable(ss->TexObjects);
free(ss);
GL_FREE(ss);
}
@ -541,7 +575,7 @@ static void init_1d_map( struct gl_1d_map *map, int n, const float *initial )
map->Order = 1;
map->u1 = 0.0;
map->u2 = 1.0;
map->Points = (GLfloat *) malloc(n * sizeof(GLfloat));
map->Points = (GLfloat *) GL_ALLOC(n * sizeof(GLfloat));
if (map->Points) {
GLint i;
for (i=0;i<n;i++)
@ -560,7 +594,7 @@ static void init_2d_map( struct gl_2d_map *map, int n, const float *initial )
map->u2 = 1.0;
map->v1 = 0.0;
map->v2 = 1.0;
map->Points = (GLfloat *) malloc(n * sizeof(GLfloat));
map->Points = (GLfloat *) GL_ALLOC(n * sizeof(GLfloat));
if (map->Points) {
GLint i;
for (i=0;i<n;i++)
@ -1120,7 +1154,7 @@ GLvisual *gl_create_visual( GLboolean rgbFlag,
void gl_destroy_visual( GLvisual *vis )
{
free( vis );
GL_FREE( vis );
}
@ -1188,8 +1222,6 @@ static GLboolean alloc_proxy_textures( GLcontext *ctx )
#define MALLOC_STRUCT(T) (struct T *) malloc( sizeof(struct T) )
/*
* Allocate and initialize a GLcontext structure.
* Input: visual - a GLvisual pointer
@ -1229,15 +1261,15 @@ GLcontext *gl_create_context( GLvisual *visual,
ctx->VB = gl_vb_create_for_immediate( ctx );
if (!ctx->VB) {
free( ctx );
GL_FREE( ctx );
return NULL;
}
ctx->input = ctx->VB->IM;
ctx->PB = gl_alloc_pb();
if (!ctx->PB) {
free( ctx->VB );
free( ctx );
GL_FREE( ctx->VB );
GL_FREE( ctx );
return NULL;
}
@ -1249,9 +1281,9 @@ GLcontext *gl_create_context( GLvisual *visual,
/* allocate new group of display lists */
ctx->Shared = alloc_shared_state();
if (!ctx->Shared) {
free(ctx->VB);
free(ctx->PB);
free(ctx);
GL_FREE(ctx->VB);
GL_FREE(ctx->PB);
GL_FREE(ctx);
return NULL;
}
}
@ -1262,11 +1294,11 @@ GLcontext *gl_create_context( GLvisual *visual,
gl_reset_input( ctx );
ctx->ShineTabList = MALLOC_STRUCT( gl_shine_tab );
ctx->ShineTabList = GL_ALLOC_STRUCT( gl_shine_tab );
make_empty_list( ctx->ShineTabList );
for (i = 0 ; i < 10 ; i++) {
struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab );
struct gl_shine_tab *s = GL_ALLOC_STRUCT( gl_shine_tab );
s->shininess = -1;
s->refcount = 0;
insert_at_tail( ctx->ShineTabList, s );
@ -1308,9 +1340,9 @@ GLcontext *gl_create_context( GLvisual *visual,
#ifdef GL_VERSION_1_1
if (!alloc_proxy_textures(ctx)) {
free_shared_state(ctx, ctx->Shared);
free(ctx->VB);
free(ctx->PB);
free(ctx);
GL_FREE(ctx->VB);
GL_FREE(ctx->PB);
GL_FREE(ctx);
return NULL;
}
#endif
@ -1356,7 +1388,7 @@ void gl_destroy_context( GLcontext *ctx )
gl_matrix_dtr( &ctx->ProjectionStack[i] );
}
free( ctx->PB );
GL_FREE( ctx->PB );
if(ctx->input != ctx->VB->IM)
gl_immediate_free( ctx->input );
@ -1371,9 +1403,9 @@ void gl_destroy_context( GLcontext *ctx )
}
foreach_s( s, tmps, ctx->ShineTabList ) {
free( s );
GL_FREE( s );
}
free( ctx->ShineTabList );
GL_FREE( ctx->ShineTabList );
/* Free proxy texture objects */
gl_free_texture_object( NULL, ctx->Texture.Proxy1D );
@ -1382,52 +1414,52 @@ void gl_destroy_context( GLcontext *ctx )
/* Free evaluator data */
if (ctx->EvalMap.Map1Vertex3.Points)
free( ctx->EvalMap.Map1Vertex3.Points );
GL_FREE( ctx->EvalMap.Map1Vertex3.Points );
if (ctx->EvalMap.Map1Vertex4.Points)
free( ctx->EvalMap.Map1Vertex4.Points );
GL_FREE( ctx->EvalMap.Map1Vertex4.Points );
if (ctx->EvalMap.Map1Index.Points)
free( ctx->EvalMap.Map1Index.Points );
GL_FREE( ctx->EvalMap.Map1Index.Points );
if (ctx->EvalMap.Map1Color4.Points)
free( ctx->EvalMap.Map1Color4.Points );
GL_FREE( ctx->EvalMap.Map1Color4.Points );
if (ctx->EvalMap.Map1Normal.Points)
free( ctx->EvalMap.Map1Normal.Points );
GL_FREE( ctx->EvalMap.Map1Normal.Points );
if (ctx->EvalMap.Map1Texture1.Points)
free( ctx->EvalMap.Map1Texture1.Points );
GL_FREE( ctx->EvalMap.Map1Texture1.Points );
if (ctx->EvalMap.Map1Texture2.Points)
free( ctx->EvalMap.Map1Texture2.Points );
GL_FREE( ctx->EvalMap.Map1Texture2.Points );
if (ctx->EvalMap.Map1Texture3.Points)
free( ctx->EvalMap.Map1Texture3.Points );
GL_FREE( ctx->EvalMap.Map1Texture3.Points );
if (ctx->EvalMap.Map1Texture4.Points)
free( ctx->EvalMap.Map1Texture4.Points );
GL_FREE( ctx->EvalMap.Map1Texture4.Points );
if (ctx->EvalMap.Map2Vertex3.Points)
free( ctx->EvalMap.Map2Vertex3.Points );
GL_FREE( ctx->EvalMap.Map2Vertex3.Points );
if (ctx->EvalMap.Map2Vertex4.Points)
free( ctx->EvalMap.Map2Vertex4.Points );
GL_FREE( ctx->EvalMap.Map2Vertex4.Points );
if (ctx->EvalMap.Map2Index.Points)
free( ctx->EvalMap.Map2Index.Points );
GL_FREE( ctx->EvalMap.Map2Index.Points );
if (ctx->EvalMap.Map2Color4.Points)
free( ctx->EvalMap.Map2Color4.Points );
GL_FREE( ctx->EvalMap.Map2Color4.Points );
if (ctx->EvalMap.Map2Normal.Points)
free( ctx->EvalMap.Map2Normal.Points );
GL_FREE( ctx->EvalMap.Map2Normal.Points );
if (ctx->EvalMap.Map2Texture1.Points)
free( ctx->EvalMap.Map2Texture1.Points );
GL_FREE( ctx->EvalMap.Map2Texture1.Points );
if (ctx->EvalMap.Map2Texture2.Points)
free( ctx->EvalMap.Map2Texture2.Points );
GL_FREE( ctx->EvalMap.Map2Texture2.Points );
if (ctx->EvalMap.Map2Texture3.Points)
free( ctx->EvalMap.Map2Texture3.Points );
GL_FREE( ctx->EvalMap.Map2Texture3.Points );
if (ctx->EvalMap.Map2Texture4.Points)
free( ctx->EvalMap.Map2Texture4.Points );
GL_FREE( ctx->EvalMap.Map2Texture4.Points );
/* Free cache of immediate buffers. */
while (ctx->nr_im_queued-- > 0) {
struct immediate * next = ctx->freed_im_queue->next;
free( ctx->freed_im_queue );
GL_FREE( ctx->freed_im_queue );
ctx->freed_im_queue = next;
}
gl_extensions_dtr(ctx);
free( (void *) ctx );
GL_FREE( (void *) ctx );
#ifndef THREADS
if (ctx==CC) {
@ -1471,27 +1503,27 @@ void gl_destroy_framebuffer( GLframebuffer *buffer )
{
if (buffer) {
if (buffer->Depth) {
free( buffer->Depth );
GL_FREE( buffer->Depth );
}
if (buffer->Accum) {
free( buffer->Accum );
GL_FREE( buffer->Accum );
}
if (buffer->Stencil) {
free( buffer->Stencil );
GL_FREE( buffer->Stencil );
}
if (buffer->FrontLeftAlpha) {
free( buffer->FrontLeftAlpha );
GL_FREE( buffer->FrontLeftAlpha );
}
if (buffer->BackLeftAlpha) {
free( buffer->BackLeftAlpha );
GL_FREE( buffer->BackLeftAlpha );
}
if (buffer->FrontRightAlpha) {
free( buffer->FrontRightAlpha );
GL_FREE( buffer->FrontRightAlpha );
}
if (buffer->BackRightAlpha) {
free( buffer->BackRightAlpha );
GL_FREE( buffer->BackRightAlpha );
}
free(buffer);
GL_FREE(buffer);
}
}

View File

@ -1,4 +1,4 @@
/* $Id: macros.h,v 1.2 1999/10/08 09:27:11 keithw Exp $ */
/* $Id: macros.h,v 1.3 1999/10/10 12:39:04 brianp Exp $ */
/*
* Mesa 3-D graphics library
@ -480,6 +480,28 @@ do { \
/*
* Memory allocation
* XXX these should probably go into a new glmemory.h file.
*/
#ifdef DEBUG
extern void *gl_alloc(size_t bytes);
extern void *gl_calloc(size_t bytes);
extern void gl_free(void *ptr);
#define GL_ALLOC(BYTES) gl_alloc(BYTES)
#define GL_CALLOC(BYTES) gl_calloc(BYTES)
#define GL_ALLOC_STRUCT(T) (struct T *) GL_ALLOC(sizeof(struct T))
#define GL_CALLOC_STRUCT(T) (struct T *) GL_CALLOC(sizeof(struct T))
#define GL_FREE(PTR) gl_free(PTR)
#else
#define GL_ALLOC(BYTES) (void *) malloc(BYTES)
#define GL_CALLOC(BYTES) (void *) calloc(1, BYTES)
#define GL_ALLOC_STRUCT(T) (struct T *) malloc(sizeof(struct T))
#define GL_CALLOC_STRUCT(T) (struct T *) calloc(sizeof(struct T))
#define GL_FREE(PTR) free(PTR)
#endif
/* Memory copy: */
#ifdef SUNOS4
#define MEMCPY( DST, SRC, BYTES) \