Convert everything from the talloc API to the ralloc API.

This commit is contained in:
Kenneth Graunke
2011-01-21 14:32:31 -08:00
parent dc55254f5b
commit d3073f58c1
67 changed files with 590 additions and 604 deletions
+12 -12
View File
@@ -56,7 +56,7 @@ _mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
(void) ctx;
assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
shader = talloc_zero(NULL, struct gl_shader);
shader = rzalloc(NULL, struct gl_shader);
if (shader) {
shader->Type = type;
shader->Name = name;
@@ -101,7 +101,7 @@ initialize_context(struct gl_context *ctx, gl_api api)
ctx->Driver.NewShader = _mesa_new_shader;
}
/* Returned string will have 'ctx' as its talloc owner. */
/* Returned string will have 'ctx' as its ralloc owner. */
static char *
load_text_file(void *ctx, const char *file_name)
{
@@ -118,7 +118,7 @@ load_text_file(void *ctx, const char *file_name)
size = ftell(fp);
fseek(fp, 0L, SEEK_SET);
text = (char *) talloc_size(ctx, size + 1);
text = (char *) ralloc_size(ctx, size + 1);
if (text != NULL) {
do {
size_t bytes = fread(text + total_read,
@@ -236,14 +236,14 @@ compile_shader(struct gl_context *ctx, struct gl_shader *shader)
shader->num_builtins_to_link = state->num_builtins_to_link;
if (shader->InfoLog)
talloc_free(shader->InfoLog);
ralloc_free(shader->InfoLog);
shader->InfoLog = state->info_log;
/* Retain any live IR, but trash the rest. */
reparent_ir(shader->ir, shader);
talloc_free(state);
ralloc_free(state);
return;
}
@@ -268,16 +268,16 @@ main(int argc, char **argv)
struct gl_shader_program *whole_program;
whole_program = talloc_zero (NULL, struct gl_shader_program);
whole_program = rzalloc (NULL, struct gl_shader_program);
assert(whole_program != NULL);
for (/* empty */; argc > optind; optind++) {
whole_program->Shaders = (struct gl_shader **)
talloc_realloc(whole_program, whole_program->Shaders,
struct gl_shader *, whole_program->NumShaders + 1);
whole_program->Shaders =
reralloc(whole_program, whole_program->Shaders,
struct gl_shader *, whole_program->NumShaders + 1);
assert(whole_program->Shaders != NULL);
struct gl_shader *shader = talloc_zero(whole_program, gl_shader);
struct gl_shader *shader = rzalloc(whole_program, gl_shader);
whole_program->Shaders[whole_program->NumShaders] = shader;
whole_program->NumShaders++;
@@ -320,9 +320,9 @@ main(int argc, char **argv)
}
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++)
talloc_free(whole_program->_LinkedShaders[i]);
ralloc_free(whole_program->_LinkedShaders[i]);
talloc_free(whole_program);
ralloc_free(whole_program);
_mesa_glsl_release_types();
_mesa_glsl_release_functions();