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authorKenneth Graunke <[email protected]>2014-02-01 19:46:45 -0800
committerKenneth Graunke <[email protected]>2014-02-03 00:53:11 -0800
commite1b1f2a687c219021f65219df59f412bc86daadd (patch)
tree099b769f2306382a38177a61b07236eea9d66973 /src/mesa/vbo/vbo_exec_array.c
parent0354e50798d9f199c3a47b71e8c0a284bba5e8e6 (diff)
mesa: Rename ElementArrayBufferObj to IndexBufferObj.
DirectX and most hardware documentation use the term "Index Buffer" to refer to a buffer containing indexes into arrays of vertex data, which allows random access to vertex data, rather than sequential access. OpenGL uses a different term for this concept: "Element Array Buffer". However, "Index Buffer" has become much more widespread. A quick Google search shows 29,300 hits for "Element Array Buffer" vs. 82,300 hits for "Index Buffer." Arguably, "Index Buffer" is clearer: an "element of an array" (or list) usually refers to an actual item stored in the array, not the index used to refer to it. The terminology is also already used in Mesa: some VBO module code for dealing with ElementArrayBufferObj names local variables "ib". Completely generated by: $ find . -type f -print0 | xargs -0 sed -i \ 's/ElementArrayBufferObj/IndexBufferObj/g' 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/vbo/vbo_exec_array.c')
-rw-r--r--src/mesa/vbo/vbo_exec_array.c38
1 files changed, 19 insertions, 19 deletions
diff --git a/src/mesa/vbo/vbo_exec_array.c b/src/mesa/vbo/vbo_exec_array.c
index 43ac03bf7f1..b316f097ddf 100644
--- a/src/mesa/vbo/vbo_exec_array.c
+++ b/src/mesa/vbo/vbo_exec_array.c
@@ -291,11 +291,11 @@ check_draw_elements_data(struct gl_context *ctx, GLsizei count, GLenum elemType,
const void *elemMap;
GLint i, k;
- if (_mesa_is_bufferobj(ctx->Array.VAO->ElementArrayBufferObj)) {
+ if (_mesa_is_bufferobj(ctx->Array.VAO->IndexBufferObj)) {
elemMap = ctx->Driver.MapBufferRange(ctx, 0,
- ctx->Array.VAO->ElementArrayBufferObj->Size,
+ ctx->Array.VAO->IndexBufferObj->Size,
GL_MAP_READ_BIT,
- ctx->Array.VAO->ElementArrayBufferObj);
+ ctx->Array.VAO->IndexBufferObj);
elements = ADD_POINTERS(elements, elemMap);
}
@@ -323,8 +323,8 @@ check_draw_elements_data(struct gl_context *ctx, GLsizei count, GLenum elemType,
}
}
- if (_mesa_is_bufferobj(vao->ElementArrayBufferObj)) {
- ctx->Driver.UnmapBuffer(ctx, ctx->Array.VAO->ElementArrayBufferObj);
+ if (_mesa_is_bufferobj(vao->IndexBufferObj)) {
+ ctx->Driver.UnmapBuffer(ctx, ctx->Array.VAO->IndexBufferObj);
}
for (k = 0; k < Elements(vao->_VertexAttrib); k++) {
@@ -883,15 +883,15 @@ dump_element_buffer(struct gl_context *ctx, GLenum type)
{
const GLvoid *map =
ctx->Driver.MapBufferRange(ctx, 0,
- ctx->Array.VAO->ElementArrayBufferObj->Size,
+ ctx->Array.VAO->IndexBufferObj->Size,
GL_MAP_READ_BIT,
- ctx->Array.VAO->ElementArrayBufferObj);
+ ctx->Array.VAO->IndexBufferObj);
switch (type) {
case GL_UNSIGNED_BYTE:
{
const GLubyte *us = (const GLubyte *) map;
GLint i;
- for (i = 0; i < ctx->Array.VAO->ElementArrayBufferObj->Size; i++) {
+ for (i = 0; i < ctx->Array.VAO->IndexBufferObj->Size; i++) {
printf("%02x ", us[i]);
if (i % 32 == 31)
printf("\n");
@@ -903,7 +903,7 @@ dump_element_buffer(struct gl_context *ctx, GLenum type)
{
const GLushort *us = (const GLushort *) map;
GLint i;
- for (i = 0; i < ctx->Array.VAO->ElementArrayBufferObj->Size / 2; i++) {
+ for (i = 0; i < ctx->Array.VAO->IndexBufferObj->Size / 2; i++) {
printf("%04x ", us[i]);
if (i % 16 == 15)
printf("\n");
@@ -915,7 +915,7 @@ dump_element_buffer(struct gl_context *ctx, GLenum type)
{
const GLuint *us = (const GLuint *) map;
GLint i;
- for (i = 0; i < ctx->Array.VAO->ElementArrayBufferObj->Size / 4; i++) {
+ for (i = 0; i < ctx->Array.VAO->IndexBufferObj->Size / 4; i++) {
printf("%08x ", us[i]);
if (i % 8 == 7)
printf("\n");
@@ -927,7 +927,7 @@ dump_element_buffer(struct gl_context *ctx, GLenum type)
;
}
- ctx->Driver.UnmapBuffer(ctx, ctx->Array.VAO->ElementArrayBufferObj);
+ ctx->Driver.UnmapBuffer(ctx, ctx->Array.VAO->IndexBufferObj);
}
#endif
@@ -955,7 +955,7 @@ vbo_validated_drawrangeelements(struct gl_context *ctx, GLenum mode,
ib.count = count;
ib.type = type;
- ib.obj = ctx->Array.VAO->ElementArrayBufferObj;
+ ib.obj = ctx->Array.VAO->IndexBufferObj;
ib.ptr = indices;
prim[0].begin = 1;
@@ -1097,7 +1097,7 @@ vbo_exec_DrawRangeElementsBaseVertex(GLenum mode,
"(start %u, end %u, type 0x%x, count %d) ElemBuf %u, "
"base %d\n",
start, end, type, count,
- ctx->Array.VAO->ElementArrayBufferObj->Name,
+ ctx->Array.VAO->IndexBufferObj->Name,
basevertex);
}
@@ -1350,13 +1350,13 @@ vbo_validated_multidrawelements(struct gl_context *ctx, GLenum mode,
* subranges of the index buffer as one large index buffer may lead to
* us reading unmapped memory.
*/
- if (!_mesa_is_bufferobj(ctx->Array.VAO->ElementArrayBufferObj))
+ if (!_mesa_is_bufferobj(ctx->Array.VAO->IndexBufferObj))
fallback = GL_TRUE;
if (!fallback) {
ib.count = (max_index_ptr - min_index_ptr) / index_type_size;
ib.type = type;
- ib.obj = ctx->Array.VAO->ElementArrayBufferObj;
+ ib.obj = ctx->Array.VAO->IndexBufferObj;
ib.ptr = (void *)min_index_ptr;
for (i = 0; i < primcount; i++) {
@@ -1387,7 +1387,7 @@ vbo_validated_multidrawelements(struct gl_context *ctx, GLenum mode,
continue;
ib.count = count[i];
ib.type = type;
- ib.obj = ctx->Array.VAO->ElementArrayBufferObj;
+ ib.obj = ctx->Array.VAO->IndexBufferObj;
ib.ptr = indices[i];
prim[0].begin = 1;
@@ -1657,7 +1657,7 @@ vbo_validated_drawelementsindirect(struct gl_context *ctx,
ib.count = 0; /* unknown */
ib.type = type;
- ib.obj = ctx->Array.VAO->ElementArrayBufferObj;
+ ib.obj = ctx->Array.VAO->IndexBufferObj;
ib.ptr = NULL;
memset(prim, 0, sizeof(prim));
@@ -1701,11 +1701,11 @@ vbo_validated_multidrawelementsindirect(struct gl_context *ctx,
vbo_bind_arrays(ctx);
- /* NOTE: ElementArrayBufferObj is guaranteed to be a VBO. */
+ /* NOTE: IndexBufferObj is guaranteed to be a VBO. */
ib.count = 0; /* unknown */
ib.type = type;
- ib.obj = ctx->Array.VAO->ElementArrayBufferObj;
+ ib.obj = ctx->Array.VAO->IndexBufferObj;
ib.ptr = NULL;
prim[0].begin = 1;