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

Tapani Pälli tapani.palli at intel.com
Fri Oct 21 04:58:08 UTC 2016



On 10/20/2016 09:24 PM, Marek Olšák wrote:
> On Thu, Oct 20, 2016 at 6:31 PM, Tapani Pälli <tapani.palli at intel.com> wrote:
>> On 10/20/2016 06:55 PM, Marek Olšák wrote:
>>>
>>> On Mon, Oct 17, 2016 at 9:03 PM, Marek Olšák <maraeo at gmail.com> wrote:
>>>>
>>>> Hi,
>>>>
>>>> The latest branch:
>>>> https://cgit.freedesktop.org/~mareko/mesa/log/?h=glsl-alloc-rework2
>>>>
>>>> It contains:
>>>> - all review comments resolved
>>>> - commits from Tapani's jenkins branch (fixes for glsl, nir, i965)
>>>>
>>>> My updated patches are also on the list if you wanna review them.
>>>
>>> Since there are no other comments, it looks like it's ready to land.
>>> i965 and Gallium were tested by Tapani and me, respectively. The
>>> branch contains all fixes first, followed by the allocation changes.
>>
>>
>> I haven't had time for further testing but it would make sense to try also
>> with some benchmarks and steam games on i965. JP recalled there was
>> something that got triggered by Manhattan earlier with his patches. I'll try
>> to get this testing done tomorrow.
>
> I suggest you put shaders from Manhattan into your shader-db, so that
> you don't have to run the game under valgrind. Also in future, it's
> better to use shader-db instead of running games for stuff like this.
>

Makes sense as ralloc is mostly used in compiler but I think some of 
those rallocated structures get also accessed when app calls GL API. 
I'll run at least gfxbench manually just as a paranoid check to see if 
there's anything.

About shader-db .. should we consider making a scripts folder there and 
start sharing some? It's used for instruction count analysis, memory 
analysis .. would be nice to have some sort of 'standard' skeleton 
scripts for this which can be then modified for purposes.

// Tapani


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