[v2 PATCH vkd3d 1/3] vkd3d-shader: Don't resize the buffer when there is enough free space.
Henri Verbeet
hverbeet at gmail.com
Fri Aug 27 14:05:31 CDT 2021
On Thu, 26 Aug 2021 at 18:05, Matteo Bruni <mbruni at codeweavers.com> wrote:
> static bool vkd3d_string_buffer_resize(struct vkd3d_string_buffer *buffer, int rc)
> {
> - unsigned int new_buffer_size = buffer->buffer_size * 2;
> - char *new_buffer;
> + unsigned int new_buffer_size = max(buffer->buffer_size * 2, 32);
> +
> + if (rc >= 0 && rc < buffer->buffer_size - buffer->content_size)
> + return true;
>
> - new_buffer_size = max(new_buffer_size, 32);
> while (rc > 0 && (unsigned int)rc >= new_buffer_size - buffer->content_size)
> new_buffer_size *= 2;
> - if (!(new_buffer = vkd3d_realloc(buffer->buffer, new_buffer_size)))
> + if (!vkd3d_array_reserve((void **)&buffer->buffer, &buffer->buffer_size, new_buffer_size, 1))
> {
> ERR("Failed to grow buffer.\n");
> buffer->buffer[buffer->content_size] = '\0';
> return false;
> }
> - buffer->buffer = new_buffer;
> - buffer->buffer_size = new_buffer_size;
> return true;
> }
>
Note that now that we're using vkd3d_array_reserve(), we no longer
need the "while (rc > 0 && ...)" loop, or the size check you're
introducing. In the rc >= 0 case, we can pass "buffer->content_size +
rc" to vkd3d_array_reserve(), and it will take care of all that. If rc
< 0, we pass "max(buffer->buffer_size * 2, 32)" instead.
More information about the wine-devel
mailing list