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

Eero Tamminen eero.t.tamminen at intel.com
Wed Aug 31 09:32:19 UTC 2016


Hi,

On 31.08.2016 08:03, Kenneth Graunke wrote:
> 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.

Dota 2 is nowadays 64-bit.

I think Natural Selection 2 (which is still 32-bit) also used to crash 
to memory issues.

I don't think I saw other games with this issue, but DOTA2 & NS2 were 
probably the games that compiled largest number of shaders (many 
thousands of them).


	- Eero



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