return ret;
}
+/* Initial output buffer size, 4096 minus ralloc() overhead. It was selected
+ * to minimize total amount of allocated memory during shader-db run.
+ */
+#define INITIAL_PP_OUTPUT_BUF_SIZE 4048
+
/* Remove any line continuation characters in the shader, (whether in
* preprocessing directives or in GLSL code).
*/
static char *
remove_line_continuations(glcpp_parser_t *ctx, const char *shader)
{
- char *clean = ralloc_strdup(ctx, "");
+ struct _mesa_string_buffer *sb =
+ _mesa_string_buffer_create(ctx, INITIAL_PP_OUTPUT_BUF_SIZE);
+
const char *backslash, *newline, *search_start;
const char *cr, *lf;
char newline_separator[3];
int collapsed_newlines = 0;
+ int separator_len;
backslash = strchr(shader, '\\');
newline_separator[0] = '\n';
newline_separator[1] = '\r';
}
+ separator_len = strlen(newline_separator);
while (true) {
/* If we have previously collapsed any line-continuations,
if (newline &&
(backslash == NULL || newline < backslash))
{
- ralloc_strncat(&clean, shader,
- newline - shader + 1);
+ _mesa_string_buffer_append_len(sb, shader,
+ newline - shader + 1);
while (collapsed_newlines) {
- ralloc_strcat(&clean, newline_separator);
+ _mesa_string_buffer_append_len(sb,
+ newline_separator,
+ separator_len);
collapsed_newlines--;
}
shader = skip_newline (newline);
if (backslash[1] == '\r' || backslash[1] == '\n')
{
collapsed_newlines++;
- ralloc_strncat(&clean, shader, backslash - shader);
+ _mesa_string_buffer_append_len(sb, shader, backslash - shader);
shader = skip_newline (backslash + 1);
search_start = shader;
}
backslash = strchr(search_start, '\\');
}
- ralloc_strcat(&clean, shader);
+ _mesa_string_buffer_append(sb, shader);
- return clean;
+ return sb->buf;
}
int