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

Marek Olšák maraeo at gmail.com
Fri Oct 21 09:51:46 UTC 2016


On Fri, Oct 21, 2016 at 6:58 AM, Tapani Pälli <tapani.palli at intel.com> wrote:
>
>
> 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.

Not sure what you mean. Our script for shader-db reporting is si-report.py.

Marek


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