e67a5fe840
Tested by jsg@, matthieu@ and ajacoutot@, ok mattieu@ |
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auxiliary | ||
docs | ||
drivers | ||
include | ||
state_trackers | ||
targets | ||
tests | ||
tools | ||
winsys | ||
Makefile | ||
Makefile.template | ||
README.portability | ||
SConscript |
CROSS-PLATFORM PORTABILITY GUIDELINES FOR GALLIUM3D = General Considerations = The state tracker and winsys driver support a rather limited number of platforms. However, the pipe drivers are meant to run in a wide number of platforms. Hence the pipe drivers, the auxiliary modules, and all public headers in general, should strictly follow these guidelines to ensure = Compiler Support = * Include the p_compiler.h. * Don't use the 'inline' keyword, use the INLINE macro in p_compiler.h instead. * Cast explicitly when converting to integer types of smaller sizes. * Cast explicitly when converting between float, double and integral types. * Don't use named struct initializers. * Don't use variable number of macro arguments. Use static inline functions instead. * Don't use C99 features. = Standard Library = * Avoid including standard library headers. Most standard library functions are not available in Windows Kernel Mode. Use the appropriate p_*.h include. == Memory Allocation == * Use MALLOC, CALLOC, FREE instead of the malloc, calloc, free functions. * Use align_pointer() function defined in u_memory.h for aligning pointers in a portable way. == Debugging == * Use the functions/macros in p_debug.h. * Don't include assert.h, call abort, printf, etc. = Code Style = == Inherantice in C == The main thing we do is mimic inheritance by structure containment. Here's a silly made-up example: /* base class */ struct buffer { int size; void (*validate)(struct buffer *buf); }; /* sub-class of bufffer */ struct texture_buffer { struct buffer base; /* the base class, MUST COME FIRST! */ int format; int width, height; }; Then, we'll typically have cast-wrapper functions to convert base-class pointers to sub-class pointers where needed: static inline struct vertex_buffer *vertex_buffer(struct buffer *buf) { return (struct vertex_buffer *) buf; } To create/init a sub-classed object: struct buffer *create_texture_buffer(int w, int h, int format) { struct texture_buffer *t = malloc(sizeof(*t)); t->format = format; t->width = w; t->height = h; t->base.size = w * h; t->base.validate = tex_validate; return &t->base; } Example sub-class method: void tex_validate(struct buffer *buf) { struct texture_buffer *tb = texture_buffer(buf); assert(tb->format); assert(tb->width); assert(tb->height); } Note that we typically do not use typedefs to make "class names"; we use 'struct whatever' everywhere. Gallium's pipe_context and the subclassed psb_context, etc are prime examples of this. There's also many examples in Mesa and the Mesa state tracker.