tnl: Delay results allocation until we actually need them.
Decreases i965 peak memory allocation for a trivial shader program from 23,483,048B to 21,932,128B, since we never actually use tnl for rendering.
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@@ -336,6 +336,11 @@ run_vp( struct gl_context *ctx, struct tnl_pipeline_stage *stage )
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for (i = 0; i < VERT_RESULT_MAX; i++) {
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if (program->Base.OutputsWritten & BITFIELD64_BIT(i)) {
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outputs[numOutputs++] = i;
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if (!store->results[i].data) {
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_mesa_vector4f_alloc( &store->results[i], 0, VB->Size, 32 );
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store->results[i].size = 4;
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}
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}
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}
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@@ -504,19 +509,12 @@ init_vp(struct gl_context *ctx, struct tnl_pipeline_stage *stage)
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struct vertex_buffer *VB = &(tnl->vb);
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struct vp_stage_data *store;
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const GLuint size = VB->Size;
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GLuint i;
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stage->privatePtr = CALLOC(sizeof(*store));
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store = VP_STAGE_DATA(stage);
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if (!store)
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return GL_FALSE;
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/* Allocate arrays of vertex output values */
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for (i = 0; i < VERT_RESULT_MAX; i++) {
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_mesa_vector4f_alloc( &store->results[i], 0, size, 32 );
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store->results[i].size = 4;
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}
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/* a few other misc allocations */
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_mesa_vector4f_alloc( &store->ndcCoords, 0, size, 32 );
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store->clipmask = (GLubyte *) _mesa_align_malloc(sizeof(GLubyte)*size, 32 );
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