[Mesa-dev] [PATCH 00/15] GLSL memory allocation rework for faster compilation

Marek Olšák maraeo at gmail.com
Sat Oct 8 16:30:32 UTC 2016

On Sat, Oct 8, 2016 at 5:58 PM, Jason Ekstrand <jason at jlekstrand.net> wrote:
> FYI, we use ralloc for a lot more than just the glsl compiler so the first
> few changes make me a bit nervous.  There was someone working on making our
> driver more I undefined-memory-friendly but I don't know what happened to
> those patches.

shader-db + valgrind can be used to track down uninitialized variables.

After that's done, test suites (piglit etc.) can be used to fix any
remaining uninitialized variables (run test suites first and then run
regressed tests with valgrind).

That's how I did it for GLSL.

Alternatively, the following can be done: All non-GLSL code can be
switched from ralloc to rzalloc. All non-GLSL C++ classes can be


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