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-rw-r--r--src/mesa/main/context.c112
1 files changed, 56 insertions, 56 deletions
diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c
index a9bc00d..ab25fd0 100644
--- a/src/mesa/main/context.c
+++ b/src/mesa/main/context.c
@@ -1,4 +1,4 @@
-/* $Id: context.c,v 1.14 1999/10/10 13:04:54 brianp Exp $ */
+/* $Id: context.c,v 1.15 1999/10/13 18:42:49 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -99,11 +99,11 @@
/*
- * Memory allocation functions. Called via the GL_ALLOC, GL_CALLOC and
- * GL_FREE macros when DEBUG symbol is defined.
+ * Memory allocation functions. Called via the MALLOC, CALLOC and
+ * 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).
+ * use the MALLOC and FREE macros (which could also be overriden).
*
* XXX these functions should probably go into a new glmemory.c file.
*/
@@ -111,7 +111,7 @@
/*
* Allocate memory (uninitialized)
*/
-void *gl_alloc(size_t bytes)
+void *gl_malloc(size_t bytes)
{
return malloc(bytes);
}
@@ -365,7 +365,7 @@ static struct gl_shared_state *alloc_shared_state( void )
struct gl_shared_state *ss;
GLboolean outOfMemory;
- ss = GL_CALLOC_STRUCT(gl_shared_state);
+ ss = CALLOC_STRUCT(gl_shared_state);
if (!ss)
return NULL;
@@ -396,7 +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]);
- GL_FREE(ss);
+ FREE(ss);
return NULL;
}
else {
@@ -432,7 +432,7 @@ static void free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
}
DeleteHashTable(ss->TexObjects);
- GL_FREE(ss);
+ FREE(ss);
}
@@ -575,7 +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 *) GL_ALLOC(n * sizeof(GLfloat));
+ map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
if (map->Points) {
GLint i;
for (i=0;i<n;i++)
@@ -594,7 +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 *) GL_ALLOC(n * sizeof(GLfloat));
+ map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
if (map->Points) {
GLint i;
for (i=0;i<n;i++)
@@ -1127,7 +1127,7 @@ GLvisual *gl_create_visual( GLboolean rgbFlag,
return NULL;
}
- vis = (GLvisual *) GL_CALLOC( sizeof(GLvisual) );
+ vis = (GLvisual *) CALLOC( sizeof(GLvisual) );
if (!vis) {
return NULL;
}
@@ -1154,7 +1154,7 @@ GLvisual *gl_create_visual( GLboolean rgbFlag,
void gl_destroy_visual( GLvisual *vis )
{
- GL_FREE( vis );
+ FREE( vis );
}
@@ -1250,7 +1250,7 @@ GLcontext *gl_create_context( GLvisual *visual,
/* misc one-time initializations */
one_time_init();
- ctx = (GLcontext *) GL_CALLOC( sizeof(GLcontext) );
+ ctx = (GLcontext *) CALLOC( sizeof(GLcontext) );
if (!ctx) {
return NULL;
}
@@ -1261,15 +1261,15 @@ GLcontext *gl_create_context( GLvisual *visual,
ctx->VB = gl_vb_create_for_immediate( ctx );
if (!ctx->VB) {
- GL_FREE( ctx );
+ FREE( ctx );
return NULL;
}
ctx->input = ctx->VB->IM;
ctx->PB = gl_alloc_pb();
if (!ctx->PB) {
- GL_FREE( ctx->VB );
- GL_FREE( ctx );
+ FREE( ctx->VB );
+ FREE( ctx );
return NULL;
}
@@ -1281,9 +1281,9 @@ GLcontext *gl_create_context( GLvisual *visual,
/* allocate new group of display lists */
ctx->Shared = alloc_shared_state();
if (!ctx->Shared) {
- GL_FREE(ctx->VB);
- GL_FREE(ctx->PB);
- GL_FREE(ctx);
+ FREE(ctx->VB);
+ FREE(ctx->PB);
+ FREE(ctx);
return NULL;
}
}
@@ -1294,11 +1294,11 @@ GLcontext *gl_create_context( GLvisual *visual,
gl_reset_input( ctx );
- ctx->ShineTabList = GL_ALLOC_STRUCT( gl_shine_tab );
+ ctx->ShineTabList = MALLOC_STRUCT( gl_shine_tab );
make_empty_list( ctx->ShineTabList );
for (i = 0 ; i < 10 ; i++) {
- struct gl_shine_tab *s = GL_ALLOC_STRUCT( gl_shine_tab );
+ struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab );
s->shininess = -1;
s->refcount = 0;
insert_at_tail( ctx->ShineTabList, s );
@@ -1340,9 +1340,9 @@ GLcontext *gl_create_context( GLvisual *visual,
#ifdef GL_VERSION_1_1
if (!alloc_proxy_textures(ctx)) {
free_shared_state(ctx, ctx->Shared);
- GL_FREE(ctx->VB);
- GL_FREE(ctx->PB);
- GL_FREE(ctx);
+ FREE(ctx->VB);
+ FREE(ctx->PB);
+ FREE(ctx);
return NULL;
}
#endif
@@ -1388,7 +1388,7 @@ void gl_destroy_context( GLcontext *ctx )
gl_matrix_dtr( &ctx->ProjectionStack[i] );
}
- GL_FREE( ctx->PB );
+ FREE( ctx->PB );
if(ctx->input != ctx->VB->IM)
gl_immediate_free( ctx->input );
@@ -1403,9 +1403,9 @@ void gl_destroy_context( GLcontext *ctx )
}
foreach_s( s, tmps, ctx->ShineTabList ) {
- GL_FREE( s );
+ FREE( s );
}
- GL_FREE( ctx->ShineTabList );
+ FREE( ctx->ShineTabList );
/* Free proxy texture objects */
gl_free_texture_object( NULL, ctx->Texture.Proxy1D );
@@ -1414,52 +1414,52 @@ void gl_destroy_context( GLcontext *ctx )
/* Free evaluator data */
if (ctx->EvalMap.Map1Vertex3.Points)
- GL_FREE( ctx->EvalMap.Map1Vertex3.Points );
+ FREE( ctx->EvalMap.Map1Vertex3.Points );
if (ctx->EvalMap.Map1Vertex4.Points)
- GL_FREE( ctx->EvalMap.Map1Vertex4.Points );
+ FREE( ctx->EvalMap.Map1Vertex4.Points );
if (ctx->EvalMap.Map1Index.Points)
- GL_FREE( ctx->EvalMap.Map1Index.Points );
+ FREE( ctx->EvalMap.Map1Index.Points );
if (ctx->EvalMap.Map1Color4.Points)
- GL_FREE( ctx->EvalMap.Map1Color4.Points );
+ FREE( ctx->EvalMap.Map1Color4.Points );
if (ctx->EvalMap.Map1Normal.Points)
- GL_FREE( ctx->EvalMap.Map1Normal.Points );
+ FREE( ctx->EvalMap.Map1Normal.Points );
if (ctx->EvalMap.Map1Texture1.Points)
- GL_FREE( ctx->EvalMap.Map1Texture1.Points );
+ FREE( ctx->EvalMap.Map1Texture1.Points );
if (ctx->EvalMap.Map1Texture2.Points)
- GL_FREE( ctx->EvalMap.Map1Texture2.Points );
+ FREE( ctx->EvalMap.Map1Texture2.Points );
if (ctx->EvalMap.Map1Texture3.Points)
- GL_FREE( ctx->EvalMap.Map1Texture3.Points );
+ FREE( ctx->EvalMap.Map1Texture3.Points );
if (ctx->EvalMap.Map1Texture4.Points)
- GL_FREE( ctx->EvalMap.Map1Texture4.Points );
+ FREE( ctx->EvalMap.Map1Texture4.Points );
if (ctx->EvalMap.Map2Vertex3.Points)
- GL_FREE( ctx->EvalMap.Map2Vertex3.Points );
+ FREE( ctx->EvalMap.Map2Vertex3.Points );
if (ctx->EvalMap.Map2Vertex4.Points)
- GL_FREE( ctx->EvalMap.Map2Vertex4.Points );
+ FREE( ctx->EvalMap.Map2Vertex4.Points );
if (ctx->EvalMap.Map2Index.Points)
- GL_FREE( ctx->EvalMap.Map2Index.Points );
+ FREE( ctx->EvalMap.Map2Index.Points );
if (ctx->EvalMap.Map2Color4.Points)
- GL_FREE( ctx->EvalMap.Map2Color4.Points );
+ FREE( ctx->EvalMap.Map2Color4.Points );
if (ctx->EvalMap.Map2Normal.Points)
- GL_FREE( ctx->EvalMap.Map2Normal.Points );
+ FREE( ctx->EvalMap.Map2Normal.Points );
if (ctx->EvalMap.Map2Texture1.Points)
- GL_FREE( ctx->EvalMap.Map2Texture1.Points );
+ FREE( ctx->EvalMap.Map2Texture1.Points );
if (ctx->EvalMap.Map2Texture2.Points)
- GL_FREE( ctx->EvalMap.Map2Texture2.Points );
+ FREE( ctx->EvalMap.Map2Texture2.Points );
if (ctx->EvalMap.Map2Texture3.Points)
- GL_FREE( ctx->EvalMap.Map2Texture3.Points );
+ FREE( ctx->EvalMap.Map2Texture3.Points );
if (ctx->EvalMap.Map2Texture4.Points)
- GL_FREE( ctx->EvalMap.Map2Texture4.Points );
+ FREE( ctx->EvalMap.Map2Texture4.Points );
/* Free cache of immediate buffers. */
while (ctx->nr_im_queued-- > 0) {
struct immediate * next = ctx->freed_im_queue->next;
- GL_FREE( ctx->freed_im_queue );
+ FREE( ctx->freed_im_queue );
ctx->freed_im_queue = next;
}
gl_extensions_dtr(ctx);
- GL_FREE( (void *) ctx );
+ FREE( (void *) ctx );
#ifndef THREADS
if (ctx==CC) {
@@ -1484,7 +1484,7 @@ GLframebuffer *gl_create_framebuffer( GLvisual *visual )
{
GLframebuffer *buffer;
- buffer = (GLframebuffer *) GL_CALLOC( sizeof(GLframebuffer) );
+ buffer = (GLframebuffer *) CALLOC( sizeof(GLframebuffer) );
if (!buffer) {
return NULL;
}
@@ -1503,27 +1503,27 @@ void gl_destroy_framebuffer( GLframebuffer *buffer )
{
if (buffer) {
if (buffer->Depth) {
- GL_FREE( buffer->Depth );
+ FREE( buffer->Depth );
}
if (buffer->Accum) {
- GL_FREE( buffer->Accum );
+ FREE( buffer->Accum );
}
if (buffer->Stencil) {
- GL_FREE( buffer->Stencil );
+ FREE( buffer->Stencil );
}
if (buffer->FrontLeftAlpha) {
- GL_FREE( buffer->FrontLeftAlpha );
+ FREE( buffer->FrontLeftAlpha );
}
if (buffer->BackLeftAlpha) {
- GL_FREE( buffer->BackLeftAlpha );
+ FREE( buffer->BackLeftAlpha );
}
if (buffer->FrontRightAlpha) {
- GL_FREE( buffer->FrontRightAlpha );
+ FREE( buffer->FrontRightAlpha );
}
if (buffer->BackRightAlpha) {
- GL_FREE( buffer->BackRightAlpha );
+ FREE( buffer->BackRightAlpha );
}
- GL_FREE(buffer);
+ FREE(buffer);
}
}