diff options
Diffstat (limited to 'src/gallium/drivers/freedreno/a3xx/ir3.c')
-rw-r--r-- | src/gallium/drivers/freedreno/a3xx/ir3.c | 43 |
1 files changed, 39 insertions, 4 deletions
diff --git a/src/gallium/drivers/freedreno/a3xx/ir3.c b/src/gallium/drivers/freedreno/a3xx/ir3.c index 2a68a8e0ba0..576871864b5 100644 --- a/src/gallium/drivers/freedreno/a3xx/ir3.c +++ b/src/gallium/drivers/freedreno/a3xx/ir3.c @@ -33,23 +33,54 @@ #include "freedreno_util.h" #include "instr-a3xx.h" +#define CHUNK_SZ 1020 + +struct ir3_heap_chunk { + struct ir3_heap_chunk *next; + uint32_t heap[CHUNK_SZ]; +}; + +static void grow_heap(struct ir3_shader *shader) +{ + struct ir3_heap_chunk *chunk = calloc(1, sizeof(*chunk)); + chunk->next = shader->chunk; + shader->chunk = chunk; + shader->heap_idx = 0; +} + /* simple allocator to carve allocations out of an up-front allocated heap, * so that we can free everything easily in one shot. */ void * ir3_alloc(struct ir3_shader *shader, int sz) { - void *ptr = &shader->heap[shader->heap_idx]; - shader->heap_idx += align(sz, 4); + void *ptr; + + sz = align(sz, 4) / 4; + + if ((shader->heap_idx + sz) > CHUNK_SZ) + grow_heap(shader); + + ptr = &shader->chunk->heap[shader->heap_idx]; + shader->heap_idx += sz; + return ptr; } struct ir3_shader * ir3_shader_create(void) { - return calloc(1, sizeof(struct ir3_shader)); + struct ir3_shader *shader = + calloc(1, sizeof(struct ir3_shader)); + grow_heap(shader); + return shader; } void ir3_shader_destroy(struct ir3_shader *shader) { + while (shader->chunk) { + struct ir3_heap_chunk *chunk = shader->chunk; + shader->chunk = chunk->next; + free(chunk); + } free(shader); } @@ -559,7 +590,11 @@ static void insert_instr(struct ir3_shader *shader, static uint32_t serialno = 0; instr->serialno = ++serialno; #endif - assert(shader->instrs_count < ARRAY_SIZE(shader->instrs)); + if (shader->instrs_count == shader->instrs_sz) { + shader->instrs_sz = MAX2(2 * shader->instrs_sz, 16); + shader->instrs = realloc(shader->instrs, + shader->instrs_sz * sizeof(shader->instrs[0])); + } shader->instrs[shader->instrs_count++] = instr; } |