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Diffstat (limited to 'src/gallium/drivers/freedreno/a3xx/ir3.c')
-rw-r--r--src/gallium/drivers/freedreno/a3xx/ir3.c43
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;
}