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