[Mesa-dev] [PATCH 1/2] glsl: reduce size of glsl_type::base_type
Tapani
tapani.palli at intel.com
Wed May 28 19:39:58 PDT 2014
On 05/28/2014 08:11 PM, Ian Romanick wrote:
> Types are fly-weights, so there aren't that many of them allocated...
> maybe a couple hundred, tops. Have you measured the memory savings?
Nope, I was mainly looking at this with 'shader cache' hat on, there I'm
trying to write things as small as possible and base_type here is one of
those things I found that I can safely use just uint8_t. But you are
right, with the small amount of these it does not really matter from
memory usage perspective.
> On 05/27/2014 10:09 PM, Tapani Pälli wrote:
>> Signed-off-by: Tapani Pälli <tapani.palli at intel.com>
>> ---
>> src/glsl/glsl_types.h | 3 ++-
>> 1 file changed, 2 insertions(+), 1 deletion(-)
>>
>> diff --git a/src/glsl/glsl_types.h b/src/glsl/glsl_types.h
>> index dca5492..e6aae26a 100644
>> --- a/src/glsl/glsl_types.h
>> +++ b/src/glsl/glsl_types.h
>> @@ -29,6 +29,7 @@
>> #include <string.h>
>> #include <assert.h>
>> #include "main/mtypes.h" /* for gl_texture_index, C++'s enum rules are broken */
>> +#include "main/compiler.h"
>>
>> #ifdef __cplusplus
>> extern "C" {
>> @@ -47,7 +48,7 @@ _mesa_glsl_release_types(void);
>> }
>> #endif
>>
>> -enum glsl_base_type {
>> +enum PACKED glsl_base_type {
>> GLSL_TYPE_UINT = 0,
>> GLSL_TYPE_INT,
>> GLSL_TYPE_FLOAT,
>>
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