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  • Author : jsg
    Date : 2020-08-26 06:02:31
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    Message : Merge Mesa 20.1.6

  • lib/mesa/docs/codingstyle.html
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    <head>
      <meta http-equiv="content-type" content="text/html; charset=utf-8">
      <title>Coding Style</title>
      <link rel="stylesheet" type="text/css" href="mesa.css">
    </head>
    <body>
    
    <div class="header">
      The Mesa 3D Graphics Library
    </div>
    
    <iframe src="contents.html"></iframe>
    <div class="content">
    
    <h1>Coding Style</h1>
    
    <p>
    Mesa is over 20 years old and the coding style has evolved over time.
    Some old parts use a style that's a bit out of date.
    
    Different sections of mesa can use different coding style as set in the local
    EditorConfig (.editorconfig) and/or Emacs (.dir-locals.el) file.
    
    Alternatively the following is applicable.
    
    If the guidelines below don't cover something, try following the format of
    existing, neighboring code.
    </p>
    
    <p>
    Basic formatting guidelines
    </p>
    
    <ul>
    <li>3-space indentation, no tabs.
    <li>Limit lines to 78 or fewer characters.  The idea is to prevent line
    wrapping in 80-column editors and terminals.  There are exceptions, such
    as if you're defining a large, static table of information.
    <li>Opening braces go on the same line as the if/for/while statement.
    For example:
    <pre>
    if (condition) {
       foo;
    } else {
       bar;
    }
    </pre>
    
    <li>Put a space before/after operators.  For example, <code>a = b + c;</code>
    and not <code>a=b+c;</code>
    
    <li>This GNU indent command generally does the right thing for formatting:
    <pre>
    indent -br -i3 -npcs --no-tabs infile.c -o outfile.c
    </pre>
    
    <li>
    <p>Use comments wherever you think it would be helpful for other developers.
    Several specific cases and style examples follow.  Note that we roughly
    follow <a href="http://www.doxygen.nl">Doxygen</a> conventions.
    </p>
    Single-line comments:
    <pre>
    /* null-out pointer to prevent dangling reference below */
    bufferObj = NULL;
    </pre>
    Or,
    <pre>
    bufferObj = NULL;  /* prevent dangling reference below */
    </pre>
    Multi-line comment:
    <pre>
    /* If this is a new buffer object id, or one which was generated but
     * never used before, allocate a buffer object now.
     */
    </pre>
    We try to quote the OpenGL specification where prudent:
    <pre>
    /* Page 38 of the PDF of the OpenGL ES 3.0 spec says:
     *
     *     "An INVALID_OPERATION error is generated for any of the following
     *     conditions:
     *
     *     * &lt;length&gt; is zero."
     *
     * Additionally, page 94 of the PDF of the OpenGL 4.5 core spec
     * (30.10.2014) also says this, so it's no longer allowed for desktop GL,
     * either.
     */
    </pre>
    Function comment example:
    <pre>
    /**
     * Create and initialize a new buffer object.  Called via the
     * ctx-&gt;Driver.CreateObject() driver callback function.
     * \param  name  integer name of the object
     * \param  type  one of GL_FOO, GL_BAR, etc.
     * \return  pointer to new object or NULL if error
     */
    struct gl_object *
    _mesa_create_object(GLuint name, GLenum type)
    {
       /* function body */
    }
    </pre>
    
    <li>Put the function return type and qualifiers on one line and the function
    name and parameters on the next, as seen above.  This makes it easy to use
    <code>grep ^function_name dir/*</code> to find function definitions.  Also,
    the opening brace goes on the next line by itself (see above.)
    
    <li>Function names follow various conventions depending on the type of function:
    <pre>
    glFooBar()       - a public GL entry point (in glapi_dispatch.c)
    _mesa_FooBar()   - the internal immediate mode function
    save_FooBar()    - retained mode (display list) function in dlist.c
    foo_bar()        - a static (private) function
    _mesa_foo_bar()  - an internal non-static Mesa function
    </pre>
    
    <li>Constants, macros and enum names are <code>ALL_UPPERCASE</code>, with _
    between words.
    <li>Mesa usually uses camel case for local variables (Ex:
    <code>localVarname</code>) while gallium typically uses underscores (Ex:
    <code>local_var_name</code>).
    <li>Global variables are almost never used because Mesa should be thread-safe.
    
    <li>Booleans.  Places that are not directly visible to the GL API
    should prefer the use of <code>bool</code>, <code>true</code>, and
    <code>false</code> over <code>GLboolean</code>, <code>GL_TRUE</code>, and
    <code>GL_FALSE</code>.  In C code, this may mean that
    <code>#include &lt;stdbool.h&gt;</code> needs to be added.  The
    <code>try_emit_*</code> methods in <code>src/mesa/program/ir_to_mesa.cpp</code>
    and <code>src/mesa/state_tracker/st_glsl_to_tgsi.cpp</code> can serve as
    examples.
    
    </ul>
    
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