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/* $Id: t_imm_alloc.c,v 1.20 2003/03/31 18:19:56 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 5.1
*
* Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
* Authors:
* Keith Whitwell <keith@tungstengraphics.com>
*/
#include "glheader.h"
#include "imports.h"
#include "mtypes.h"
#include "t_imm_alloc.h"
static int id = 0; /* give each struct immediate a unique ID number */
static struct immediate *
real_alloc_immediate( GLcontext *ctx )
{
struct immediate *immed = ALIGN_CALLOC_STRUCT( immediate, 32 );
if (!immed)
return NULL;
immed->id = id++;
immed->ref_count = 0;
immed->FlushElt = 0;
immed->LastPrimitive = IMM_MAX_COPIED_VERTS;
immed->Count = IMM_MAX_COPIED_VERTS;
immed->Start = IMM_MAX_COPIED_VERTS;
immed->Material = 0;
immed->MaterialMask = 0;
immed->MaxTextureUnits = ctx->Const.MaxTextureCoordUnits;
immed->TexSize = 0;
immed->NormalLengthPtr = 0;
/* Only allocate space for vertex positions right now. Color, texcoord,
* etc storage will be allocated as needed.
*/
immed->Attrib[VERT_ATTRIB_POS] = _mesa_malloc(IMM_SIZE * 4 * sizeof(GLfloat));
/* Enable this to allocate all attribute arrays up front */
if (0)
{
int i;
for (i = 1; i < VERT_ATTRIB_MAX; i++) {
immed->Attrib[i] = _mesa_malloc(IMM_SIZE * 4 * sizeof(GLfloat));
}
}
immed->CopyTexSize = 0;
immed->CopyStart = immed->Start;
return immed;
}
static void
real_free_immediate( struct immediate *immed )
{
static int freed = 0;
GLuint i;
for (i =0; i < VERT_ATTRIB_MAX; i++) {
if (immed->Attrib[i])
_mesa_free(immed->Attrib[i]);
immed->Attrib[i] = NULL;
}
if (immed->Material) {
FREE( immed->Material );
FREE( immed->MaterialMask );
immed->Material = 0;
immed->MaterialMask = 0;
}
if (immed->NormalLengthPtr)
ALIGN_FREE( immed->NormalLengthPtr );
ALIGN_FREE( immed );
freed++;
/* printf("outstanding %d\n", id - freed); */
}
/**
* Return a pointer to a new 'struct immediate' object.
* We actually keep a spare/cached one to reduce malloc calls.
*/
struct immediate *
_tnl_alloc_immediate( GLcontext *ctx )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct immediate *tmp = tnl->freed_immediate;
if (tmp) {
tnl->freed_immediate = 0;
return tmp;
}
else
return real_alloc_immediate( ctx );
}
/**
* Free a 'struct immediate' object.
* May be called after tnl is destroyed.
*/
void
_tnl_free_immediate( GLcontext *ctx, struct immediate *immed )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
ASSERT(immed->ref_count == 0);
if (immed->NormalLengthPtr) {
ALIGN_FREE(immed->NormalLengthPtr);
immed->NormalLengthPtr = NULL;
}
if (!tnl) {
real_free_immediate( immed );
}
else {
if (tnl->freed_immediate)
real_free_immediate( tnl->freed_immediate );
tnl->freed_immediate = immed;
}
}
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