Since the types are singletons across the lifetime of the compiler,
repeatedly compiling a program with the same structure type defined
would drop a copy of the array on the floor per compile.
This is a bit tricky because the static GLSL types are not called with
the talloc-based new, so we have to use the global type context, which
may not be initialized yet.
* the types to HIR. This ensures that structure definitions embedded in
* other structure definitions are processed.
*/
- glsl_struct_field *const fields = (glsl_struct_field *)
- malloc(sizeof(*fields) * decl_count);
+ glsl_struct_field *const fields = talloc_array(state, glsl_struct_field,
+ decl_count);
unsigned i = 0;
foreach_list_typed (ast_declarator_list, decl_list, link,
name(name),
length(num_fields)
{
- this->fields.structure = fields;
+ unsigned int i;
+
+ if (glsl_type::ctx == NULL) {
+ glsl_type::ctx = talloc_init("glsl_type");
+ assert(glsl_type::ctx != NULL);
+ }
+
+ this->fields.structure = talloc_array(glsl_type::ctx,
+ glsl_struct_field, length);
+ for (i = 0; i < length; i++) {
+ this->fields.structure[i].type = fields[i].type;
+ this->fields.structure[i].name = talloc_strdup(this->fields.structure,
+ fields[i].name);
+ }
}
static void
union {
const struct glsl_type *array; /**< Type of array elements. */
const struct glsl_type *parameters; /**< Parameters to function. */
- const struct glsl_struct_field *structure;/**< List of struct fields. */
+ struct glsl_struct_field *structure; /**< List of struct fields. */
} fields;