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/*
** Copyright 1991, 1922, Silicon Graphics, Inc. ** All Rights Reserved. ** ** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.; ** the contents of this file may not be disclosed to third parties, copied or ** duplicated in any form, in whole or in part, without the prior written ** permission of Silicon Graphics, Inc. ** ** RESTRICTED RIGHTS LEGEND: ** Use, duplication or disclosure by the Government is subject to restrictions ** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data ** and Computer Software clause at DFARS 252.227-7013, and/or in similar or ** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished - ** rights reserved under the Copyright Laws of the United States. ** ** Display list table management routines. ** ** $Revision: 1.3 $ ** $Date: 1995/02/11 00:53:45 $ */
#include "precomp.h"
#pragma hdrstop
#include <namesint.h>
#include "..\..\dlist\dlistint.h"
/************************************************************************/ /*
** The Name Space Management code is used to store and retreive named ** data structures. The data being stored is referred to with void ** pointers to allow for the storage of any type of structure. ** ** Note that this code was developed for dlist name management. ** The bulk of it remains the same, but the semaphores for locking ** dlist access have been moved up one level. The code that uses ** this module for name space management must enclose the calls ** to Names entry points with LOCK and UNLOCK statements. */ /************************************************************************/
/*----------------------------------------------------------------------*/ /*
** Internal data structures. Not intended for consumption outside of ** this module. */ /*----------------------------------------------------------------------*/
/*
** The name space is implemented as a 2-3 tree. ** The depth of the tree is the same for ** the entire tree (so we always know once we reach that depth that the ** node found is a leaf). ** ** A 2-3 tree in a nutshell goes like this: ** ** Every node at the maximum depth is a leaf, all other nodes are branch ** nodes and have 2 or 3 children. ** ** A new node can be inserted in O(depth) time and an old node can be deleted ** in O(depth) time. During this insertion or deletion, the tree is ** automatically rebalanced. ** ** ** Hmmm. Derrick Burns mentions splay trees. They would probably work ** as well if not better, and might be easier to code. Maybe later -- little ** point in re-writing working code. ** ** Leaf nodes are arrays of sequential display lists. The typical tree will ** actually only be one node (since users will define a few sequential ** lists, all of which fit into one leaf node). ** ** The range of display lists stored in a leaf is indicated by "start" and ** "end" (inclusive). ** ** There are two varieties of leaves. There are leaves which contain unused ** (but reserved) display lists. They are unique in that "lists" will be ** NULL. The other type of leaf contains display lists currently in use. ** "lists" will not be NULL for these leaves, and will point to an array ** containing the actual display lists. ** ** Leaves containing unused (but reserved) display lists are generated when ** the user calls glGenLists(). ** ** As the user starts using these reserved lists, the leaf containing unused ** (reserved) lists is split into two (or sometimes three) leaves. One of ** the leaves will contain the display list the user is currently using, and ** the other will contain the rest of the still unused display lists. ** ** When this split takes place, the new leaf (containing the "now used" display ** lists) will be sized to __GL_DLIST_MIN_ARRAY_BLOCK entries if possible ** (with one of the array entries being the new display list, and the other ** entries pointing to a NOP dummy display list). As the user continues ** to define more and more display lists, the leaf containing a range ** of used display lists will continue to grow until it reaches a ** size of __GL_DLIST_MAX_ARRAY_BLOCK entries, at which point a new ** leaf will be created to hold additional lists. */
/*
** A leaf node. ** The data pointers are void so diffent types of data structures can ** be managed. The dataInfo pointer points back to information needed ** to manage the specific data structure pointed to by a void pointer. */ struct __GLnamesLeafRec { __GLnamesBranch *parent; /* parent node - must be first */ GLuint start; /* start of range */ GLuint end; /* end of range */ void **dataList; /* array of ptrs to named data */ __GLnamesArrayTypeInfo *dataInfo; /* ptr to data type info */ };
/*
** A branch node. ** The section of the tree in children[0] has name values all <= low. ** The section in children[1] has values: low < value <= medium. ** The section in children[2] (if not NULL) has values > medium. */ struct __GLnamesBranchRec { __GLnamesBranch *parent; /* parent node - must be first */ GLuint low; /* children[0] all <= low */ GLuint medium; /* children[1] all <= medium & > low */ __GLnamesBranch *children[3]; /* children[2] all > medium */ };
/*----------------------------------------------------------------------*/ /*
** Name Space Manager internal routines. */ /*----------------------------------------------------------------------*/
/*
** Sets up a new names tree and returns a pointer to it. */ __GLnamesArray * FASTCALL __glNamesNewArray(__GLcontext *gc, __GLnamesArrayTypeInfo *dataInfo) { __GLnamesArray *array; int i;
array = (__GLnamesArray *) GCALLOC(gc, sizeof(__GLnamesArray)); if (array == NULL) { __glSetError(GL_OUT_OF_MEMORY); return NULL; }
#ifdef NT
__try { InitializeCriticalSection(&array->critsec); } __except(EXCEPTION_EXECUTE_HANDLER) { GCFREE(gc, array); __glSetError(GL_OUT_OF_MEMORY); return NULL; } #endif
array->refcount = 1; array->tree = NULL; array->depth = 0; array->dataInfo = dataInfo; /*
** Pre-allocate a few leaves and branches for paranoid OUT_OF_MEMORY ** reasons. */ array->nbranches = __GL_DL_EXTRA_BRANCHES; array->nleaves = __GL_DL_EXTRA_LEAVES; for (i = 0; i < __GL_DL_EXTRA_BRANCHES; i++) { array->branches[i] = (__GLnamesBranch*) GCALLOC(gc, sizeof(__GLnamesBranch)); if (array->branches[i] == NULL) { array->nbranches = i; break; } } for (i = 0; i < __GL_DL_EXTRA_LEAVES; i++) { array->leaves[i] = (__GLnamesLeaf*) GCALLOC(gc, sizeof(__GLnamesLeaf)); if (array->leaves[i] == NULL) { array->nleaves = i; break; } }
return array; }
static void FASTCALL freeLeafData(__GLcontext *gc, void **dataList) { /*
** Note that the actual data pointed to by the elements of this list ** have already been freed with the callback. */ GCFREE(gc, dataList); }
static void FASTCALL freeLeaf(__GLcontext *gc, __GLnamesLeaf *leaf) { if (leaf->dataList) { freeLeafData(gc, leaf->dataList); } GCFREE(gc, leaf); }
static void FASTCALL freeBranch(__GLcontext *gc, __GLnamesBranch *branch) { GCFREE(gc, branch); }
/*
** Free an entire names tree. */ void FASTCALL __glNamesFreeTree(__GLcontext *gc, __GLnamesArray *array, __GLnamesBranch *tree, GLint depth) { GLuint i; __GLnamesLeaf *leaf; void *empty; GLint maxdepth = array->depth;
__GL_NAMES_ASSERT_LOCKED(array);
if (tree == NULL) return;
if (depth < maxdepth) { __glNamesFreeTree(gc, array, tree->children[2], depth+1); __glNamesFreeTree(gc, array, tree->children[1], depth+1); __glNamesFreeTree(gc, array, tree->children[0], depth+1);
freeBranch(gc, tree); } else { leaf = (__GLnamesLeaf *) tree; empty = array->dataInfo->empty;
if (leaf->dataList) { for (i=leaf->start; i<=leaf->end; i++) { if (leaf->dataList[i - leaf->start] != empty) { ASSERTOPENGL(leaf->dataInfo->free != NULL, "No free function\n"); (*leaf->dataInfo->free)(gc, leaf->dataList[i - leaf->start]); leaf->dataList[i - leaf->start] = empty; } } } freeLeaf(gc, leaf); } }
void FASTCALL __glNamesFreeArray(__GLcontext *gc, __GLnamesArray *array) { GLuint i;
__GL_NAMES_ASSERT_LOCKED(array);
for (i = 0; i < array->nbranches; i++) { GCFREE(gc, array->branches[i]); } for (i = 0; i < array->nleaves; i++) { GCFREE(gc, array->leaves[i]); }
__glNamesFreeTree(gc, array, array->tree, 0);
__GL_NAMES_UNLOCK(array); #ifdef NT
DeleteCriticalSection(&array->critsec); #endif
GCFREE(gc, array); }
/*
** Find the leaf with the given name. ** If exact is TRUE, then only the leaf that contains this name will ** be returned (NULL, otherwise). ** If exact is FALSE, than the leaf containing the number will be returned ** if it exists, and otherwise the next highest leaf will be returned. ** A NULL value indicates that number is higher than any other leaves in ** the tree. ** This routine has been tuned for the case of finding the number in ** the tree, since this is the most likely case when dispatching a ** display list. */ static __GLnamesLeaf * FASTCALL findLeaf(__GLnamesArray *array, GLuint number, GLint exact) { __GLnamesBranch *branch; __GLnamesLeaf *leaf; int depth = array->depth, r;
__GL_NAMES_ASSERT_LOCKED(array);
branch = array->tree;
while (depth > 0 && branch) {
/* rather than following if-then-else code
* for correct branch, evaluate all conditions * quickly to compute correct branch. */ int r = (number > branch->low) + (number > branch->medium); ASSERTOPENGL(branch->low <= branch->medium, "Branch ordering wrong\n"); branch = branch->children[r]; --depth; } if (!(leaf = (__GLnamesLeaf *) branch)) return NULL;
/* the case we want to optimize is the one in which we
* actually find the node, so evaluate both conditions * quickly, since both results are required in this case * and return appropriately. the choice of the final * if construct is to match the current vagaries of the * 3.19 compiler code generator (db) */ r = (leaf->end < number) | (exact&(number<leaf->start)); if (!r) return leaf; return NULL; }
/*
** Copy data from leaf->lists into newleaf->lists. */ static void FASTCALL copyLeafInfo(__GLnamesLeaf *leaf, __GLnamesLeaf *newleaf) { GLint offset; GLuint number; GLuint i;
number = newleaf->end - newleaf->start + 1; offset = newleaf->start - leaf->start;
for (i = 0; i < number; i++) { newleaf->dataList[i] = leaf->dataList[i+offset]; } }
/*
** Attempt to fix a possible situation caused by lack of memory. */ static GLboolean FASTCALL fixMemoryProblem(__GLcontext *gc, __GLnamesArray *array) { GLuint i;
__GL_NAMES_ASSERT_LOCKED(array);
for (i = array->nbranches; i < __GL_DL_EXTRA_BRANCHES; i++) { array->branches[i] = (__GLnamesBranch*) GCALLOC(gc, sizeof(__GLnamesBranch)); if (array->branches[i] == NULL) { array->nbranches = i; return GL_FALSE; } } array->nbranches = __GL_DL_EXTRA_BRANCHES; for (i = array->nleaves; i < __GL_DL_EXTRA_LEAVES; i++) { array->leaves[i] = (__GLnamesLeaf*) GCALLOC(gc, sizeof(__GLnamesLeaf)); if (array->leaves[i] == NULL) { array->nleaves = i; return GL_FALSE; } } array->nleaves = __GL_DL_EXTRA_LEAVES; return GL_TRUE; }
/*
** Compute the maximum value contained in the given tree. If ** curdepth == maxdepth, the tree is simply a leaf. */ static GLuint FASTCALL computeMax(__GLnamesBranch *branch, GLint curdepth, GLint maxdepth) { __GLnamesLeaf *leaf;
while (curdepth < maxdepth) { if (branch->children[2] != NULL) { branch = branch->children[2]; } else if (branch->children[1] != NULL) { return branch->medium; } else { return branch->low; } curdepth++; } leaf = (__GLnamesLeaf *) branch; return leaf->end; }
/*
** Make sure that all parents of this child know that maxval is the ** highest value that can be found in this child. */ static void FASTCALL pushMaxVal(__GLnamesBranch *child, GLuint maxval) { __GLnamesBranch *parent;
while (parent = child->parent) { if (parent->children[0] == child) { parent->low = maxval; if (parent->children[1] != NULL) { return; } } else if (parent->children[1] == child) { parent->medium = maxval; if (parent->children[2] != NULL) { return; } } else { ASSERTOPENGL(parent->children[2] == child, "Parent/child relationship incorrect\n"); } child = parent; } }
static GLboolean FASTCALL allocLeafData(__GLcontext *gc, __GLnamesLeaf *leaf) { GLint number; GLint i;
number = leaf->end - leaf->start + 1; leaf->dataList = (void **) GCALLOC(gc, (size_t)(sizeof(void *)*number)); if (!leaf->dataList) return GL_FALSE;
for (i=0; i < number; i++) { leaf->dataList[i] = leaf->dataInfo->empty; } return GL_TRUE; }
static GLboolean FASTCALL reallocLeafData(__GLcontext *gc, __GLnamesLeaf *leaf) { size_t number; void **answer;
number = (size_t) (leaf->end - leaf->start + 1); answer = (void **) GCREALLOC(gc, leaf->dataList, sizeof(void *)*number); if (answer) { leaf->dataList = answer; return GL_TRUE; } else { /*
** Crud! Out of memory! */ return GL_FALSE; } }
static __GLnamesLeaf * FASTCALL allocLeaf(__GLcontext *gc, __GLnamesArray *array) { __GLnamesLeaf *leaf;
leaf = (__GLnamesLeaf *) GCALLOC(gc, sizeof(__GLnamesLeaf));
if (leaf == NULL) { /*
** Ouch! No memory? We had better use one of the preallocated ** leaves. */
__GL_NAMES_ASSERT_LOCKED(array);
ASSERTOPENGL(array->nleaves != 0, "No preallocated leaves\n"); array->nleaves--; leaf = array->leaves[array->nleaves]; }
leaf->parent = NULL; leaf->dataList = NULL; leaf->dataInfo = array->dataInfo;
return leaf; }
/*
** Allocates a branch node. */ static __GLnamesBranch * FASTCALL allocBranch(__GLcontext *gc, __GLnamesArray *array) { __GLnamesBranch *branch;
branch = (__GLnamesBranch *) GCALLOC(gc, sizeof(__GLnamesBranch));
if (branch == NULL) { /*
** Ouch! No memory? We had better use one of the preallocated ** branches. */
__GL_NAMES_ASSERT_LOCKED(array);
ASSERTOPENGL(array->nbranches != 0, "No preallocated branches\n"); array->nbranches--; branch = array->branches[array->nbranches]; }
branch->children[0] = branch->children[1] = branch->children[2] = NULL; branch->parent = NULL;
return branch; }
/*
** Remove the child from the parent. depth refers to the parent. ** This deletion may delete a child from a parent with only two children. ** If so, the parent itself will soon be deleted, of course. */ static void FASTCALL deleteChild(__GLnamesArray *array, __GLnamesBranch *parent, __GLnamesBranch *child, GLint depth) { GLuint maxval; GLint maxdepth;
__GL_NAMES_ASSERT_LOCKED(array);
maxdepth = array->depth;
if (parent->children[0] == child) { parent->children[0] = parent->children[1]; parent->children[1] = parent->children[2]; parent->children[2] = NULL; parent->low = parent->medium; if (parent->children[1] != NULL) { maxval = computeMax(parent->children[1], depth+1, maxdepth); parent->medium = maxval; } else parent->medium = 0; } else if (parent->children[1] == child) { parent->children[1] = parent->children[2]; parent->children[2] = NULL; if (parent->children[1] != NULL) { maxval = computeMax(parent->children[1], depth+1, maxdepth); parent->medium = maxval; } else parent->medium = 0; } else { ASSERTOPENGL(parent->children[2] == child, "Parent/child relationship wrong\n"); parent->children[2] = NULL; pushMaxVal(parent, parent->medium); } }
/*
** Add child to parent. child is a leaf if curdepth == maxdepth - 1 ** (curdepth refers to the depth of the parent, not the child). Parent ** only has one or two children (thus has room for another child). */ static void FASTCALL addChild(__GLnamesBranch *parent, __GLnamesBranch *child, GLint curdepth, GLint maxdepth) { GLuint maxval;
maxval = computeMax(child, curdepth+1, maxdepth);
child->parent = parent; if (maxval > parent->medium && parent->children[1] != NULL) { /* This becomes the third child */ parent->children[2] = child;
/* Propagate the maximum value for this child to its parents */ pushMaxVal(parent, maxval); } else if (maxval > parent->low) { /* This becomes the second child */ parent->children[2] = parent->children[1]; parent->children[1] = child; parent->medium = maxval;
if (parent->children[2] == NULL) { pushMaxVal(parent, maxval); } } else { parent->children[2] = parent->children[1]; parent->children[1] = parent->children[0]; parent->children[0] = child; parent->medium = parent->low; parent->low = maxval; } }
/*
** From the three children in parent, and the extraChild, build two parents: ** parent and newParent. curdepth refers to the depth of parent. parent ** is part of the tree, so its maxval needs to be propagated up if it ** changes. */ static void FASTCALL splitParent(__GLnamesBranch *parent, __GLnamesBranch *newParent, __GLnamesBranch *extraChild, GLint curdepth, GLint maxdepth) { __GLnamesBranch *children[4], *tempchild; GLuint maxvals[4], tempval; int i;
/* Collect our four children */ children[0] = parent->children[0]; maxvals[0] = parent->low; children[1] = parent->children[1]; maxvals[1] = parent->medium; children[2] = parent->children[2]; maxvals[2] = computeMax(children[2], curdepth+1, maxdepth); children[3] = extraChild; maxvals[3] = computeMax(extraChild, curdepth+1, maxdepth);
/* Children 0-2 are sorted. Sort child 3 too. */ for (i = 3; i > 0; i--) { if (maxvals[i] < maxvals[i-1]) { tempval = maxvals[i]; tempchild = children[i]; maxvals[i] = maxvals[i-1]; children[i] = children[i-1]; maxvals[i-1] = tempval; children[i-1] = tempchild; } }
/* Construct the two parents */ parent->low = maxvals[0]; parent->children[0] = children[0]; parent->medium = maxvals[1]; parent->children[1] = children[1]; parent->children[2] = NULL; children[0]->parent = parent; children[1]->parent = parent; pushMaxVal(parent, maxvals[1]);
newParent->low = maxvals[2]; newParent->children[0] = children[2]; newParent->medium = maxvals[3]; newParent->children[1] = children[3]; newParent->children[2] = NULL; children[2]->parent = newParent; children[3]->parent = newParent; }
/*
** Build a parent from child1 and child2. depth tells the depth of ** the trees pointed to by child1 and child2. */ static void FASTCALL buildParent(__GLnamesBranch *parent, __GLnamesBranch *child1, __GLnamesBranch *child2, GLint depth) { GLuint maxChild1, maxChild2;
child1->parent = parent; child2->parent = parent; maxChild1 = computeMax(child1, 0, depth); maxChild2 = computeMax(child2, 0, depth); if (maxChild2 > maxChild1) { parent->children[0] = child1; parent->low = maxChild1; parent->children[1] = child2; parent->medium = maxChild2; } else { parent->children[0] = child2; parent->low = maxChild2; parent->children[1] = child1; parent->medium = maxChild1; } }
/*
** Insert the new leaf into the tree. */ static void FASTCALL insertLeaf(__GLcontext *gc, __GLnamesArray *array, __GLnamesLeaf *leaf) { __GLnamesBranch *extraChild; __GLnamesBranch *branch; __GLnamesBranch *parent; __GLnamesBranch *newParent; GLint maxdepth, curdepth; GLuint number;
__GL_NAMES_ASSERT_LOCKED(array);
number = leaf->end; maxdepth = array->depth; branch = array->tree; if (!branch) { /* No tree! Make a one leaf tree. */ array->depth = 0; array->tree = (__GLnamesBranch *) leaf; return; }
curdepth = 0; while (curdepth < maxdepth) { if (number <= branch->low) { branch = branch->children[0]; } else if (number <= branch->medium) { branch = branch->children[1]; } else { if (branch->children[2] != NULL) { branch = branch->children[2]; } else { branch = branch->children[1]; } } curdepth++; }
/*
** Ok, we just managed to work our way to the bottom of the tree. ** 'leaf' becomes the extraChild, and we now try to insert it anywhere ** it will fit. */ extraChild = (__GLnamesBranch *) leaf; parent = branch->parent;
curdepth--; while (parent) { if (parent->children[2] == NULL) { /* We have room to squeeze this node in here! */ addChild(parent, extraChild, curdepth, maxdepth); return; }
/*
** We have one parent and four children. This simply ** won't do. We create a new parent, and end up with two ** parents with two children each. That works. */ newParent = allocBranch(gc, array); splitParent(parent, newParent, extraChild, curdepth, maxdepth);
/*
** Great. Now newParent becomes the orphan, and we try to ** trivially insert it up a level. */ extraChild = newParent; branch = parent; parent = branch->parent; curdepth--; }
/* We just reached the top node, and there is no parent, and we
** still haven't managed to rid ourselves of an extra child. So, ** we make a new parent to take branch and extraChild as it's two ** children. We have to increase the depth of the tree, of course. */ ASSERTOPENGL(curdepth == -1, "Wrong depth at top\n"); parent = allocBranch(gc, array); buildParent(parent, branch, extraChild, maxdepth); array->tree = parent; array->depth++; }
/*
** Delete the given leaf from the tree. The leaf itself is not ** freed or anything, so the calling procedure needs to worry about it. */ static void FASTCALL deleteLeaf(__GLcontext *gc, __GLnamesArray *array, __GLnamesLeaf *leaf) { __GLnamesBranch *orphan; __GLnamesBranch *parent, *newParent; __GLnamesBranch *grandparent; GLint depth, maxdepth; GLuint maxval;
__GL_NAMES_ASSERT_LOCKED(array);
maxdepth = depth = array->depth; parent = leaf->parent; if (parent == NULL) { /* Ack! We just nuked the only node! */ array->tree = NULL; return; }
deleteChild(array, parent, (__GLnamesBranch *) leaf, depth-1);
/*
** depth is the depth of the child in this case. */ depth--; while (parent->children[1] == NULL) { /* Crud. Need to do work. */ orphan = parent->children[0];
/* Ax the parent, insert child into grandparent. */ grandparent = parent->parent;
if (grandparent == NULL) { /*
** Hmmm. Parent was the root. Nuke it and make the orphan ** the new root. */ freeBranch(gc, parent); array->tree = orphan; orphan->parent = NULL; array->depth--; return; }
deleteChild(array, grandparent, parent, depth-1); freeBranch(gc, parent);
/* The parent is dead. Find a new parent. */ maxval = computeMax(orphan, depth+1, maxdepth); if (grandparent->children[1] == NULL || maxval <= grandparent->low) { parent = grandparent->children[0]; } else { parent = grandparent->children[1]; }
/* Insert orphan into new parent. */ if (parent->children[2] != NULL) { newParent = allocBranch(gc, array); splitParent(parent, newParent, orphan, depth, maxdepth); /* We know there is room! */ addChild(grandparent, newParent, depth-1, maxdepth); return; }
/* The parent has room for the child */ addChild(parent, orphan, depth, maxdepth);
depth--; parent = grandparent; } }
/*
** Shrink the leaf by adjusting start and end. ** If necessary, call pushMaxVal() to notify the database about the change. ** Also fix up the lists pointer if necessary. */ static void FASTCALL resizeLeaf(__GLcontext *gc, __GLnamesLeaf *leaf, GLuint newstart, GLuint newend) { GLuint oldstart, oldend; GLuint newsize, offset, i;
oldstart = leaf->start; oldend = leaf->end;
leaf->start = newstart; if (newend != oldend) { leaf->end = newend; pushMaxVal((__GLnamesBranch *) leaf, newend); } if (leaf->dataList == NULL) return;
/*
** Copy the appropriate pointers to the begining of the array, and ** realloc it. */ offset = newstart - oldstart; newsize = newend - newstart + 1; if (offset) { for (i=0; i<newsize; i++) { /*
** Copy the whole structure with one line. */ leaf->dataList[i] = leaf->dataList[i+offset]; } } reallocLeafData(gc, leaf); }
/*
** Find the previous leaf (before "leaf") in the tree. */ static __GLnamesLeaf * FASTCALL prevLeaf(__GLnamesLeaf *leaf) { __GLnamesBranch *branch, *child; GLint reldepth;
branch = leaf->parent; if (!branch) return NULL; /* A one leaf tree! */
child = (__GLnamesBranch *) leaf;
/* We start off at a relative depth of 1 above the child (-1) */ reldepth = -1;
while (branch) { /* If the child was the 3rd child, branch down to the second. */ if (branch->children[2] == child) { branch = branch->children[1]; reldepth++; /* One level lower */ break; } else if (branch->children[1] == child) { /* If the child was the 2nd child, branch down to the first */ branch = branch->children[0]; reldepth++; /* One level lower */ break; } else { /* Must have been 1st child */ ASSERTOPENGL(branch->children[0] == child, "Parent/child relationship wrong\n"); } /*
** Otherwise, we have already visited all of this branch's children, ** so we go up a level. */ child = branch; branch = branch->parent; reldepth--; /* One level higher */ } if (!branch) return NULL; /* All leaves visited! */
/* Go down the 'right'most trail of this branch until we get to
** a child, then return it. */ while (reldepth) { if (branch->children[2] != NULL) { branch = branch->children[2]; } else if (branch->children[1] != NULL) { branch = branch->children[1]; } else { branch = branch->children[0]; } reldepth++; /* One level lower */ }
return (__GLnamesLeaf *) branch; }
/*
** Find the first leaf in the tree. */ static __GLnamesLeaf * FASTCALL firstLeaf(__GLnamesArray *array) { __GLnamesBranch *branch; GLint maxdepth, curdepth;
__GL_NAMES_ASSERT_LOCKED(array);
maxdepth = array->depth; curdepth = 0; branch = array->tree;
/* No tree, no leaves! */ if (!branch) return NULL;
/* Take the 'left'most branch until we reach a leaf */ while (curdepth != maxdepth) { branch = branch->children[0]; curdepth++; } return (__GLnamesLeaf *) branch; }
/*
** Find the next leaf (after "leaf") in the tree. */ static __GLnamesLeaf * FASTCALL nextLeaf(__GLnamesLeaf *leaf) { __GLnamesBranch *branch, *child; GLint reldepth;
branch = leaf->parent; if (!branch) return NULL; /* A one leaf tree! */
child = (__GLnamesBranch *) leaf;
/* We start off at a relative depth of 1 above the child (-1) */ reldepth = -1;
while (branch) { /* If the child was the 1st child, branch down to the second. */ if (branch->children[0] == child) { branch = branch->children[1]; reldepth++; /* One level lower */ break; } else if (branch->children[1] == child) { /*
** If the child was the 2nd child, and there is a third, branch ** down to it. */ if (branch->children[2] != NULL) { branch = branch->children[2]; reldepth++; /* One level lower */ break; } } else { /* Must have been 3rd child */ ASSERTOPENGL(branch->children[2] == child, "Parent/child relationship wrong\n"); } /*
** Otherwise, we have already visited all of this branch's children, ** so we go up a level. */ child = branch; branch = branch->parent; reldepth--; /* One level higher */ } if (!branch) return NULL; /* All leaves visited! */
/* Go down the 'left'most trail of this branch until we get to
** a child, then return it. */ while (reldepth) { branch = branch->children[0]; reldepth++; /* One level lower */ }
return (__GLnamesLeaf *) branch; }
/*
** Merge leaf2 into leaf1, and free leaf2. ** Need to pushMaxVal on the new leaf. ** We can assume that leaf1 and leaf2 are fit for merging. ** The return value is GL_TRUE if we did it. */ static GLboolean FASTCALL mergeLeaves(__GLcontext *gc, __GLnamesLeaf *leaf1, __GLnamesLeaf *leaf2) { GLuint end; GLuint i; GLuint number, offset;
/* If we don't have to merge lists, it is easy. */ if (leaf1->dataList == NULL) { ASSERTOPENGL(leaf2->dataList == NULL, "Data already exists\n"); if (leaf1->start < leaf2->start) { leaf1->end = leaf2->end; pushMaxVal((__GLnamesBranch *) leaf1, leaf1->end); } else { leaf1->start = leaf2->start; } freeLeaf(gc, leaf2); return GL_TRUE; }
/*
** Yick! Need to merge lists. */ ASSERTOPENGL(leaf2->dataList != NULL, "No data\n"); if (leaf1->start < leaf2->start) { /*
** Expand size of leaf1's array, copy leaf2's array into it, ** free leaf2. */ offset = leaf1->end - leaf1->start + 1; number = leaf2->end - leaf2->start + 1; end = leaf1->end; leaf1->end = leaf2->end; if (!reallocLeafData(gc, leaf1)) { /*
** Heavens! No memory? That sucks! ** We won't bother merging. It is never an absolutely critical ** operation. */ leaf1->end = end; return GL_FALSE; } for (i = 0; i < number; i++) { leaf1->dataList[i+offset] = leaf2->dataList[i]; }
freeLeaf(gc, leaf2);
pushMaxVal((__GLnamesBranch *) leaf1, leaf1->end); } else { /*
** Expand the size of leaf2's array, copy leaf1's array into it. ** Then free leaf1's array, copy leaf2's array to leaf1, and free ** leaf2. */ offset = leaf2->end - leaf2->start + 1; number = leaf1->end - leaf1->start + 1; end = leaf2->end; leaf2->end = leaf1->end; if (!reallocLeafData(gc, leaf2)) { /*
** Heavens! No memory? That sucks! ** We won't bother merging. It is never an absolutely critical ** operation. */ leaf2->end = end; return GL_FALSE; } for (i = 0; i < number; i++) { leaf2->dataList[i+offset] = leaf1->dataList[i]; }
freeLeafData(gc, leaf1->dataList); leaf1->start = leaf2->start;
leaf1->dataList = leaf2->dataList; leaf2->dataList = NULL; freeLeaf(gc, leaf2); } return GL_TRUE; }
/*
** Check if this leaf can merge with any neighbors, and if so, do it. */ static void FASTCALL mergeLeaf(__GLcontext *gc, __GLnamesArray *array, __GLnamesLeaf *leaf) { __GLnamesLeaf *next, *prev;
__GL_NAMES_ASSERT_LOCKED(array);
next = nextLeaf(leaf); if (next) { /* Try to merge with next leaf */ if (leaf->end + 1 == next->start) { if ((leaf->dataList == NULL && next->dataList == NULL) || (next->dataList && leaf->dataList && next->end - leaf->start < (GLuint) __GL_DLIST_MAX_ARRAY_BLOCK)) { /* It's legal to merge these leaves */ deleteLeaf(gc, array, next); if (!mergeLeaves(gc, leaf, next)) { /*
** Ack! No memory? We bail on the merge. */ insertLeaf(gc, array, next); return; } } } }
prev = prevLeaf(leaf); if (prev) { /* Try to merge with prev leaf */ if (prev->end + 1 == leaf->start) { if ((prev->dataList == NULL && leaf->dataList == NULL) || (leaf->dataList && prev->dataList && leaf->end - prev->start < (GLuint) __GL_DLIST_MAX_ARRAY_BLOCK)) { /* It's legal to merge these leaves */ deleteLeaf(gc, array, prev); if (!mergeLeaves(gc, leaf, prev)) { /*
** Ack! No memory? We bail on the merge. */ insertLeaf(gc, array, prev); return; } } } } }
GLboolean FASTCALL __glNamesNewData(__GLcontext *gc, __GLnamesArray *array, GLuint name, void *data) { __GLnamesLeaf *leaf, *newleaf; GLint entry; GLuint start, end;
__GL_NAMES_LOCK(array);
leaf = findLeaf(array, name, GL_TRUE);
/*
** First we check for possible memory problems, since it will be ** difficult to back out once we start. */ if (leaf == NULL || leaf->dataList == NULL) { /*
** May need memory in these cases. */ if (array->nbranches != __GL_DL_EXTRA_BRANCHES || array->nleaves != __GL_DL_EXTRA_LEAVES) { if (!fixMemoryProblem(gc, array)) { __GL_NAMES_UNLOCK(array); __glSetError(GL_OUT_OF_MEMORY); return GL_FALSE; } } }
if (!leaf) { /*
** Make new leaf with just this display list */ leaf = allocLeaf(gc, array); leaf->start = leaf->end = name; if (data) { if (!allocLeafData(gc, leaf)) { /*
** Bummer. No new list for you! */ freeLeaf(gc, leaf); __GL_NAMES_UNLOCK(array); __glSetError(GL_OUT_OF_MEMORY); return GL_FALSE; } leaf->dataList[0] = data; (*(GLint *)data) = 1; /* set the refcount */ } insertLeaf(gc, array, leaf); mergeLeaf(gc, array, leaf); __GL_NAMES_UNLOCK(array); return GL_TRUE; } else if (leaf->dataList) { /*
** Simply update the appropriate entry in the lists array */ entry = name - leaf->start; if (leaf->dataList[entry] != leaf->dataInfo->empty) { ASSERTOPENGL(leaf->dataInfo->free != NULL, "No free function\n"); (*leaf->dataInfo->free)(gc, leaf->dataList[entry]); leaf->dataList[entry] = leaf->dataInfo->empty; } if (data) { leaf->dataList[entry] = data; (*(GLint *)data) = 1; /* set the refcount */ } __GL_NAMES_UNLOCK(array); return GL_TRUE; } else { if (!data) { /*
** If there isn't really any list, we are done. */ __GL_NAMES_UNLOCK(array); return GL_TRUE; }
/*
** Allocate some or all of the lists in leaf. If only some, then ** leaf needs to be split into two or three leaves. ** ** First we decide what range of numbers to allocate an array for. ** (be careful of possible word wrap error) */ start = name - __GL_DLIST_MIN_ARRAY_BLOCK/2; if (start < leaf->start || start > name) { start = leaf->start; } end = start + __GL_DLIST_MIN_ARRAY_BLOCK - 1; if (end > leaf->end || end < start) { end = leaf->end; }
if (start - leaf->start < (GLuint) __GL_DLIST_MIN_ARRAY_BLOCK) { start = leaf->start; } if (leaf->end - end < (GLuint) __GL_DLIST_MIN_ARRAY_BLOCK) { end = leaf->end; }
if (start == leaf->start) { if (end == leaf->end) { /*
** Simply allocate the entire array. */ if (!allocLeafData(gc, leaf)) { /*
** Whoa! No memory! Never mind! */ __glSetError(GL_OUT_OF_MEMORY); __GL_NAMES_UNLOCK(array); return GL_FALSE; } { GLint entry = name - leaf->start; leaf->dataList[entry] = data; (*(GLint *)data) = 1; /* set the refcount */ } mergeLeaf(gc, array, leaf); __GL_NAMES_UNLOCK(array); return GL_TRUE; } else { /*
** Shrink the existing leaf, and create a new one to hold ** the new arrays (done outside the "if" statement). */ resizeLeaf(gc, leaf, end+1, leaf->end); } } else if (end == leaf->end) { /*
** Shrink the existing leaf, and create a new one to hold ** the new arrays (done outside the "if" statement). */ resizeLeaf(gc, leaf, leaf->start, start-1); } else { /*
** Crud. The middle of the leaf was deleted. This is tough. */ newleaf = allocLeaf(gc, array);
newleaf->start = end+1; newleaf->end = leaf->end; resizeLeaf(gc, leaf, leaf->start, start-1); insertLeaf(gc, array, newleaf); } leaf = allocLeaf(gc, array); leaf->start = start; leaf->end = end; if (!allocLeafData(gc, leaf)) { /*
** Whoa! No memory! Never mind! */ insertLeaf(gc, array, leaf); mergeLeaf(gc, array, leaf); __glSetError(GL_OUT_OF_MEMORY); __GL_NAMES_UNLOCK(array); return GL_FALSE; } { GLint entry = name - leaf->start; leaf->dataList[entry] = data; (*(GLint *)data) = 1; /* set the refcount */ } insertLeaf(gc, array, leaf); mergeLeaf(gc, array, leaf); __GL_NAMES_UNLOCK(array); return GL_TRUE; } }
/*
** Lock the named data. Locking data both looks the data up, ** and guarantees that another thread will not delete the data out from ** under us. This data will be unlocked with __glNamesUnlockData(). ** ** A return value of NULL indicates that no data with the specified name ** was found. */ void * FASTCALL __glNamesLockData(__GLcontext *gc, __GLnamesArray *array, GLuint name) { __GLnamesLeaf *leaf; void *data; GLint offset;
__GL_NAMES_LOCK(array);
/*
** Lock access to data. */ leaf = findLeaf(array, name, GL_TRUE); if (leaf == NULL || leaf->dataList == NULL) { __GL_NAMES_UNLOCK(array); return NULL; } offset = name - leaf->start; data = leaf->dataList[offset]; if (data) { (*(GLint *)data)++; /* Increment the refcount. */ } __GL_NAMES_UNLOCK(array); return data; }
/*
** Lock all of the data in the user's names array. Locking data ** both looks the data up, and guarantees that another thread will not ** delete the data out from under us. These data structs will be unlocked ** with __glNamesUnlockDataList(). ** ** All entries of the array are guaranteed to be non-NULL. This is ** accomplished by sticking an empty data structure in those slots where ** no data was set. */ void FASTCALL __glNamesLockDataList(__GLcontext *gc, __GLnamesArray *array, GLsizei n, GLenum type, GLuint base, const GLvoid *names, void *dataPtrs[]) { __GLnamesLeaf *leaf; void **data; void *tempData; void *empty; GLuint curName;
__GL_NAMES_LOCK(array);
empty = array->dataInfo->empty;
data = dataPtrs;
/*
** Note that this code is designed to take advantage of coherence. ** After looking up (and locking) a single display list in ** listnums[], the next list is checked for in the same leaf that ** contained the previous. This will make typical uses of CallLists() ** quite fast (text, for example). */
/*
** Lock access to array. */ switch(type) { case GL_BYTE: /*
** Coded poorly for optimization purposes */ { const GLbyte *p = (const GLbyte *) names;
Bstart: if (--n >= 0) { /* Optimization for possibly common font case */ curName = base + *p++; Bfind: leaf = findLeaf(array, curName, GL_TRUE); if (leaf && leaf->dataList) { GLint reldiff; GLuint relend; void **leafData;
leafData = leaf->dataList; tempData = leafData[curName - leaf->start];
/* All possible display lists can be found here */ reldiff = base - leaf->start; relend = leaf->end - leaf->start;
Bsave: (*(GLint *)tempData)++; /* increment the refcount */ *data++ = tempData; if (--n >= 0) { curName = *p++ + reldiff; if (curName <= relend) { tempData = leafData[curName]; goto Bsave; } curName = curName + leaf->start; goto Bfind; } } else { (*(GLint *)empty)++; /* increment refcount */ *data++ = empty; goto Bstart; } } } break; case GL_UNSIGNED_BYTE: /*
** Coded poorly for optimization purposes */ { const GLubyte *p = (const GLubyte *) names;
UBstart: if (--n >= 0) { /* Optimization for possibly common font case */ curName = base + *p++; UBfind: leaf = findLeaf(array, curName, GL_TRUE); if (leaf && leaf->dataList) { GLint reldiff; GLuint relend; void **leafData;
leafData = leaf->dataList; tempData = leafData[curName - leaf->start];
/* All possible display lists can be found here */ reldiff = base - leaf->start; relend = leaf->end - leaf->start;
UBsave: (*(GLint *)tempData)++; /* increment the refcount */ *data++ = tempData; if (--n >= 0) { curName = *p++ + reldiff; if (curName <= relend) { tempData = leafData[curName]; goto UBsave; } curName = curName + leaf->start; goto UBfind; } } else { (*(GLint *)empty)++; /* increment refcount */ *data++ = empty; goto UBstart; } } } break; case GL_SHORT: { const GLshort *p = (const GLshort *) names; leaf = NULL; while (--n >= 0) { curName = base + *p++; if (leaf==NULL || curName<leaf->start || curName>leaf->end) { leaf = findLeaf(array, curName, GL_TRUE); } if (leaf && leaf->dataList) { tempData = leaf->dataList[curName - leaf->start]; (*(GLint *)tempData)++; /* increment the refcount */ *data++ = tempData; } else { (*(GLint *)empty)++; /* increment refcount */ *data++ = empty; } } } break; case GL_UNSIGNED_SHORT: { const GLushort *p = (const GLushort *) names; leaf = NULL; while (--n >= 0) { curName = base + *p++; if (leaf==NULL || curName<leaf->start || curName>leaf->end) { leaf = findLeaf(array, curName, GL_TRUE); } if (leaf && leaf->dataList) { tempData = leaf->dataList[curName - leaf->start]; (*(GLint *)tempData)++; /* increment the refcount */ *data++ = tempData; } else { (*(GLint *)empty)++; /* increment refcount */ *data++ = empty; } } } break; case GL_INT: { const GLint *p = (const GLint *) names; leaf = NULL; while (--n >= 0) { curName = base + *p++; if (leaf==NULL || curName<leaf->start || curName>leaf->end) { leaf = findLeaf(array, curName, GL_TRUE); } if (leaf && leaf->dataList) { tempData = leaf->dataList[curName - leaf->start]; (*(GLint *)tempData)++; /* increment the refcount */ *data++ = tempData; } else { (*(GLint *)empty)++; /* increment refcount */ *data++ = empty; } } } break; case GL_UNSIGNED_INT: { const GLuint *p = (const GLuint *) names; leaf = NULL; while (--n >= 0) { curName = base + *p++; if (leaf==NULL || curName<leaf->start || curName>leaf->end) { leaf = findLeaf(array, curName, GL_TRUE); } if (leaf && leaf->dataList) { tempData = leaf->dataList[curName - leaf->start]; (*(GLint *)tempData)++; /* increment the refcount */ *data++ = tempData; } else { (*(GLint *)empty)++; /* increment refcount */ *data++ = empty; } } } break; case GL_FLOAT: { const GLfloat *p = (const GLfloat *) names; leaf = NULL; while (--n >= 0) { curName = base + *p++; if (leaf==NULL || curName<leaf->start || curName>leaf->end) { leaf = findLeaf(array, curName, GL_TRUE); } if (leaf && leaf->dataList) { tempData = leaf->dataList[curName - leaf->start]; (*(GLint *)tempData)++; /* increment the refcount */ *data++ = tempData; } else { (*(GLint *)empty)++; /* increment refcount */ *data++ = empty; } } } break; case GL_2_BYTES: { const GLubyte *p = (const GLubyte *) names; leaf = NULL; while (--n >= 0) { curName = base + ((p[0] << 8) | p[1]); p += 2; if (leaf==NULL || curName<leaf->start || curName>leaf->end) { leaf = findLeaf(array, curName, GL_TRUE); } if (leaf && leaf->dataList) { tempData = leaf->dataList[curName - leaf->start]; (*(GLint *)tempData)++; /* increment the refcount */ *data++ = tempData; } else { (*(GLint *)empty)++; /* increment refcount */ *data++ = empty; } } } break; case GL_3_BYTES: { const GLubyte *p = (const GLubyte *) names; leaf = NULL; while (--n >= 0) { curName = base + ((p[0] << 16) | (p[1] << 8) | p[2]); p += 3; if (leaf==NULL || curName<leaf->start || curName>leaf->end) { leaf = findLeaf(array, curName, GL_TRUE); } if (leaf && leaf->dataList) { tempData = leaf->dataList[curName - leaf->start]; (*(GLint *)tempData)++; /* increment the refcount */ *data++ = tempData; } else { (*(GLint *)empty)++; /* increment refcount */ *data++ = empty; } } } break; case GL_4_BYTES: { const GLubyte *p = (const GLubyte *) names; leaf = NULL; while (--n >= 0) { curName = base + ((p[0] << 24) | (p[1] << 16) | (p[2] << 8) | p[3]); p += 4; if (leaf==NULL || curName<leaf->start || curName>leaf->end) { leaf = findLeaf(array, curName, GL_TRUE); } if (leaf && leaf->dataList) { tempData = leaf->dataList[curName - leaf->start]; (*(GLint *)tempData)++; /* increment the refcount */ *data++ = tempData; } else { (*(GLint *)empty)++; /* increment refcount */ *data++ = empty; } } } break; default: /* This should be impossible */ ASSERTOPENGL(FALSE, "Default hit\n"); }
__GL_NAMES_UNLOCK(array); }
/*
** Unlocks data that was previously locked with __glNamesLockData(). */ void FASTCALL __glNamesUnlockData(__GLcontext *gc, void *data, __GLnamesCleanupFunc cleanup) { GLint *pRefcount; ASSERTOPENGL(data, "No data to unlock\n");
pRefcount = data; (*pRefcount)--; /* decrement the refcount */ ASSERTOPENGL(*pRefcount >= 0, "Invalid refcount\n"); if (*pRefcount == 0) { /*
** We are the last person to see this list alive. Free it. */ (*cleanup)(gc, data); } }
/*
** Unlocks an array of named data that was previously locked with ** __glNamesLockDataList(). */ void FASTCALL __glNamesUnlockDataList(__GLcontext *gc, GLsizei n, void *dataList[], __GLnamesCleanupFunc cleanup) { GLint i; GLint *pRefcount;
/*
** The refcount comes first in all data definitions, so the ** data pointer also points to the refcount. */ for (i = 0; i < n; i++) { pRefcount = (GLint *)(dataList[i]); (*pRefcount) --; /* decrement the refcount */ ASSERTOPENGL(*pRefcount >= 0, "Invalid refcount\n"); if (*pRefcount == 0) { /*
** We are the last person to see this list alive. Free it. */ (*cleanup)(gc, (void *)pRefcount); } } }
GLuint FASTCALL __glNamesGenRange(__GLcontext *gc, __GLnamesArray *array, GLsizei range) { GLuint lastUsed; GLuint nextUsed; GLuint maxUsed; __GLnamesLeaf *leaf; __GLnamesLeaf *nextleaf; __GLnamesLeaf *newleaf;
__GL_NAMES_LOCK(array);
/*
** First we check for possible memory problems, since it will be ** difficult to back out once we start. */ if (array->nbranches != __GL_DL_EXTRA_BRANCHES || array->nleaves != __GL_DL_EXTRA_LEAVES) { if (!fixMemoryProblem(gc, array)) { __GL_NAMES_UNLOCK(array); __glSetError(GL_OUT_OF_MEMORY); return 0; } }
leaf = firstLeaf(array);
/*
** Can we possibly allocate the appropriate number before the first leaf? */ if (leaf && leaf->start > (GLuint)range) { if (leaf->dataList == NULL) { /*
** Ha! We can trivially extend leaf! */ leaf->start -= range; __GL_NAMES_UNLOCK(array); return leaf->start; } else { /*
** Must make a new leaf */ newleaf = allocLeaf(gc, array);
newleaf->start = 1; newleaf->end = range; insertLeaf(gc, array, newleaf);
__GL_NAMES_UNLOCK(array); return 1; } }
while (leaf) { nextleaf = nextLeaf(leaf); if (!nextleaf) break;
lastUsed = leaf->end + 1; nextUsed = nextleaf->start;
/* Room for (lastUsed) - (nextUsed-1) here */ if (nextUsed - lastUsed >= (GLuint)range) { if (leaf->dataList == NULL) { /* Trivial to expand 'leaf' */ leaf->end += range; pushMaxVal((__GLnamesBranch *) leaf, leaf->end);
if (nextUsed - lastUsed == (GLuint)range && nextleaf->dataList == NULL) { mergeLeaf(gc, array, leaf); }
__GL_NAMES_UNLOCK(array); return lastUsed; } else if (nextleaf->dataList == NULL) { /* Trivial to expand 'nextleaf' */ nextleaf->start -= range;
__GL_NAMES_UNLOCK(array); return nextleaf->start; } else { newleaf = allocLeaf(gc, array);
newleaf->start = lastUsed; newleaf->end = lastUsed + range - 1; insertLeaf(gc, array, newleaf);
__GL_NAMES_UNLOCK(array); return lastUsed; } }
leaf = nextleaf; }
if (leaf == NULL) { newleaf = allocLeaf(gc, array);
newleaf->start = 1; newleaf->end = range; insertLeaf(gc, array, newleaf);
__GL_NAMES_UNLOCK(array); return 1; } else { lastUsed = leaf->end; maxUsed = lastUsed + range; if (maxUsed < lastUsed) { /* Word wrap! Ack! */ __GL_NAMES_UNLOCK(array); return 0; } if (leaf->dataList == NULL) { /* Trivial to expand 'leaf' */ leaf->end += range; pushMaxVal((__GLnamesBranch *) leaf, leaf->end);
__GL_NAMES_UNLOCK(array); return lastUsed + 1; } else { /* Need to make new leaf */ newleaf = allocLeaf(gc, array);
newleaf->start = lastUsed + 1; newleaf->end = maxUsed; insertLeaf(gc, array, newleaf);
__GL_NAMES_UNLOCK(array); return lastUsed + 1; } } }
void FASTCALL __glNamesDeleteRange(__GLcontext *gc, __GLnamesArray *array, GLuint name, GLsizei range) { __GLnamesLeaf *leaf; /*LINTED nextleaf ok; lint doesn't understand for loops*/ __GLnamesLeaf *nextleaf; __GLnamesLeaf *newleaf; void *empty; GLuint start, end, i; GLuint firstdel, lastdel; GLuint memoryProblem;
if (range == 0) return;
__GL_NAMES_LOCK(array);
/*
** First we check for possible memory problems, since it will be ** difficult to back out once we start. We note a possible problem, ** and check for it before fragmenting a leaf. */ memoryProblem = 0; if (array->nbranches != __GL_DL_EXTRA_BRANCHES || array->nleaves != __GL_DL_EXTRA_LEAVES) { memoryProblem = 1; }
firstdel = name; lastdel = name+range-1;
/*LINTED nextleaf ok; lint bug*/ for (leaf = findLeaf(array, name, GL_FALSE); leaf != NULL; leaf = nextleaf) { nextleaf = nextLeaf(leaf); start = leaf->start; end = leaf->end; if (lastdel < start) break; if (firstdel > end) continue;
if (firstdel > start) start = firstdel; if (lastdel < end) end = lastdel;
/*
** Need to delete the range of lists from start to end. */ if (leaf->dataList) { empty = array->dataInfo->empty; for (i=start; i<=end; i++) { if (leaf->dataList[i - leaf->start] != empty) { (*leaf->dataInfo->free)(gc, (void *)leaf->dataList[i - leaf->start]); leaf->dataList[i - leaf->start] = empty; } } }
if (start == leaf->start) { if (end == leaf->end) { /* Bye bye leaf! */ deleteLeaf(gc, array, leaf); freeLeaf(gc, leaf); } else { /* Shrink leaf */ resizeLeaf(gc, leaf, end+1, leaf->end); } } else if (end == leaf->end) { /* Shrink leaf */ resizeLeaf(gc, leaf, leaf->start, start-1); } else { if (memoryProblem) { if (!fixMemoryProblem(gc, array)) { __GL_NAMES_UNLOCK(array); __glSetError(GL_OUT_OF_MEMORY); return; } } /* Crud. The middle of the leaf was deleted. This is tough. */ newleaf = allocLeaf(gc, array);
newleaf->start = end+1; newleaf->end = leaf->end; if (leaf->dataList) { if (!allocLeafData(gc, newleaf)) { /*
** Darn! We are in trouble. This is a bad spot for an ** out of memory error. It is also darn unlikely, ** because we just freed up some memory. */ freeLeaf(gc, newleaf); __GL_NAMES_UNLOCK(array); __glSetError(GL_OUT_OF_MEMORY); return; } copyLeafInfo(leaf, newleaf); } resizeLeaf(gc, leaf, leaf->start, start-1); insertLeaf(gc, array, newleaf); break; } }
__GL_NAMES_UNLOCK(array); }
GLboolean FASTCALL __glNamesIsName(__GLcontext *gc, __GLnamesArray *array, GLuint name) { GLboolean isName;
__GL_NAMES_LOCK(array);
/*
** If the name retrieves a leaf, it is in the current name space. */ isName = findLeaf(array, name, GL_TRUE) != NULL;
__GL_NAMES_UNLOCK(array);
return isName; }
/*
** Generates a list of (not necessarily contiguous) names. */ void FASTCALL __glNamesGenNames(__GLcontext *gc, __GLnamesArray *array, GLsizei n, GLuint* names) { GLuint start, nameVal; int i;
if (NULL == names) return;
start = __glNamesGenRange(gc, array, n); for (i=0, nameVal=start; i < n; i++, nameVal++) { names[i] = nameVal; }
}
/*
** Deletes a list of (not necessarily contiguous) names. */ void FASTCALL __glNamesDeleteNames(__GLcontext *gc, __GLnamesArray *array, GLsizei n, const GLuint* names) { GLuint start, rangeVal, i;
/*
** Because of resizing leaves, etc, it is best to work in ranges ** as much as possible. So break the list into ranges ** and delete them that way. This degrades into deleting ** them one at a time if the list is disjoint or non-ascending. ** It also only calls DeleteRange once if the list is a ** contiguous range of names. */ start = rangeVal = names[0]; for (i=0; i < (GLuint)n; i++, rangeVal++) { if (names[i] != rangeVal) { __glNamesDeleteRange(gc,array,start,rangeVal-start); start = rangeVal = names[i]; } } __glNamesDeleteRange(gc,array,start,rangeVal-start); return; }
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