Since we know how big the list will be we can allocate the storage
upfront.
---
src/compiler/glsl/shader_cache.cpp | 1 +
1 file changed, 1 insertion(+)
diff --git a/src/compiler/glsl/shader_cache.cpp
b/src/compiler/glsl/shader_cache.cpp
index fe553df..9b37155 100644
--- a/src/compiler/glsl/shader_cache.cpp
+++ b/src/compiler/glsl/shader_cache.cpp
@@ -989,6 +989,7 @@ read_shader_parameters(struct blob_reader *metadata,
num_parameters = blob_read_uint32(metadata);
+ _mesa_reserve_parameter_storage(params, num_parameters);
for (i = 0; i < num_parameters; i++) {
type = (gl_register_file) blob_read_uint32(metadata);
--
2.7.4
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