glsl: Don't allocate a name for ir_var_temporary variables
Valgrind massif results for a trimmed apitrace of dota2: n time(i) total(B) useful-heap(B) extra-heap(B) stacks(B) Before (32-bit): 74 40,578,719,715 67,762,208 62,263,404 5,498,804 0 After (32-bit): 52 40,565,579,466 66,359,800 61,187,818 5,171,982 0 Before (64-bit): 74 37,129,541,061 95,195,160 87,369,671 7,825,489 0 After (64-bit): 76 37,134,691,404 93,271,352 85,900,223 7,371,129 0 A real savings of 1.0MiB on 32-bit and 1.4MiB on 64-bit. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com>
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@@ -1440,6 +1440,9 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
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new(shader) _mesa_glsl_parse_state(ctx, shader->Stage, shader);
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const char *source = shader->Source;
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if (ctx->Const.GenerateTemporaryNames)
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ir_variable::temporaries_allocate_names = true;
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state->error = glcpp_preprocess(state, &source, &state->info_log,
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&ctx->Extensions, ctx);
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@@ -1543,6 +1543,8 @@ ir_swizzle::variable_referenced() const
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}
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bool ir_variable::temporaries_allocate_names = false;
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const char ir_variable::tmp_name[] = "compiler_temp";
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ir_variable::ir_variable(const struct glsl_type *type, const char *name,
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@@ -1551,6 +1553,9 @@ ir_variable::ir_variable(const struct glsl_type *type, const char *name,
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{
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this->type = type;
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if (mode == ir_var_temporary && !ir_variable::temporaries_allocate_names)
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name = NULL;
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/* The ir_variable clone method may call this constructor with name set to
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* tmp_name.
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*/
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@@ -896,6 +896,25 @@ private:
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* Name used for anonymous compiler temporaries
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*/
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static const char tmp_name[];
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public:
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/**
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* Should the construct keep names for ir_var_temporary variables?
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*
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* When this global is false, names passed to the constructor for
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* \c ir_var_temporary variables will be dropped. Instead, the variable will
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* be named "compiler_temp". This name will be in static storage.
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*
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* \warning
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* \b NEVER change the mode of an \c ir_var_temporary.
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*
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* \warning
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* This variable is \b not thread-safe. It is global, \b not
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* per-context. It begins life false. A context can, at some point, make
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* it true. From that point on, it will be true forever. This should be
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* okay since it will only be set true while debugging.
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*/
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static bool temporaries_allocate_names;
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};
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/**
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@@ -200,6 +200,7 @@ int test_optpass(int argc, char **argv)
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initialize_context_to_defaults(ctx, API_OPENGL_COMPAT);
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ctx->Driver.NewShader = _mesa_new_shader;
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ir_variable::temporaries_allocate_names = true;
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struct gl_shader *shader = rzalloc(NULL, struct gl_shader);
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shader->Type = shader_type;
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