[Mesa-dev] [PATCH 0/3] save about 1MB per llvm vertex shader

Jose Fonseca jfonseca at vmware.com
Tue Jul 9 12:05:45 PDT 2013


Frank,

Sorry for the long delay.  Lately I haven't been able to keep up with email, both internal or external.

This series looks great.

Two comments:

- currently we prefer the old JIT to MCJIT. could you confirm that this series should work with the old JIT and MCJIT just as well? 

- we should probably consider upstreaming ShaderMemoryManager into LLVM (after renaming), as there might be other users interested, and also because it would reduce the burden of keeping this code up-to-date with LLVM 


Jose

----- Original Message -----
> Patch 1 changes how llvm allocates memory to hold generated code, and will
> save memory for llvm vertex shaders, geometry shaders and llvmpipe. It's not
> so pretty but llvm makes life difficult for us: default memory manager is
> not accessible to derive from. I also tried generating relocatable code so
> it could just be copied out, but it would crash in that code. (Didn't dig
> into why.)
> Patch 3 saves additional memory but so far only for vertex shaders. At a
> glance it seems simple to do the same for geometry shaders and llvmpipe.
> I'll take a stab at those if there is interest.
> 
> No piglit regressions on pineview with gallium driver. This code has also
> been in Chrome OS for a few months.
> 
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