[Mesa-dev] [PATCH] mesa/mtypes: repack gl_texture_object.
Marek Olšák
maraeo at gmail.com
Mon Sep 4 11:29:37 UTC 2017
On Sun, Sep 3, 2017 at 1:18 PM, Dave Airlie <airlied at gmail.com> wrote:
> From: Dave Airlie <airlied at redhat.com>
>
> reduces size from 1144 to 1128.
>
> Signed-off-by: Dave Airlie <airlied at redhat.com>
> ---
> src/mesa/main/mtypes.h | 10 +++++-----
> 1 file changed, 5 insertions(+), 5 deletions(-)
>
> diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
> index d44897b..3d68a6d 100644
> --- a/src/mesa/main/mtypes.h
> +++ b/src/mesa/main/mtypes.h
> @@ -1012,7 +1012,6 @@ struct gl_texture_object
> struct gl_sampler_object Sampler;
>
> GLenum DepthMode; /**< GL_ARB_depth_texture */
The patch looks good, but here are some ideas for future improvements:
GLenum can be uint16_t everywhere, because GL doesn't set higher bits:
typedef uint16_t GLenum16.
s/GLenum/GLenum16/
> - bool StencilSampling; /**< Should we sample stencil instead of depth? */
>
> GLfloat Priority; /**< in [0,1] */
> GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
> @@ -1033,12 +1032,17 @@ struct gl_texture_object
> GLboolean Immutable; /**< GL_ARB_texture_storage */
> GLboolean _IsFloat; /**< GL_OES_float_texture */
> GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
> + bool StencilSampling; /**< Should we sample stencil instead of depth? */
> + bool HandleAllocated; /**< GL_ARB_bindless_texture */
All bools can be 1 bit:
bool x:1;
GLboolean y:1;
etc.
>
> GLuint MinLevel; /**< GL_ARB_texture_view */
> GLuint MinLayer; /**< GL_ARB_texture_view */
> GLuint NumLevels; /**< GL_ARB_texture_view */
> GLuint NumLayers; /**< GL_ARB_texture_view */
MinLevel, NumLevels can be ubyte (uint8_t). MinLayer, NumLayers can be
ushort (uint16_t)... simply by considering the range of possible
values.
Marek
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