<p dir="ltr">On Aug 31, 2016 11:31 AM, "Eero Tamminen" <<a href="mailto:eero.t.tamminen@intel.com">eero.t.tamminen@intel.com</a>> wrote:<br>
><br>
> Hi,<br>
><br>
><br>
> On 31.08.2016 08:03, Kenneth Graunke wrote:<br>
>><br>
>> On Tuesday, August 30, 2016 3:52:12 PM PDT Ian Romanick wrote:<br>
>> [snip]<br>
>>><br>
>>> I don't recall any native Linux games encountering this, but my memory<br>
>>> may have faded. There were some Windows DirectX games that would<br>
>>> exhaust VMA when run inside VMware. Once we got to the point where the<br>
>>> GLSL IR was freed after linking, I believe pretty much all of these<br>
>>> problems went away.<br>
>>><br>
>>> If we might do something that would dramatically increase our peak<br>
>>> memory usage, we'll need to test it in that environment.<br>
>><br>
>><br>
>> Dota 2 (32-bit) used to hit this a long time ago, but hasn't in quite<br>
>> some time.<br>
><br>
><br>
> Dota 2 is nowadays 64-bit.<br>
><br>
> I think Natural Selection 2 (which is still 32-bit) also used to crash to memory issues.<br>
><br>
> 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</p>
<p dir="ltr">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.</p>
<p dir="ltr">Marek</p>