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.
This commit is contained in:
Eric Anholt
2011-09-22 11:28:19 -07:00
parent fe006a74f6
commit f7f678331d

View File

@@ -336,6 +336,11 @@ run_vp( struct gl_context *ctx, struct tnl_pipeline_stage *stage )
for (i = 0; i < VERT_RESULT_MAX; i++) {
if (program->Base.OutputsWritten & BITFIELD64_BIT(i)) {
outputs[numOutputs++] = i;
if (!store->results[i].data) {
_mesa_vector4f_alloc( &store->results[i], 0, VB->Size, 32 );
store->results[i].size = 4;
}
}
}
@@ -504,19 +509,12 @@ init_vp(struct gl_context *ctx, struct tnl_pipeline_stage *stage)
struct vertex_buffer *VB = &(tnl->vb);
struct vp_stage_data *store;
const GLuint size = VB->Size;
GLuint i;
stage->privatePtr = CALLOC(sizeof(*store));
store = VP_STAGE_DATA(stage);
if (!store)
return GL_FALSE;
/* Allocate arrays of vertex output values */
for (i = 0; i < VERT_RESULT_MAX; i++) {
_mesa_vector4f_alloc( &store->results[i], 0, size, 32 );
store->results[i].size = 4;
}
/* a few other misc allocations */
_mesa_vector4f_alloc( &store->ndcCoords, 0, size, 32 );
store->clipmask = (GLubyte *) _mesa_align_malloc(sizeof(GLubyte)*size, 32 );