compiler/blob: Switch to init/finish instead of create/destroy

There's no reason why that tiny bit of memory needs to be on the heap.
We always put blob_reader on the stack, so why not do the same with the
writable blob.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This commit is contained in:
Jason Ekstrand
2017-10-11 09:44:33 -07:00
parent 0e3bd56c6e
commit 49bb9f785a
5 changed files with 80 additions and 87 deletions

View File

@@ -1356,52 +1356,53 @@ shader_cache_write_program_metadata(struct gl_context *ctx,
if (memcmp(prog->data->sha1, zero, sizeof(prog->data->sha1)) == 0)
return;
struct blob *metadata = blob_create();
struct blob metadata;
blob_init(&metadata);
write_uniforms(metadata, prog);
write_uniforms(&metadata, prog);
write_hash_tables(metadata, prog);
write_hash_tables(&metadata, prog);
blob_write_uint32(metadata, prog->data->Version);
blob_write_uint32(metadata, prog->data->linked_stages);
blob_write_uint32(&metadata, prog->data->Version);
blob_write_uint32(&metadata, prog->data->linked_stages);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
if (sh) {
write_shader_metadata(metadata, sh);
write_shader_metadata(&metadata, sh);
if (sh->Program->info.name)
blob_write_string(metadata, sh->Program->info.name);
blob_write_string(&metadata, sh->Program->info.name);
else
blob_write_string(metadata, "");
blob_write_string(&metadata, "");
if (sh->Program->info.label)
blob_write_string(metadata, sh->Program->info.label);
blob_write_string(&metadata, sh->Program->info.label);
else
blob_write_string(metadata, "");
blob_write_string(&metadata, "");
size_t s_info_size, s_info_ptrs;
get_shader_info_and_pointer_sizes(&s_info_size, &s_info_ptrs,
&sh->Program->info);
/* Store shader info */
blob_write_bytes(metadata,
blob_write_bytes(&metadata,
((char *) &sh->Program->info) + s_info_ptrs,
s_info_size - s_info_ptrs);
}
}
write_xfb(metadata, prog);
write_xfb(&metadata, prog);
write_uniform_remap_tables(metadata, prog);
write_uniform_remap_tables(&metadata, prog);
write_atomic_buffers(metadata, prog);
write_atomic_buffers(&metadata, prog);
write_buffer_blocks(metadata, prog);
write_buffer_blocks(&metadata, prog);
write_subroutines(metadata, prog);
write_subroutines(&metadata, prog);
write_program_resource_list(metadata, prog);
write_program_resource_list(&metadata, prog);
struct cache_item_metadata cache_item_metadata;
cache_item_metadata.type = CACHE_ITEM_TYPE_GLSL;
@@ -1423,7 +1424,7 @@ shader_cache_write_program_metadata(struct gl_context *ctx,
}
}
disk_cache_put(cache, prog->data->sha1, metadata->data, metadata->size,
disk_cache_put(cache, prog->data->sha1, metadata.data, metadata.size,
&cache_item_metadata);
if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
@@ -1433,7 +1434,7 @@ shader_cache_write_program_metadata(struct gl_context *ctx,
fail:
free(cache_item_metadata.keys);
blob_destroy(metadata);
blob_finish(&metadata);
}
bool