[Mesa-dev] [PATCH 00/26] GLSL memory diet

Ian Romanick idr at freedesktop.org
Mon Jul 14 15:48:32 PDT 2014


Most of these patches have been sent to the list already in one form or
another.  There are a few changes, removals, and additions.  The series
has also been re-ordered.

- The extra memory accounting code has been removed.  This was suggested
  by Ken.  Instead, all memory usage data is from Valgrind massiv.

- The "store short names where padding would be" code is still there,
  but many of the patches to shorten the names of temporaries has been
  removed.  Those patches became unnecessary because...

- In release builds (when MESA_GLSL is also unset), all temporaries get
  the name "compiler_temp" that is in static storage.

- A small set of names that frequently occur in shader-db are kept in
  static storage.  When a variable is created with one of these names,
  no additional storage is allocated.  We could probably give local
  variables and post-linking globals the same treatment as temporaries,
  but a lot of the frequently occuring names (that don't fit in padding)
  are uniforms or shader inputs.  These need to keep their names.

I suspect the last six patches will be contentious.  I'd like to get the
first 20 (or at least the first two!) reviewed and landed sooner... then
we can debate the last few more leisurely.



More information about the mesa-dev mailing list