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[client] egl: use compiler stack allocation builtin
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@@ -1529,7 +1529,7 @@ static bool egl_render(LG_Renderer * renderer, LG_RendererRotate rotate,
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struct DesktopDamage noDesktopDamage = {};
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struct DesktopDamage noDesktopDamage = {};
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struct DesktopDamage * desktopDamage = NULL;
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struct DesktopDamage * desktopDamage = NULL;
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struct DamageRects * accumulated = (struct DamageRects *)alloca(
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struct DamageRects * accumulated = (struct DamageRects *)__builtin_alloca(
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sizeof(struct DamageRects) +
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sizeof(struct DamageRects) +
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MAX_ACCUMULATED_DAMAGE * sizeof(struct KVMFRFrameDamageRect)
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MAX_ACCUMULATED_DAMAGE * sizeof(struct KVMFRFrameDamageRect)
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);
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);
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@@ -1778,7 +1778,7 @@ static bool egl_render(LG_Renderer * renderer, LG_RendererRotate rotate,
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if (linearHDRComposition && encodeDamageCount > 0)
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if (linearHDRComposition && encodeDamageCount > 0)
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{
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{
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const int capacity = damageIdx + accumulated->count;
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const int capacity = damageIdx + accumulated->count;
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encodeDamage = alloca(capacity * sizeof(*encodeDamage));
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encodeDamage = __builtin_alloca(capacity * sizeof(*encodeDamage));
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memcpy(encodeDamage, damage, damageIdx * sizeof(*encodeDamage));
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memcpy(encodeDamage, damage, damageIdx * sizeof(*encodeDamage));
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encodeDamageCount = damageIdx;
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encodeDamageCount = damageIdx;
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