On Wed, 2016-11-02 at 09:07 -0700, Eric Anholt wrote:
> Timothy Arceri <[email protected]> writes:
> 
> > 
> > I'm about to do some refactoring that will move a bunch of glsl
> > only
> > fields from gl_linked_program into gl_program.
> > 
> > If we wan't to share memory it makes sense to do it while I move
> > things. I just wanted to see what people think about this before
> > I get started as it's not going to be fun to go back and undo.
> > 
> > It seems common for games to compile 2000 programs or more so at
> > 
> > 32bits X 2000 programs X 22 fields X 2 (at least) stages
> > 
> > This should give us something like 352 kilobytes in savings.
> > 
> > What do you think?
> 
> I like the idea, generally.  So, if I get the plan right, for the
> ir_to_mesa path we'll generate an arb-type gl_program, and for
> not-that-path we'll generate a glsl-type gl_program?

Correct.

> 
> Any chance we could call the union tag "arb" or "asm" instead of "a"?

Sure. I was originally worried about causing excessive line wrapping.
It doesn't look like its a problem. I'll change them to arb and sh.

Thanks.

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