diff --git a/src/mesa/vbo/vbo_exec.c b/src/mesa/vbo/vbo_exec.c index aa2c7b07bbd..2f05e00c8af 100644 --- a/src/mesa/vbo/vbo_exec.c +++ b/src/mesa/vbo/vbo_exec.c @@ -100,7 +100,7 @@ void vbo_exec_invalidate_state( struct gl_context *ctx, GLuint new_state ) } if (new_state & _NEW_EVAL) - exec->eval.recalculate_maps = 1; + exec->eval.recalculate_maps = GL_TRUE; _ae_invalidate_state(ctx, new_state); } diff --git a/src/mesa/vbo/vbo_exec_eval.c b/src/mesa/vbo/vbo_exec_eval.c index 71155ce7704..2bd1b2150e6 100644 --- a/src/mesa/vbo/vbo_exec_eval.c +++ b/src/mesa/vbo/vbo_exec_eval.c @@ -117,7 +117,7 @@ void vbo_exec_eval_update( struct vbo_exec_context *exec ) else if (ctx->Eval.Map2Vertex3) set_active_eval2( exec, VBO_ATTRIB_POS, 3, &ctx->EvalMap.Map2Vertex3 ); - exec->eval.recalculate_maps = 0; + exec->eval.recalculate_maps = GL_FALSE; } diff --git a/src/mesa/vbo/vbo_save.h b/src/mesa/vbo/vbo_save.h index aa075bb31a1..a810bef5784 100644 --- a/src/mesa/vbo/vbo_save.h +++ b/src/mesa/vbo/vbo_save.h @@ -63,7 +63,7 @@ struct vbo_save_copied_vtx { struct vbo_save_vertex_list { GLubyte attrsz[VBO_ATTRIB_MAX]; GLenum attrtype[VBO_ATTRIB_MAX]; - GLuint vertex_size; + GLuint vertex_size; /**< size in GLfloats */ /* Copy of the final vertex from node->vertex_store->bufferobj. * Keep this in regular (non-VBO) memory to avoid repeated diff --git a/src/mesa/vbo/vbo_save_api.c b/src/mesa/vbo/vbo_save_api.c index 2028d8b2c8d..b5f9517872f 100644 --- a/src/mesa/vbo/vbo_save_api.c +++ b/src/mesa/vbo/vbo_save_api.c @@ -41,7 +41,7 @@ USE OR OTHER DEALINGS IN THE SOFTWARE. * example by building a list that consists of one very long primitive * (eg Begin(Triangles), 1000 vertices, End), and calling that list * from inside a different begin/end object (Begin(Lines), CallList, - * End). + * End). * * In that case the code will have to replay the list as individual * commands through the Exec dispatch table, or fix up the copied @@ -60,7 +60,7 @@ USE OR OTHER DEALINGS IN THE SOFTWARE. * * The list compiler currently doesn't attempt to compile lists * containing EvalCoord or EvalPoint commands. On encountering one of - * these, compilation falls back to opcodes. + * these, compilation falls back to opcodes. * * This could be improved to fallback only when a mix of EvalCoord and * Vertex commands are issued within a single primitive. @@ -289,15 +289,15 @@ _save_reset_counters(struct gl_context *ctx) assert(save->buffer == save->buffer_ptr); if (save->vertex_size) - save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) / - save->vertex_size); + save->max_vert = (VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) / + save->vertex_size; else save->max_vert = 0; save->vert_count = 0; save->prim_count = 0; save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used; - save->dangling_attr_ref = 0; + save->dangling_attr_ref = GL_FALSE; } /** @@ -410,7 +410,7 @@ _save_compile_vertex_list(struct gl_context *ctx) save->vertex_store->used += save->vertex_size * node->count; save->prim_store->used += node->prim_count; - /* Copy duplicated vertices + /* Copy duplicated vertices */ save->copied.nr = _save_copy_vertices(ctx, node, save->buffer); @@ -514,7 +514,7 @@ _save_wrap_buffers(struct gl_context *ctx) /** * Called only when buffers are wrapped as the result of filling the - * vertex_store struct. + * vertex_store struct. */ static void _save_wrap_filled_vertex(struct gl_context *ctx) @@ -603,7 +603,7 @@ _save_upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz) /* Do a COPY_TO_CURRENT to ensure back-copying works for the case * when the attribute already exists in the vertex and is having - * its size increased. + * its size increased. */ _save_copy_to_current(ctx); @@ -856,7 +856,7 @@ dlist_fallback(struct gl_context *ctx) * unfortunately, otherwise this primitive won't be handled * properly: */ - save->dangling_attr_ref = 1; + save->dangling_attr_ref = GL_TRUE; _save_compile_vertex_list(ctx); } @@ -1433,13 +1433,13 @@ vbo_save_EndList(struct gl_context *ctx) GLint i = save->prim_count - 1; ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END; save->prim[i].end = 0; - save->prim[i].count = (save->vert_count - save->prim[i].start); + save->prim[i].count = save->vert_count - save->prim[i].start; } /* Make sure this vertex list gets replayed by the "loopback" * mechanism: */ - save->dangling_attr_ref = 1; + save->dangling_attr_ref = GL_TRUE; vbo_save_SaveFlushVertices(ctx); /* Swap out this vertex format while outside begin/end. Any color,