wined3d: Avoid unnecessary memory allocations in nested command stream calls.
Signed-off-by: Sebastian Lackner <sebastian@fds-team.de> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1608,15 +1608,14 @@ static void wined3d_cs_st_submit(struct wined3d_cs *cs)
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data = cs->data;
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data = cs->data;
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start = cs->start;
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start = cs->start;
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cs->start = cs->end;
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cs->start = cs->end;
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opcode = *(const enum wined3d_cs_op *)&data[start];
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opcode = *(const enum wined3d_cs_op *)&data[start];
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wined3d_cs_op_handlers[opcode](cs, &data[start]);
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wined3d_cs_op_handlers[opcode](cs, &data[start]);
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if (!start)
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{
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if (cs->data == data)
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if (cs->data != data)
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cs->start = cs->end = start;
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HeapFree(GetProcessHeap(), 0, data);
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else if (!start)
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else
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HeapFree(GetProcessHeap(), 0, data);
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cs->start = cs->end = 0;
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}
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}
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}
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static void wined3d_cs_st_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p,
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static void wined3d_cs_st_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p,
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