mesa: Dynamically allocate the storage for program local parameters.
The array was 64kb per struct gl_program, plus we statically stored a copy of one on disk for _mesa_DummyProgram. Given that most struct gl_programs we generate are for GLSL shaders that don't have local parameters, this was a waste. Since you can store and fetch parameters beyond what the program actually uses, we do have to do a late allocation if necessary at GetProgramLocalParameter time. Reduces peak memory usage in the dota2 trace I made by 76MB (4.5%) Reviewed-by: Brian Paul <brianp@vmware.com> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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@@ -349,6 +349,7 @@ _mesa_delete_program(struct gl_context *ctx, struct gl_program *prog)
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return;
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free(prog->String);
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free(prog->LocalParams);
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if (prog->Instructions) {
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_mesa_free_instructions(prog->Instructions, prog->NumInstructions);
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@@ -477,7 +478,16 @@ _mesa_clone_program(struct gl_context *ctx, const struct gl_program *prog)
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if (prog->Parameters)
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clone->Parameters = _mesa_clone_parameter_list(prog->Parameters);
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memcpy(clone->LocalParams, prog->LocalParams, sizeof(clone->LocalParams));
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if (prog->LocalParams) {
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clone->LocalParams = malloc(MAX_PROGRAM_LOCAL_PARAMS *
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sizeof(float[4]));
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if (!clone->LocalParams) {
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_mesa_reference_program(ctx, &clone, NULL);
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return NULL;
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}
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memcpy(clone->LocalParams, prog->LocalParams,
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MAX_PROGRAM_LOCAL_PARAMS * sizeof(float[4]));
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}
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clone->IndirectRegisterFiles = prog->IndirectRegisterFiles;
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clone->NumInstructions = prog->NumInstructions;
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clone->NumTemporaries = prog->NumTemporaries;
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