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README.portability

      1 	      CROSS-PLATFORM PORTABILITY GUIDELINES FOR GALLIUM3D 
      2 
      3 
      4 = General Considerations =
      5 
      6 The state tracker and winsys driver support a rather limited number of
      7 platforms. However, the pipe drivers are meant to run in a wide number of
      8 platforms. Hence the pipe drivers, the auxiliary modules, and all public
      9 headers in general, should strictly follow these guidelines to ensure
     10 
     11 
     12 = Compiler Support =
     13 
     14 * Include the p_compiler.h.
     15 
     16 * Cast explicitly when converting to integer types of smaller sizes.
     17 
     18 * Cast explicitly when converting between float, double and integral types.
     19 
     20 * Don't use named struct initializers.
     21 
     22 * Don't use variable number of macro arguments. Use static inline functions
     23 instead.
     24 
     25 * Don't use C99 features.
     26 
     27 = Standard Library =
     28 
     29 * Avoid including standard library headers. Most standard library functions are
     30 not available in Windows Kernel Mode. Use the appropriate p_*.h include.
     31 
     32 == Memory Allocation ==
     33 
     34 * Use MALLOC, CALLOC, FREE instead of the malloc, calloc, free functions.
     35 
     36 * Use align_pointer() function defined in u_memory.h for aligning pointers
     37  in a portable way.
     38 
     39 == Debugging ==
     40 
     41 * Use the functions/macros in p_debug.h.
     42 
     43 * Don't include assert.h, call abort, printf, etc.
     44 
     45 
     46 = Code Style =
     47 
     48 == Inherantice in C ==
     49 
     50 The main thing we do is mimic inheritance by structure containment.
     51 
     52 Here's a silly made-up example:
     53 
     54 /* base class */
     55 struct buffer
     56 {
     57   int size;
     58   void (*validate)(struct buffer *buf);
     59 };
     60 
     61 /* sub-class of bufffer */
     62 struct texture_buffer
     63 {
     64   struct buffer base;  /* the base class, MUST COME FIRST! */
     65   int format;
     66   int width, height;
     67 };
     68 
     69 
     70 Then, we'll typically have cast-wrapper functions to convert base-class 
     71 pointers to sub-class pointers where needed:
     72 
     73 static inline struct vertex_buffer *vertex_buffer(struct buffer *buf)
     74 {
     75   return (struct vertex_buffer *) buf;
     76 }
     77 
     78 
     79 To create/init a sub-classed object:
     80 
     81 struct buffer *create_texture_buffer(int w, int h, int format)
     82 {
     83   struct texture_buffer *t = malloc(sizeof(*t));
     84   t->format = format;
     85   t->width = w;
     86   t->height = h;
     87   t->base.size = w * h;
     88   t->base.validate = tex_validate;
     89   return &t->base;
     90 }
     91 
     92 Example sub-class method:
     93 
     94 void tex_validate(struct buffer *buf)
     95 {
     96   struct texture_buffer *tb = texture_buffer(buf);
     97   assert(tb->format);
     98   assert(tb->width);
     99   assert(tb->height);
    100 }
    101 
    102 
    103 Note that we typically do not use typedefs to make "class names"; we use
    104 'struct whatever' everywhere.
    105 
    106 Gallium's pipe_context and the subclassed psb_context, etc are prime examples 
    107 of this.  There's also many examples in Mesa and the Mesa state tracker.
    108