vbo/dlist: realloc prims array instead of free/malloc

Now that we don't have links to the prim_store->prims pointers, we
can replace the free/malloc by a realloc version to grow the prim
storage as needed by a list.

This will be used in the next commit to avoid splitting lists in
multiple vbo_save_vertex_list instances because the prim_store was full.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12646>
This commit is contained in:
Pierre-Eric Pelloux-Prayer 2021-08-12 14:06:08 +02:00
parent 22f666622a
commit 69615d92a0

View file

@ -170,12 +170,14 @@ free_vertex_store(struct gl_context *ctx,
static struct vbo_save_primitive_store *
alloc_prim_store(int prim_count)
realloc_prim_store(struct vbo_save_primitive_store *store, int prim_count)
{
struct vbo_save_primitive_store *store =
CALLOC_STRUCT(vbo_save_primitive_store);
store->size = MAX2(prim_count, VBO_SAVE_PRIM_SIZE);
store->prims = calloc(store->size, sizeof(struct _mesa_prim));
if (store == NULL)
store = CALLOC_STRUCT(vbo_save_primitive_store);
uint32_t old_size = store->size;
store->size = MAX3(store->size, prim_count, VBO_SAVE_PRIM_SIZE);
store->prims = realloc(store->prims, store->size * sizeof(struct _mesa_prim));
memset(&store->prims[old_size], 0, (store->size - old_size) * sizeof(struct _mesa_prim));
store->used = 0;
return store;
}
@ -419,11 +421,8 @@ realloc_storage(struct gl_context *ctx, int prim_count, int vertex_count)
save->out_of_memory = save->buffer_ptr == NULL;
}
if (prim_count >= 0) {
free(save->prim_store->prims);
free(save->prim_store);
save->prim_store = alloc_prim_store(prim_count);
}
if (prim_count >= 0)
save->prim_store = realloc_prim_store(save->prim_store, prim_count);
}
struct vertex_key {
@ -565,7 +564,6 @@ compile_vertex_list(struct gl_context *ctx)
ctx->ListState.Current.UseLoopback = true;
save->vertex_store->used += save->vertex_size * node->cold->vertex_count;
save->prim_store->used += node->cold->prim_count;
/* Copy duplicated vertices
*/
@ -1952,7 +1950,7 @@ vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
(void) mode;
if (!save->prim_store)
save->prim_store = alloc_prim_store(0);
save->prim_store = realloc_prim_store(NULL, 8);
if (!save->vertex_store)
save->vertex_store = alloc_vertex_store(ctx, 0);