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vkd3d-compiler: Do not overallocate memory for shader code.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2509,7 +2509,7 @@ static uint32_t vkd3d_dxbc_compiler_emit_load_constant(struct vkd3d_dxbc_compile
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const struct vkd3d_shader_register *reg, DWORD swizzle, DWORD write_mask)
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const struct vkd3d_shader_register *reg, DWORD swizzle, DWORD write_mask)
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{
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{
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unsigned int component_count = vkd3d_write_mask_component_count(write_mask);
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unsigned int component_count = vkd3d_write_mask_component_count(write_mask);
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uint32_t values[VKD3D_VEC4_SIZE];
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uint32_t values[VKD3D_VEC4_SIZE] = {0};
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unsigned int i, j;
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unsigned int i, j;
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assert(reg->type == VKD3DSPR_IMMCONST);
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assert(reg->type == VKD3DSPR_IMMCONST);
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@ -46,7 +46,7 @@ static bool read_shader(struct vkd3d_shader_code *shader, const char *filename)
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return false;
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return false;
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}
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}
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if (!(code = malloc(sizeof(uint32_t) * shader->size)))
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if (!(code = malloc(shader->size)))
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{
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{
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fprintf(stderr, "Out of memory.\n");
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fprintf(stderr, "Out of memory.\n");
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fclose(fd);
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fclose(fd);
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