On 26 March 2015 at 20:12, Matteo Bruni mbruni@codeweavers.com wrote:
It could be used in more places, some of them need additional rework though. I'm not sure this is what you had in mind. I didn't feel like making these strings heap allocated, it seems to get quite ugly that way.
It's not quite fully worked out at this point, but what I have in mind is roughly to use wined3d_shader_buffer. The shader_glsl_priv structure can then keep a list of scratch buffers from which you can get one to construct these kinds of intermediate strings and release back to when you're done with them. It would probably also involve cleanup functions for e.g. glsl_src_param and glsl_dst_param at some point. In principle this patch is in the right direction, but I'd rather avoid putting this in now and then having to change it again later.