Mesa (master): glsl: Rebuild the symbol table without unreachable symbols

Kenneth Graunke kwg at kemper.freedesktop.org
Mon Aug 4 22:47:30 UTC 2014


Module: Mesa
Branch: master
Commit: 7b1898314709e3e70571c491f7f62745c05e13e1
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=7b1898314709e3e70571c491f7f62745c05e13e1

Author: Ian Romanick <ian.d.romanick at intel.com>
Date:   Mon Jul 14 15:48:34 2014 -0700

glsl: Rebuild the symbol table without unreachable symbols

Previously we had to keep unreachable global symbols in the symbol table
because the symbol table is used during linking.  Having the symbol
table retain pointers to freed memory... what could possibly go wrong?
At the same time, this meant that we kept live references to tons of
memory that was no longer needed.

New strategy:  destroy the old symbol table, and make a new one from the
reachable symbols.

Valgrind massif results for a trimmed apitrace of dota2:

                  n        time(i)         total(B)   useful-heap(B) extra-heap(B)    stacks(B)
Before (32-bit): 59 40,642,425,451       76,337,968       69,720,886     6,617,082            0
After  (32-bit): 46 40,661,487,174       75,116,800       68,854,065     6,262,735            0

Before (64-bit): 79 37,179,441,771      106,986,512       98,112,095     8,874,417            0
After  (64-bit): 64 37,200,329,700      104,872,672       96,514,546     8,358,126            0

A real savings of 846KiB on 32-bit and 1.5MiB on 64-bit.

v2: (by Kenneth Graunke) Just add the ir_function from the IR stream,
    rather than looking it up in the symbol table; they're now
    identical.

Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>

---

 src/glsl/glsl_parser_extras.cpp |   26 +++++++++++++++++++++++++-
 1 file changed, 25 insertions(+), 1 deletion(-)

diff --git a/src/glsl/glsl_parser_extras.cpp b/src/glsl/glsl_parser_extras.cpp
index e5c2dfe..2d94d35 100644
--- a/src/glsl/glsl_parser_extras.cpp
+++ b/src/glsl/glsl_parser_extras.cpp
@@ -1487,7 +1487,7 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
    if (shader->InfoLog)
       ralloc_free(shader->InfoLog);
 
-   shader->symbols = state->symbols;
+   shader->symbols = new(shader->ir) glsl_symbol_table;
    shader->CompileStatus = !state->error;
    shader->InfoLog = state->info_log;
    shader->Version = state->language_version;
@@ -1500,6 +1500,30 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
    /* Retain any live IR, but trash the rest. */
    reparent_ir(shader->ir, shader->ir);
 
+   /* Destroy the symbol table.  Create a new symbol table that contains only
+    * the variables and functions that still exist in the IR.  The symbol
+    * table will be used later during linking.
+    *
+    * There must NOT be any freed objects still referenced by the symbol
+    * table.  That could cause the linker to dereference freed memory.
+    *
+    * We don't have to worry about types or interface-types here because those
+    * are fly-weights that are looked up by glsl_type.
+    */
+   foreach_in_list (ir_instruction, ir, shader->ir) {
+      switch (ir->ir_type) {
+      case ir_type_function:
+         shader->symbols->add_function((ir_function *) ir);
+         break;
+      case ir_type_variable:
+         shader->symbols->add_variable((ir_variable *) ir);
+         break;
+      default:
+         break;
+      }
+   }
+
+   delete state->symbols;
    ralloc_free(state);
 }
 




More information about the mesa-commit mailing list