[1/7] WineD3D: Don't single-allocate new gl shaders
Henri Verbeet
hverbeet at gmail.com
Mon Jan 19 05:47:45 CST 2009
2009/1/19 Stefan Dösinger <stefan at codeweavers.com>:
> + shader->shader_array_size += max(1, old_size * 0.5);
I don't know for sure if the compiler is able to get rid of the
floating point multiplication, but wouldn't a right shift or divide by
2 work at least as well?
> + shader->gl_shaders = HeapReAlloc(GetProcessHeap(), 0, old_array,
> + (shader->shader_array_size + 1) * sizeof(*shader->gl_shaders));
This looks more complicated than it has to be. It's easier to just
change "old_size <= shader->num_gl_shaders" into "old_size <
shader->num_gl_shaders" and drop the +1 here. Also note that
"old_array" isn't particularly useful here, you overwrite
shader->gl_shaders regardless of whether the allocation fails or
succeeds.
The typical way to do this would be:
if (shader->num_gl_shaders >= shader->shader_array_size)
{
UINT new_size;
struct ps_compiled_shader *new_array;
if (shader->gl_shaders)
{
new_size = shader->shader_array_size << 1;
new_array = HeapReAlloc(GetProcessHeap(), 0,
shader->gl_shaders, new_size * sizeof(*new_array));
}
else
{
new_size = 1;
new_array = HeapAlloc(GetProcessHeap(), 0, new_size *
sizeof(*new_array));
}
if (!new_array)
{
ERR("Out of memory\n");
return 0;
}
shader->shader_array_size = new_size;
shader->gl_shaders = new_array;
}
This applies to 4/7 as well.
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