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

Tapani Pälli tapani.palli at intel.com
Wed Aug 31 11:58:46 UTC 2016


On 08/31/2016 08:03 AM, 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.
>
> 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...

Commit 8926dc87af72e55128402209993971ee00ca00c6 changes program resource 
list to not use ir_variables anymore, so now IR can be released after 
linking.

> --Ken
>
>
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