[Mesa-dev] Improving ralloc performance for the GLSL compiler

Kenneth Graunke kenneth at whitecape.org
Wed Aug 31 05:03:52 UTC 2016


On Tuesday, August 30, 2016 3:52:12 PM PDT Ian Romanick wrote:
[snip]
> I don't recall any native Linux games encountering this, but my memory
> may have faded.  There were some Windows DirectX games that would
> exhaust VMA when run inside VMware.  Once we got to the point where the
> GLSL IR was freed after linking, I believe pretty much all of these
> problems went away.
> 
> If we might do something that would dramatically increase our peak
> memory usage, we'll need to test it in that environment.

Dota 2 (32-bit) used to hit this a long time ago, but hasn't in quite
some time.

I'm pretty sure we don't free the GLSL IR today.  I had landed patches
to do that, but they broke some API queries that relied on ir_variables.
So they got reverted.  I wrote patches to free most of the IR.  Tapani
suggested he rework the queries to not rely on ir_variable so we could
free it all.  I think he actually did that - or did most of it?  But
after that got fixed, we never landed the patches to free the IR again.

My fault.  I suppose we should get the ball rolling on that again...

--Ken
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