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

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Fri Dec 14 00:08:48 UTC 2018


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

--- Comment #8 from iive at yahoo.com ---
(In reply to Ian Romanick from comment #6)
> (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.

Do you really need to keep all Intermediate Representations of all shaders?
The standard does not deal with internal stuff and IR is just that.

I thought that in core context you do not need to recompile them and that there
is a method to patch the prologue of the binary in compatibility mode (at least
for radeon si).

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