2008-02-04 08:02:08 +00:00
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CROSS-PLATFORM PORTABILITY GUIDELINES FOR GALLIUM3D
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= General Considerations =
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2019-12-04 01:38:14 +00:00
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The frontend and winsys driver support a rather limited number of
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2008-02-04 08:02:08 +00:00
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platforms. However, the pipe drivers are meant to run in a wide number of
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platforms. Hence the pipe drivers, the auxiliary modules, and all public
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2008-05-16 16:12:43 +01:00
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headers in general, should strictly follow these guidelines to ensure
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2008-02-04 08:02:08 +00:00
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= Compiler Support =
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* Include the p_compiler.h.
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* Cast explicitly when converting to integer types of smaller sizes.
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* Cast explicitly when converting between float, double and integral types.
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* Don't use named struct initializers.
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* Don't use variable number of macro arguments. Use static inline functions
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instead.
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2008-05-01 13:52:05 +01:00
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* Don't use C99 features.
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2008-02-04 08:02:08 +00:00
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= Standard Library =
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* Avoid including standard library headers. Most standard library functions are
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not available in Windows Kernel Mode. Use the appropriate p_*.h include.
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== Memory Allocation ==
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* Use MALLOC, CALLOC, FREE instead of the malloc, calloc, free functions.
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2008-08-25 00:48:55 +01:00
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* Use align_pointer() function defined in u_memory.h for aligning pointers
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in a portable way.
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2008-02-04 08:02:08 +00:00
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== Debugging ==
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2008-03-10 21:15:31 +00:00
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* Use the functions/macros in p_debug.h.
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2008-02-04 08:02:08 +00:00
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2008-03-10 21:15:31 +00:00
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* Don't include assert.h, call abort, printf, etc.
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2008-05-01 13:52:05 +01:00
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= Code Style =
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== Inherantice in C ==
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The main thing we do is mimic inheritance by structure containment.
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Here's a silly made-up example:
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/* base class */
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struct buffer
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{
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int size;
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void (*validate)(struct buffer *buf);
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};
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/* sub-class of bufffer */
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struct texture_buffer
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{
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struct buffer base; /* the base class, MUST COME FIRST! */
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int format;
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int width, height;
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};
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Then, we'll typically have cast-wrapper functions to convert base-class
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pointers to sub-class pointers where needed:
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static inline struct vertex_buffer *vertex_buffer(struct buffer *buf)
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{
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return (struct vertex_buffer *) buf;
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}
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To create/init a sub-classed object:
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struct buffer *create_texture_buffer(int w, int h, int format)
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{
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struct texture_buffer *t = malloc(sizeof(*t));
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t->format = format;
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t->width = w;
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t->height = h;
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t->base.size = w * h;
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t->base.validate = tex_validate;
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return &t->base;
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}
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Example sub-class method:
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void tex_validate(struct buffer *buf)
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{
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struct texture_buffer *tb = texture_buffer(buf);
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assert(tb->format);
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assert(tb->width);
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assert(tb->height);
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}
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Note that we typically do not use typedefs to make "class names"; we use
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'struct whatever' everywhere.
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Gallium's pipe_context and the subclassed psb_context, etc are prime examples
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of this. There's also many examples in Mesa and the Mesa state tracker.
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