On 64-bit systems the pointer takes eight bytes, and a typical malloc
implementation will have two pointers worth of overhead. Vertex formats
hardly ever reach even eight components, so it's cheaper to just store
a fixed-size array in the class itself.
namespace GL {
VertexFormat::VertexFormat():
namespace GL {
VertexFormat::VertexFormat():
{ }
VertexFormat::VertexFormat(VertexComponent c):
{ }
VertexFormat::VertexFormat(VertexComponent c):
- data(new unsigned char[8])
- data[0] = 1;
- data[1] = c;
-}
-
-VertexFormat::VertexFormat(const VertexFormat &f):
- data(0)
-{
- *this = f;
-}
-
-VertexFormat &VertexFormat::operator=(const VertexFormat &f)
-{
- delete[] data;
- if(f.data)
- {
- data = new unsigned char[(f.data[0]&~7)+8];
- copy(f.data, f.data+f.data[0]+1, data);
- }
- else
- data = 0;
-
- return *this;
-}
-
-VertexFormat::~VertexFormat()
-{
- delete[] data;
}
VertexFormat VertexFormat::operator,(VertexComponent c) const
{
}
VertexFormat VertexFormat::operator,(VertexComponent c) const
{
+ if(count>=MAX_COMPONENTS)
+ throw invalid_operation("VertexFormat::operator,");
+
- if(r.data)
- {
- const unsigned char n = ++r.data[0];
- if((n&7)==0)
- {
- unsigned char *newdt = new unsigned char[n+8];
- copy(r.data, r.data+n, newdt);
- delete r.data;
- r.data = newdt;
- }
- r.data[n] = c;
- }
- else
- {
- r.data = new unsigned char[8];
- r.data[0] = 1;
- r.data[1] = c;
- }
+ r.components[r.count++] = c;
return r;
}
VertexFormat VertexFormat::operator,(unsigned i) const
{
return r;
}
VertexFormat VertexFormat::operator,(unsigned i) const
{
throw invalid_operation("VertexFormat::operator,");
throw invalid_operation("VertexFormat::operator,");
- unsigned char *c = r.data+r.data[0];
+ unsigned char *c = &r.components[r.count-1];
*c = make_indexed_component(static_cast<VertexComponent>(*c), i);
return r;
*c = make_indexed_component(static_cast<VertexComponent>(*c), i);
return r;
class VertexFormat
{
private:
class VertexFormat
{
private:
+ enum { MAX_COMPONENTS = 15 };
+
+ unsigned char count;
+ unsigned char components[MAX_COMPONENTS];
public:
VertexFormat();
VertexFormat(VertexComponent);
public:
VertexFormat();
VertexFormat(VertexComponent);
- VertexFormat(const VertexFormat &);
- VertexFormat &operator=(const VertexFormat &);
- ~VertexFormat();
VertexFormat operator,(VertexComponent c) const;
VertexFormat operator,(unsigned i) const;
VertexFormat operator,(VertexComponent c) const;
VertexFormat operator,(unsigned i) const;
- bool empty() const { return !data || !data[0]; }
- const unsigned char *begin() const { return data ? data+1 : 0; }
- const unsigned char *end() const { return data ? data+1+data[0] : 0; }
+ bool empty() const { return !count; }
+ const unsigned char *begin() const { return components; }
+ const unsigned char *end() const { return components+count; }
unsigned stride() const;
int offset(VertexComponent) const;
};
unsigned stride() const;
int offset(VertexComponent) const;
};