if (mode == ir_var_temporary
&& (name == NULL || name == ir_variable::tmp_name)) {
this->name = ir_variable::tmp_name;
+ } else if (name == NULL ||
+ strlen(name) < ARRAY_SIZE(this->name_storage)) {
+ strcpy(this->name_storage, name ? name : "");
+ this->name = this->name_storage;
} else {
this->name = ralloc_strdup(this, name);
}
inline bool is_name_ralloced() const
{
- return this->name != ir_variable::tmp_name;
+ return this->name != ir_variable::tmp_name &&
+ this->name != this->name_storage;
}
/**
*/
const char *name;
+private:
+ /**
+ * If the name length fits into name_storage, it's used, otherwise
+ * the name is ralloc'd. shader-db mining showed that 70% of variables
+ * fit here. This is a win over ralloc where only ralloc_header has
+ * 20 bytes on 64-bit (28 bytes with DEBUG), and we can also skip malloc.
+ */
+ char name_storage[16];
+
+public:
struct ir_variable_data {
/**
* first time we visit each component.
*/
if (this->gs_input_vertices == 0 || vertex_index == 0) {
- ralloc_asprintf_append((char **) &this->packed_varyings[slot]->name,
- ",%s", name);
+ ir_variable *var = this->packed_varyings[slot];
+
+ if (var->is_name_ralloced())
+ ralloc_asprintf_append((char **) &var->name, ",%s", name);
+ else
+ var->name = ralloc_asprintf(var, "%s,%s", var->name, name);
}
}