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

Marek Olšák maraeo at gmail.com
Thu Sep 1 16:11:34 UTC 2016


On Aug 31, 2016 11:31 AM, "Eero Tamminen" <eero.t.tamminen at intel.com> wrote:
>
> Hi,
>
>
> On 31.08.2016 08:03, 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.
>
>
> Dota 2 is nowadays 64-bit.
>
> I think Natural Selection 2 (which is still 32-bit) also used to crash to
memory issues.
>
> I don't think I saw other games with this issue, but DOTA2 & NS2 were
probably the games that compiled largest number of shaders (many thousands
of them

While I agree with your earlier post, the number of shaders that is
compiled is mostly irrelevant assuming all drivers release GLSL IR at link
time. What remains to test is memory usage on 32-bit.

Marek
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