Ian Romanick wrote:
> -----BEGIN PGP SIGNED MESSAGE-----
> Hash: SHA1
> 
> Chris Wilson wrote:
> 
>> diff --git a/src/mesa/main/bufferobj.c b/src/mesa/main/bufferobj.c
>> index 52c4995..08633a9 100644
>> --- a/src/mesa/main/bufferobj.c
>> +++ b/src/mesa/main/bufferobj.c
>> @@ -37,6 +37,8 @@
>>  #include "image.h"
>>  #include "context.h"
>>  #include "bufferobj.h"
>> +#include "fbobject.h"
>> +#include "texobj.h"
>>
>>
>>  /* Debug flags */
>> @@ -1655,3 +1657,351 @@ _mesa_FlushMappedBufferRange(GLenum target, GLintptr 
>> offset, GLsizeiptr length)
>>     if (ctx->Driver.FlushMappedBufferRange)
>>        ctx->Driver.FlushMappedBufferRange(ctx, target, offset, length, 
>> bufObj);
>>  }
>> +
>> +#if FEATURE_APPLE_object_purgeable
>> +static GLenum
>> +_mesa_RenderObjectPurgeable(GLcontext *ctx, GLuint name, GLenum option)
>> +{
>> +   struct gl_renderbuffer *bufObj;
>> +   GLenum retval;
>> +
>> +   bufObj = _mesa_lookup_renderbuffer(ctx, name);
>> +   if (!bufObj) {
>> +      _mesa_error(ctx, GL_INVALID_VALUE,
>> +                  "glObjectUnpurgeable(name = 0x%x)", name);
>> +      return 0;
>> +   }
>> +
>> +   if (bufObj->Purgeable) {
>> +      _mesa_error(ctx, GL_INVALID_OPERATION,
>> +                  "glObjectPurgeable(name = 0x%x) is already purgeable", 
>> name);
>> +      return GL_VOLATILE_APPLE;
>> +   }
>> +
>> +   bufObj->Purgeable = GL_TRUE;
>> +
>> +   retval = GL_VOLATILE_APPLE;
>> +   if (ctx->Driver.ObjectPurgeable_RenderObject)
>> +      retval = ctx->Driver.ObjectPurgeable_RenderObject(ctx, bufObj, 
>> option);
>> +
>> +   return retval;
>> +}
>> +
>> +static GLenum
>> +_mesa_TextureObjectPurgeable(GLcontext *ctx, GLuint name, GLenum option)
> 
> Usually, only functions that are connected directly to the dispatch
> table get camel case.  Functions that are only used internally are
> usually named _mesa_texture_object_purgeable.
> 
> I don't know if it's worth changing these.  Brian may have an opinion
> about this.

Yes, that's what I'd prefer.

The idea is if you're looking for code related to glBindTexture() you 
can grep for "BindTexture", for example.

When I see _mesa_TextureObjectPurgeable() I'm thinking "is there an 
API entrypoint named glTextureObjectPurgeable()?  (there isn't)

-Brian

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