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authorKenneth Graunke <[email protected]>2014-02-01 19:14:38 -0800
committerKenneth Graunke <[email protected]>2014-02-03 00:52:58 -0800
commit0dfe50f1a6cc5e1f979ac65cca4ed9359d18869d (patch)
tree19a18b64de4bbfff6da38a854e8ef1b63d57ab2f /src/mesa/main/arrayobj.c
parent81144c049bc7c12e4edcdf28f91c3c024c6e8b2b (diff)
mesa: Rename ArrayObj to VAO and DefaultArrayObj to DefaultVAO.
When reading through the Mesa drawing code, it's not immediately obvious to me that "ArrayObj" (gl_array_object) is the Vertex Array Object (VAO) state. The comment above the structure explains this, but readers still have to remember this and translate accordingly. Out of context, "array object" is a fairly vague. Even in context, "array" has a lot of meanings: glDrawArrays, vertex data stored in user arrays, gl_client_arrays, gl_vertex_attrib_arrays, and so on. Using the term "VAO" immediately associates these fields with the OpenGL concept, clarifying the situation and aiding programmer sanity. Completely generated by: $ find . -type f -print0 | xargs -0 sed -i \ -e 's/ArrayObj;/VAO;/g' \ -e 's/->ArrayObj/->VAO/g' \ -e 's/Array\.ArrayObj/Array.VAO/g' \ -e 's/Array\.DefaultArrayObj/Array.DefaultVAO/g' v2: Rerun command to resolve conflicts with Ian's meta patches. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]>
Diffstat (limited to 'src/mesa/main/arrayobj.c')
-rw-r--r--src/mesa/main/arrayobj.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/mesa/main/arrayobj.c b/src/mesa/main/arrayobj.c
index fdcf172eae2..9b4e7dd881e 100644
--- a/src/mesa/main/arrayobj.c
+++ b/src/mesa/main/arrayobj.c
@@ -376,7 +376,7 @@ _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.ArrayObj;
+ struct gl_array_object * const oldObj = ctx->Array.VAO;
struct gl_array_object *newObj = NULL;
ASSERT(oldObj != NULL);
@@ -391,7 +391,7 @@ bind_vertex_array(struct gl_context *ctx, GLuint id, GLboolean genRequired)
/* The spec says there is no array object named 0, but we use
* one internally because it simplifies things.
*/
- newObj = ctx->Array.DefaultArrayObj;
+ newObj = ctx->Array.DefaultVAO;
}
else {
/* non-default array object */
@@ -426,7 +426,7 @@ bind_vertex_array(struct gl_context *ctx, GLuint id, GLboolean genRequired)
}
ctx->NewState |= _NEW_ARRAY;
- _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, newObj);
+ _mesa_reference_array_object(ctx, &ctx->Array.VAO, newObj);
/* Pass BindVertexArray call to device driver */
if (ctx->Driver.BindArrayObject && newObj)
@@ -491,7 +491,7 @@ _mesa_DeleteVertexArrays(GLsizei n, const GLuint *ids)
* for that object reverts to zero and the default vertex array
* becomes current."
*/
- if ( obj == ctx->Array.ArrayObj ) {
+ if ( obj == ctx->Array.VAO ) {
_mesa_BindVertexArray(0);
}