glsl_type: Use string key for array type hash
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@ -384,53 +384,28 @@ glsl_type::get_instance(unsigned base_type, unsigned rows, unsigned columns)
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}
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int
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glsl_type::array_key_compare(const void *a, const void *b)
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{
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const glsl_type *const key1 = (glsl_type *) a;
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const glsl_type *const key2 = (glsl_type *) b;
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/* Return zero is the types match (there is zero difference) or non-zero
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* otherwise.
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*/
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return ((key1->fields.array == key2->fields.array)
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&& (key1->length == key2->length)) ? 0 : 1;
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}
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unsigned
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glsl_type::array_key_hash(const void *a)
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{
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const glsl_type *const key = (glsl_type *) a;
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const struct {
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const glsl_type *t;
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unsigned l;
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char nul;
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} hash_key = {
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key->fields.array,
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key->length,
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'\0'
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};
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return hash_table_string_hash(& hash_key);
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}
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const glsl_type *
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glsl_type::get_array_instance(const glsl_type *base, unsigned array_size)
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{
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const glsl_type key(base, array_size);
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if (array_types == NULL) {
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array_types = hash_table_ctor(64, array_key_hash, array_key_compare);
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array_types = hash_table_ctor(64, hash_table_string_hash,
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hash_table_string_compare);
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}
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const glsl_type *t = (glsl_type *) hash_table_find(array_types, & key);
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/* Generate a name using the base type pointer in the key. This is
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* done because the name of the base type may not be unique across
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* shaders. For example, two shaders may have different record types
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* named 'foo'.
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*/
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char key[128];
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snprintf(key, sizeof(key), "%p[%u]", base, array_size);
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const glsl_type *t = (glsl_type *) hash_table_find(array_types, key);
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if (t == NULL) {
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t = new glsl_type(base, array_size);
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hash_table_insert(array_types, (void *) t, t);
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hash_table_insert(array_types, (void *) t, talloc_strdup(ctx, key));
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}
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assert(t->base_type == GLSL_TYPE_ARRAY);
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@ -418,9 +418,6 @@ private:
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/** Hash table containing the known array types. */
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static struct hash_table *array_types;
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static int array_key_compare(const void *a, const void *b);
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static unsigned array_key_hash(const void *key);
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/** Hash table containing the known record types. */
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static struct hash_table *record_types;
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