[Mesa-dev] [Bug 108946] High memory usage in Black Mesa

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Wed Dec 12 04:55:52 UTC 2018


https://bugs.freedesktop.org/show_bug.cgi?id=108946

Ian Romanick <idr at freedesktop.org> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
             Status|NEW                         |NEEDINFO
                 CC|                            |idr at freedesktop.org

--- Comment #6 from Ian Romanick <idr at freedesktop.org> ---
(I'm quite sure I submitted a similar comment earlier today, but it seems to
have just vanished.)

I ran the API trace in Valgrind massif memory profiler.  As far as I can tell,
the application never calls glDeleteShader.  We don't release any of the memory
because the app hasn't told us that we can.  In that trace there is is about
2.6GB (on a 64-bit build of apitrace) of intermediate IR that could be released
by calling glDeleteShader on all the shaders that have been linked.

It's possible that this is a quirk of the API trace.  Someone would have to run
the app with Valgrind massif to say for sure.

(In reply to MGG from comment #0)
> Finally, while running an apitrace I detected a lot this errors: "major
> shader compiler issue 21156: 0:4(12): warning: extension
> `GL_EXT_gpu_shader4' unsupported in vertex shader". Not sure if it could be
> related with any leak though.

This is unrelated.  It's a bit misleading that apitrace lists this as a "major
shader compiler issue."  It is perfectly valid to enable extensions that the
driver does not support.  GLSL is intentionally designed so that shaders can
have multiple code paths that are used based on what extensions are available
at compile time.

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