mesa: Rename "struct gl_array_object" to gl_vertex_array_object.

I considered replacing it with "gl_vao", but spelling it out seemed to
fit better with Mesa's traditional style.  Mesa doesn't shy away from
long type names - consider gl_transform_feedback_object,
gl_fragment_program_state, gl_uniform_buffer_binding, and so on.

Completely generated by:
$ find . -type f -print0 | xargs -0 sed -i \
  's/gl_array_object/gl_vertex_array_object/g'

v2: Rerun command to resolve conflicts with Ian's meta patches.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Kenneth Graunke
2014-02-01 19:36:59 -08:00
parent 94e07c1960
commit aac1415b66
14 changed files with 71 additions and 71 deletions

View File

@@ -60,13 +60,13 @@
* non-existent.
*/
struct gl_array_object *
struct gl_vertex_array_object *
_mesa_lookup_arrayobj(struct gl_context *ctx, GLuint id)
{
if (id == 0)
return NULL;
else
return (struct gl_array_object *)
return (struct gl_vertex_array_object *)
_mesa_HashLookup(ctx->Array.Objects, id);
}
@@ -77,7 +77,7 @@ _mesa_lookup_arrayobj(struct gl_context *ctx, GLuint id)
* This is done just prior to array object destruction.
*/
static void
unbind_array_object_vbos(struct gl_context *ctx, struct gl_array_object *obj)
unbind_array_object_vbos(struct gl_context *ctx, struct gl_vertex_array_object *obj)
{
GLuint i;
@@ -95,10 +95,10 @@ unbind_array_object_vbos(struct gl_context *ctx, struct gl_array_object *obj)
* This function is intended to be called via
* \c dd_function_table::NewArrayObject.
*/
struct gl_array_object *
struct gl_vertex_array_object *
_mesa_new_array_object( struct gl_context *ctx, GLuint name )
{
struct gl_array_object *obj = CALLOC_STRUCT(gl_array_object);
struct gl_vertex_array_object *obj = CALLOC_STRUCT(gl_vertex_array_object);
if (obj)
_mesa_initialize_array_object(ctx, obj, name);
return obj;
@@ -112,7 +112,7 @@ _mesa_new_array_object( struct gl_context *ctx, GLuint name )
* \c dd_function_table::DeleteArrayObject.
*/
void
_mesa_delete_array_object( struct gl_context *ctx, struct gl_array_object *obj )
_mesa_delete_array_object( struct gl_context *ctx, struct gl_vertex_array_object *obj )
{
(void) ctx;
unbind_array_object_vbos(ctx, obj);
@@ -130,15 +130,15 @@ _mesa_delete_array_object( struct gl_context *ctx, struct gl_array_object *obj )
*/
void
_mesa_reference_array_object_(struct gl_context *ctx,
struct gl_array_object **ptr,
struct gl_array_object *vao)
struct gl_vertex_array_object **ptr,
struct gl_vertex_array_object *vao)
{
assert(*ptr != vao);
if (*ptr) {
/* Unreference the old array object */
GLboolean deleteFlag = GL_FALSE;
struct gl_array_object *oldObj = *ptr;
struct gl_vertex_array_object *oldObj = *ptr;
_glthread_LOCK_MUTEX(oldObj->Mutex);
ASSERT(oldObj->RefCount > 0);
@@ -184,7 +184,7 @@ _mesa_reference_array_object_(struct gl_context *ctx,
static void
init_array(struct gl_context *ctx,
struct gl_array_object *obj, GLuint index, GLint size, GLint type)
struct gl_vertex_array_object *obj, GLuint index, GLint size, GLint type)
{
struct gl_vertex_attrib_array *array = &obj->VertexAttrib[index];
struct gl_vertex_buffer_binding *binding = &obj->VertexBinding[index];
@@ -213,11 +213,11 @@ init_array(struct gl_context *ctx,
/**
* Initialize a gl_array_object's arrays.
* Initialize a gl_vertex_array_object's arrays.
*/
void
_mesa_initialize_array_object( struct gl_context *ctx,
struct gl_array_object *obj,
struct gl_vertex_array_object *obj,
GLuint name )
{
GLuint i;
@@ -266,7 +266,7 @@ _mesa_initialize_array_object( 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_array_object *obj )
save_array_object( struct gl_context *ctx, struct gl_vertex_array_object *obj )
{
if (obj->Name > 0) {
/* insert into hash table */
@@ -280,7 +280,7 @@ save_array_object( struct gl_context *ctx, struct gl_array_object *obj )
* Do not deallocate the array object though.
*/
static void
remove_array_object( struct gl_context *ctx, struct gl_array_object *obj )
remove_array_object( struct gl_context *ctx, struct gl_vertex_array_object *obj )
{
if (obj->Name > 0) {
/* remove from hash table */
@@ -295,7 +295,7 @@ remove_array_object( struct gl_context *ctx, struct gl_array_object *obj )
* \return min(vao->_VertexAttrib[*]._MaxElement).
*/
static GLuint
compute_max_element(struct gl_array_object *vao, GLbitfield64 enabled)
compute_max_element(struct gl_vertex_array_object *vao, GLbitfield64 enabled)
{
GLuint min = ~((GLuint)0);
@@ -315,11 +315,11 @@ compute_max_element(struct gl_array_object *vao, GLbitfield64 enabled)
/**
* Examine vertex arrays to update the gl_array_object::_MaxElement field.
* Examine vertex arrays to update the gl_vertex_array_object::_MaxElement field.
*/
void
_mesa_update_array_object_max_element(struct gl_context *ctx,
struct gl_array_object *vao)
struct gl_vertex_array_object *vao)
{
GLbitfield64 enabled;
@@ -341,7 +341,7 @@ _mesa_update_array_object_max_element(struct gl_context *ctx,
*/
void
_mesa_update_array_object_client_arrays(struct gl_context *ctx,
struct gl_array_object *vao)
struct gl_vertex_array_object *vao)
{
GLbitfield64 arrays = vao->NewArrays;
@@ -376,8 +376,8 @@ _mesa_update_array_object_client_arrays(struct gl_context *ctx,
static void
bind_vertex_array(struct gl_context *ctx, GLuint id, GLboolean genRequired)
{
struct gl_array_object * const oldObj = ctx->Array.VAO;
struct gl_array_object *newObj = NULL;
struct gl_vertex_array_object * const oldObj = ctx->Array.VAO;
struct gl_vertex_array_object *newObj = NULL;
ASSERT(oldObj != NULL);
@@ -482,7 +482,7 @@ _mesa_DeleteVertexArrays(GLsizei n, const GLuint *ids)
}
for (i = 0; i < n; i++) {
struct gl_array_object *obj = _mesa_lookup_arrayobj(ctx, ids[i]);
struct gl_vertex_array_object *obj = _mesa_lookup_arrayobj(ctx, ids[i]);
if ( obj != NULL ) {
ASSERT( obj->Name == ids[i] );
@@ -533,7 +533,7 @@ gen_vertex_arrays(struct gl_context *ctx, GLsizei n, GLuint *arrays)
/* Allocate new, empty array objects and return identifiers */
for (i = 0; i < n; i++) {
struct gl_array_object *obj;
struct gl_vertex_array_object *obj;
GLuint name = first + i;
obj = (*ctx->Driver.NewArrayObject)( ctx, name );
@@ -581,7 +581,7 @@ _mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays)
GLboolean GLAPIENTRY
_mesa_IsVertexArray( GLuint id )
{
struct gl_array_object * obj;
struct gl_vertex_array_object * obj;
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);