diff options
author | Brian Paul <[email protected]> | 1999-10-10 12:51:29 +0000 |
---|---|---|
committer | Brian Paul <[email protected]> | 1999-10-10 12:51:29 +0000 |
commit | 60a249d009acec34bd61e12f01caf7bdf87e895c (patch) | |
tree | 004e343be3579ba143ef172130047e60e1cfbbe2 /src/mesa/main/eval.c | |
parent | 375853e86734ea5735aa64af3a7aa0129bc551d5 (diff) |
now using GL_MALLOC, GL_FREE
Diffstat (limited to 'src/mesa/main/eval.c')
-rw-r--r-- | src/mesa/main/eval.c | 60 |
1 files changed, 28 insertions, 32 deletions
diff --git a/src/mesa/main/eval.c b/src/mesa/main/eval.c index 4d5b067ebe2..f391b80407b 100644 --- a/src/mesa/main/eval.c +++ b/src/mesa/main/eval.c @@ -1,4 +1,4 @@ -/* $Id: eval.c,v 1.2 1999/10/08 09:27:10 keithw Exp $ */ +/* $Id: eval.c,v 1.3 1999/10/10 12:54:04 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -25,9 +25,6 @@ */ - - - /* * eval.c was written by * Bernd Barsuhn ([email protected]) and @@ -585,7 +582,7 @@ GLfloat *gl_copy_map_points1f( GLenum target, return NULL; } - buffer = (GLfloat *) malloc(uorder * size * sizeof(GLfloat)); + buffer = (GLfloat *) GL_ALLOC(uorder * size * sizeof(GLfloat)); if(buffer) for(i=0, p=buffer; i<uorder; i++, points+=ustride) @@ -611,7 +608,7 @@ GLfloat *gl_copy_map_points1d( GLenum target, return NULL; } - buffer = (GLfloat *) malloc(uorder * size * sizeof(GLfloat)); + buffer = (GLfloat *) GL_ALLOC(uorder * size * sizeof(GLfloat)); if(buffer) for(i=0, p=buffer; i<uorder; i++, points+=ustride) @@ -655,9 +652,9 @@ GLfloat *gl_copy_map_points2f( GLenum target, hsize = (uorder > vorder ? uorder : vorder)*size; if(hsize>dsize) - buffer = (GLfloat *) malloc((uorder*vorder*size+hsize)*sizeof(GLfloat)); + buffer = (GLfloat *) GL_ALLOC((uorder*vorder*size+hsize)*sizeof(GLfloat)); else - buffer = (GLfloat *) malloc((uorder*vorder*size+dsize)*sizeof(GLfloat)); + buffer = (GLfloat *) GL_ALLOC((uorder*vorder*size+dsize)*sizeof(GLfloat)); /* compute the increment value for the u-loop */ uinc = ustride - vorder*vstride; @@ -698,9 +695,9 @@ GLfloat *gl_copy_map_points2d(GLenum target, hsize = (uorder > vorder ? uorder : vorder)*size; if(hsize>dsize) - buffer = (GLfloat *) malloc((uorder*vorder*size+hsize)*sizeof(GLfloat)); + buffer = (GLfloat *) GL_ALLOC((uorder*vorder*size+hsize)*sizeof(GLfloat)); else - buffer = (GLfloat *) malloc((uorder*vorder*size+dsize)*sizeof(GLfloat)); + buffer = (GLfloat *) GL_ALLOC((uorder*vorder*size+dsize)*sizeof(GLfloat)); /* compute the increment value for the u-loop */ uinc = ustride - vorder*vstride; @@ -793,7 +790,7 @@ void gl_free_control_points( GLcontext* ctx, GLenum target, GLfloat *data ) else { /* The control points in the display list are not currently */ /* being used. */ - free( data ); + GL_FREE( data ); } } if (map2) { @@ -805,7 +802,7 @@ void gl_free_control_points( GLcontext* ctx, GLenum target, GLfloat *data ) else { /* The control points in the display list are not currently */ /* being used. */ - free( data ); + GL_FREE( data ); } } @@ -867,7 +864,7 @@ void gl_Map1f( GLcontext* ctx, GLenum target, ctx->EvalMap.Map1Vertex3.du = 1.0 / (u2 - u1); if (ctx->EvalMap.Map1Vertex3.Points && !ctx->EvalMap.Map1Vertex3.Retain) { - free( ctx->EvalMap.Map1Vertex3.Points ); + GL_FREE( ctx->EvalMap.Map1Vertex3.Points ); } ctx->EvalMap.Map1Vertex3.Points = (GLfloat *) points; ctx->EvalMap.Map1Vertex3.Retain = retain; @@ -879,7 +876,7 @@ void gl_Map1f( GLcontext* ctx, GLenum target, ctx->EvalMap.Map1Vertex4.du = 1.0 / (u2 - u1); if (ctx->EvalMap.Map1Vertex4.Points && !ctx->EvalMap.Map1Vertex4.Retain) { - free( ctx->EvalMap.Map1Vertex4.Points ); + GL_FREE( ctx->EvalMap.Map1Vertex4.Points ); } ctx->EvalMap.Map1Vertex4.Points = (GLfloat *) points; ctx->EvalMap.Map1Vertex4.Retain = retain; @@ -891,7 +888,7 @@ void gl_Map1f( GLcontext* ctx, GLenum target, ctx->EvalMap.Map1Index.du = 1.0 / (u2 - u1); if (ctx->EvalMap.Map1Index.Points && !ctx->EvalMap.Map1Index.Retain) { - free( ctx->EvalMap.Map1Index.Points ); + GL_FREE( ctx->EvalMap.Map1Index.Points ); } ctx->EvalMap.Map1Index.Points = (GLfloat *) points; ctx->EvalMap.Map1Index.Retain = retain; @@ -903,7 +900,7 @@ void gl_Map1f( GLcontext* ctx, GLenum target, ctx->EvalMap.Map1Color4.du = 1.0 / (u2 - u1); if (ctx->EvalMap.Map1Color4.Points && !ctx->EvalMap.Map1Color4.Retain) { - free( ctx->EvalMap.Map1Color4.Points ); + GL_FREE( ctx->EvalMap.Map1Color4.Points ); } ctx->EvalMap.Map1Color4.Points = (GLfloat *) points; ctx->EvalMap.Map1Color4.Retain = retain; @@ -915,7 +912,7 @@ void gl_Map1f( GLcontext* ctx, GLenum target, ctx->EvalMap.Map1Normal.du = 1.0 / (u2 - u1); if (ctx->EvalMap.Map1Normal.Points && !ctx->EvalMap.Map1Normal.Retain) { - free( ctx->EvalMap.Map1Normal.Points ); + GL_FREE( ctx->EvalMap.Map1Normal.Points ); } ctx->EvalMap.Map1Normal.Points = (GLfloat *) points; ctx->EvalMap.Map1Normal.Retain = retain; @@ -927,7 +924,7 @@ void gl_Map1f( GLcontext* ctx, GLenum target, ctx->EvalMap.Map1Texture1.du = 1.0 / (u2 - u1); if (ctx->EvalMap.Map1Texture1.Points && !ctx->EvalMap.Map1Texture1.Retain) { - free( ctx->EvalMap.Map1Texture1.Points ); + GL_FREE( ctx->EvalMap.Map1Texture1.Points ); } ctx->EvalMap.Map1Texture1.Points = (GLfloat *) points; ctx->EvalMap.Map1Texture1.Retain = retain; @@ -939,7 +936,7 @@ void gl_Map1f( GLcontext* ctx, GLenum target, ctx->EvalMap.Map1Texture2.du = 1.0 / (u2 - u1); if (ctx->EvalMap.Map1Texture2.Points && !ctx->EvalMap.Map1Texture2.Retain) { - free( ctx->EvalMap.Map1Texture2.Points ); + GL_FREE( ctx->EvalMap.Map1Texture2.Points ); } ctx->EvalMap.Map1Texture2.Points = (GLfloat *) points; ctx->EvalMap.Map1Texture2.Retain = retain; @@ -951,7 +948,7 @@ void gl_Map1f( GLcontext* ctx, GLenum target, ctx->EvalMap.Map1Texture3.du = 1.0 / (u2 - u1); if (ctx->EvalMap.Map1Texture3.Points && !ctx->EvalMap.Map1Texture3.Retain) { - free( ctx->EvalMap.Map1Texture3.Points ); + GL_FREE( ctx->EvalMap.Map1Texture3.Points ); } ctx->EvalMap.Map1Texture3.Points = (GLfloat *) points; ctx->EvalMap.Map1Texture3.Retain = retain; @@ -963,7 +960,7 @@ void gl_Map1f( GLcontext* ctx, GLenum target, ctx->EvalMap.Map1Texture4.du = 1.0 / (u2 - u1); if (ctx->EvalMap.Map1Texture4.Points && !ctx->EvalMap.Map1Texture4.Retain) { - free( ctx->EvalMap.Map1Texture4.Points ); + GL_FREE( ctx->EvalMap.Map1Texture4.Points ); } ctx->EvalMap.Map1Texture4.Points = (GLfloat *) points; ctx->EvalMap.Map1Texture4.Retain = retain; @@ -1036,7 +1033,7 @@ void gl_Map2f( GLcontext* ctx, GLenum target, ctx->EvalMap.Map2Vertex3.dv = 1.0 / (v2 - v1); if (ctx->EvalMap.Map2Vertex3.Points && !ctx->EvalMap.Map2Vertex3.Retain) { - free( ctx->EvalMap.Map2Vertex3.Points ); + GL_FREE( ctx->EvalMap.Map2Vertex3.Points ); } ctx->EvalMap.Map2Vertex3.Retain = retain; ctx->EvalMap.Map2Vertex3.Points = (GLfloat *) points; @@ -1052,7 +1049,7 @@ void gl_Map2f( GLcontext* ctx, GLenum target, ctx->EvalMap.Map2Vertex4.dv = 1.0 / (v2 - v1); if (ctx->EvalMap.Map2Vertex4.Points && !ctx->EvalMap.Map2Vertex4.Retain) { - free( ctx->EvalMap.Map2Vertex4.Points ); + GL_FREE( ctx->EvalMap.Map2Vertex4.Points ); } ctx->EvalMap.Map2Vertex4.Points = (GLfloat *) points; ctx->EvalMap.Map2Vertex4.Retain = retain; @@ -1068,7 +1065,7 @@ void gl_Map2f( GLcontext* ctx, GLenum target, ctx->EvalMap.Map2Index.dv = 1.0 / (v2 - v1); if (ctx->EvalMap.Map2Index.Points && !ctx->EvalMap.Map2Index.Retain) { - free( ctx->EvalMap.Map2Index.Points ); + GL_FREE( ctx->EvalMap.Map2Index.Points ); } ctx->EvalMap.Map2Index.Retain = retain; ctx->EvalMap.Map2Index.Points = (GLfloat *) points; @@ -1084,7 +1081,7 @@ void gl_Map2f( GLcontext* ctx, GLenum target, ctx->EvalMap.Map2Color4.dv = 1.0 / (v2 - v1); if (ctx->EvalMap.Map2Color4.Points && !ctx->EvalMap.Map2Color4.Retain) { - free( ctx->EvalMap.Map2Color4.Points ); + GL_FREE( ctx->EvalMap.Map2Color4.Points ); } ctx->EvalMap.Map2Color4.Retain = retain; ctx->EvalMap.Map2Color4.Points = (GLfloat *) points; @@ -1100,7 +1097,7 @@ void gl_Map2f( GLcontext* ctx, GLenum target, ctx->EvalMap.Map2Normal.dv = 1.0 / (v2 - v1); if (ctx->EvalMap.Map2Normal.Points && !ctx->EvalMap.Map2Normal.Retain) { - free( ctx->EvalMap.Map2Normal.Points ); + GL_FREE( ctx->EvalMap.Map2Normal.Points ); } ctx->EvalMap.Map2Normal.Retain = retain; ctx->EvalMap.Map2Normal.Points = (GLfloat *) points; @@ -1116,7 +1113,7 @@ void gl_Map2f( GLcontext* ctx, GLenum target, ctx->EvalMap.Map2Texture1.dv = 1.0 / (v2 - v1); if (ctx->EvalMap.Map2Texture1.Points && !ctx->EvalMap.Map2Texture1.Retain) { - free( ctx->EvalMap.Map2Texture1.Points ); + GL_FREE( ctx->EvalMap.Map2Texture1.Points ); } ctx->EvalMap.Map2Texture1.Retain = retain; ctx->EvalMap.Map2Texture1.Points = (GLfloat *) points; @@ -1132,7 +1129,7 @@ void gl_Map2f( GLcontext* ctx, GLenum target, ctx->EvalMap.Map2Texture2.dv = 1.0 / (v2 - v1); if (ctx->EvalMap.Map2Texture2.Points && !ctx->EvalMap.Map2Texture2.Retain) { - free( ctx->EvalMap.Map2Texture2.Points ); + GL_FREE( ctx->EvalMap.Map2Texture2.Points ); } ctx->EvalMap.Map2Texture2.Retain = retain; ctx->EvalMap.Map2Texture2.Points = (GLfloat *) points; @@ -1148,7 +1145,7 @@ void gl_Map2f( GLcontext* ctx, GLenum target, ctx->EvalMap.Map2Texture3.dv = 1.0 / (v2 - v1); if (ctx->EvalMap.Map2Texture3.Points && !ctx->EvalMap.Map2Texture3.Retain) { - free( ctx->EvalMap.Map2Texture3.Points ); + GL_FREE( ctx->EvalMap.Map2Texture3.Points ); } ctx->EvalMap.Map2Texture3.Retain = retain; ctx->EvalMap.Map2Texture3.Points = (GLfloat *) points; @@ -1164,7 +1161,7 @@ void gl_Map2f( GLcontext* ctx, GLenum target, ctx->EvalMap.Map2Texture4.dv = 1.0 / (v2 - v1); if (ctx->EvalMap.Map2Texture4.Points && !ctx->EvalMap.Map2Texture4.Retain) { - free( ctx->EvalMap.Map2Texture4.Points ); + GL_FREE( ctx->EvalMap.Map2Texture4.Points ); } ctx->EvalMap.Map2Texture4.Retain = retain; ctx->EvalMap.Map2Texture4.Points = (GLfloat *) points; @@ -2560,7 +2557,7 @@ void gl_eval_vb( struct vertex_buffer *VB ) GLuint count = VB->Count; if (!flags) { - VB->EvaluatedFlags = (GLuint *)malloc(VB->Size * sizeof(GLuint)); + VB->EvaluatedFlags = (GLuint *) GL_ALLOC(VB->Size * sizeof(GLuint)); flags = VB->Flag = VB->EvaluatedFlags; } @@ -2726,4 +2723,3 @@ void gl_EvalMesh2( GLcontext* ctx, return; } } - |