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

Jason Ekstrand jason at jlekstrand.net
Sat Oct 8 16:51:38 UTC 2016

On Sat, Oct 8, 2016 at 9:30 AM, Marek Olšák <maraeo at gmail.com> wrote:

> 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.

Yeah, that's more-or-less how I would do it.  I just didn't want you
pushing anything without us fixing things. :)

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