[Mesa-dev] [PATCH 02/26] glsl: Rebuild the symbol table without unreachable symbols

Ian Romanick idr at freedesktop.org
Mon Jul 14 15:48:34 PDT 2014


From: Ian Romanick <ian.d.romanick at intel.com>

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.

Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
Cc: Kenneth Graunke <kenneth at whitecape.org>
---
 src/glsl/glsl_parser_extras.cpp | 37 ++++++++++++++++++++++++++++++++++++-
 1 file changed, 36 insertions(+), 1 deletion(-)

diff --git a/src/glsl/glsl_parser_extras.cpp b/src/glsl/glsl_parser_extras.cpp
index b327c2b..2962407 100644
--- a/src/glsl/glsl_parser_extras.cpp
+++ b/src/glsl/glsl_parser_extras.cpp
@@ -1485,7 +1485,7 @@ _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;
@@ -1498,6 +1498,41 @@ _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: {
+         /* If the function is a built-in that is partially overridden in the
+          * shader, the ir_function stored in the symbol table may not be the
+          * same as the one that appears in the shader.  The one in the shader
+          * will only include definitions from inside the shader.  We need the
+          * one from the symbol table because it will include built-in
+          * defintions and definitions from the shader.
+          */
+         ir_function *const def = (ir_function *) ir;
+         ir_function *const decl = state->symbols->get_function(def->name);
+
+         shader->symbols->add_function(decl);
+         break;
+      }
+      case ir_type_variable:
+         shader->symbols->add_variable((ir_variable *) ir);
+         break;
+      default:
+         break;
+      }
+   }
+
+   delete state->symbols;
    ralloc_free(state);
 }
 
-- 
1.8.1.4



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