Convert everything from the talloc API to the ralloc API.
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+12
-12
@@ -56,7 +56,7 @@ _mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
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(void) ctx;
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assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
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shader = talloc_zero(NULL, struct gl_shader);
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shader = rzalloc(NULL, struct gl_shader);
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if (shader) {
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shader->Type = type;
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shader->Name = name;
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@@ -101,7 +101,7 @@ initialize_context(struct gl_context *ctx, gl_api api)
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ctx->Driver.NewShader = _mesa_new_shader;
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}
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/* Returned string will have 'ctx' as its talloc owner. */
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/* Returned string will have 'ctx' as its ralloc owner. */
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static char *
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load_text_file(void *ctx, const char *file_name)
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{
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@@ -118,7 +118,7 @@ load_text_file(void *ctx, const char *file_name)
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size = ftell(fp);
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fseek(fp, 0L, SEEK_SET);
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text = (char *) talloc_size(ctx, size + 1);
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text = (char *) ralloc_size(ctx, size + 1);
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if (text != NULL) {
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do {
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size_t bytes = fread(text + total_read,
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@@ -236,14 +236,14 @@ compile_shader(struct gl_context *ctx, struct gl_shader *shader)
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shader->num_builtins_to_link = state->num_builtins_to_link;
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if (shader->InfoLog)
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talloc_free(shader->InfoLog);
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ralloc_free(shader->InfoLog);
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shader->InfoLog = state->info_log;
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/* Retain any live IR, but trash the rest. */
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reparent_ir(shader->ir, shader);
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talloc_free(state);
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ralloc_free(state);
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return;
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}
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@@ -268,16 +268,16 @@ main(int argc, char **argv)
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struct gl_shader_program *whole_program;
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whole_program = talloc_zero (NULL, struct gl_shader_program);
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whole_program = rzalloc (NULL, struct gl_shader_program);
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assert(whole_program != NULL);
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for (/* empty */; argc > optind; optind++) {
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whole_program->Shaders = (struct gl_shader **)
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talloc_realloc(whole_program, whole_program->Shaders,
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struct gl_shader *, whole_program->NumShaders + 1);
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whole_program->Shaders =
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reralloc(whole_program, whole_program->Shaders,
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struct gl_shader *, whole_program->NumShaders + 1);
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assert(whole_program->Shaders != NULL);
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struct gl_shader *shader = talloc_zero(whole_program, gl_shader);
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struct gl_shader *shader = rzalloc(whole_program, gl_shader);
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whole_program->Shaders[whole_program->NumShaders] = shader;
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whole_program->NumShaders++;
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@@ -320,9 +320,9 @@ main(int argc, char **argv)
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}
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for (unsigned i = 0; i < MESA_SHADER_TYPES; i++)
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talloc_free(whole_program->_LinkedShaders[i]);
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ralloc_free(whole_program->_LinkedShaders[i]);
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talloc_free(whole_program);
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ralloc_free(whole_program);
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_mesa_glsl_release_types();
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_mesa_glsl_release_functions();
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