[PATCH 3/3] wined3d: Reduce the number of independent heap allocations.
Henri Verbeet
hverbeet at gmail.com
Tue Oct 5 08:33:45 CDT 2021
On Wed, 29 Sept 2021 at 17:40, Jan Sikorski <jsikorski at codeweavers.com> wrote:
> ---
> dlls/wined3d/cs.c | 56 +++++++++++++++++++++--------------------------
> 1 file changed, 25 insertions(+), 31 deletions(-)
>
Conceptually I think this is fine, although traditionally we'd use
something like "wined3d: Use a single allocation for command list
data." for the subject line.
> @@ -3735,45 +3730,56 @@ HRESULT CDECL wined3d_deferred_context_record_command_list(struct wined3d_device
> {
> struct wined3d_deferred_context *deferred = wined3d_deferred_context_from_context(context);
> struct wined3d_command_list *object;
> + size_t offset;
> + BYTE *memory;
>
We'd prefer uint8_t over BYTE here. (More broadly, we prefer standard
types over Windows types inside wined3d.)
You probably need neither "memory" nor "offset" though.
> + memory = heap_alloc(sizeof(*object) + deferred->resource_count * sizeof(*object->resources) +
> + deferred->upload_count * sizeof(*object->uploads) +
> + deferred->command_list_count * sizeof(*object->command_lists) +
> + deferred->query_count * sizeof(*object->queries) +
> + deferred->data_size);
> +
> + if (!memory)
> return E_OUTOFMEMORY;
>
> + object = (void *)memory;
> + offset = sizeof(*object);
> + memset(object, 0, sizeof(*object));
> +
> object->refcount = 1;
> object->device = deferred->c.device;
>
> - if (!(object->data = heap_alloc(deferred->data_size)))
> - goto out_free_list;
> - object->data_size = deferred->data_size;
> - memcpy(object->data, deferred->data, deferred->data_size);
> -
> - if (!(object->resources = heap_alloc(deferred->resource_count * sizeof(*object->resources))))
> - goto out_free_data;
> + object->resources = (void *)(memory + offset);
> + offset += deferred->resource_count * sizeof(*object->resources);
> object->resource_count = deferred->resource_count;
> memcpy(object->resources, deferred->resources, deferred->resource_count * sizeof(*object->resources));
> /* Transfer our references to the resources to the command list. */
>
> - if (!(object->uploads = heap_alloc(deferred->upload_count * sizeof(*object->uploads))))
> - goto out_free_resources;
> + object->uploads = (void *)(memory + offset);
> + offset += deferred->upload_count * sizeof(*object->uploads);
> object->upload_count = deferred->upload_count;
> memcpy(object->uploads, deferred->uploads, deferred->upload_count * sizeof(*object->uploads));
> /* Transfer our references to the resources to the command list. */
>
We'd typically write that like this:
object = heap_alloc(...);
...
object->resources = (struct wined3d_resource *)&object[1];
...
object->uploads = (struct wined3d_deferred_upload
*)&object->resources[object->resource_count];
etc.
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