On Wed, 2016-11-02 at 12:08 +0100, Marek Olšák wrote: > On Wed, Nov 2, 2016 at 2:38 AM, Timothy Arceri > <[email protected]> wrote: > > > > 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? > > Sounds good, but if you wanna save memory, using GLuint everywhere is > a bad idea. I suggest using uint8_t or uint16_t where appropriate. > Bitfields are even better, but probably overkill here.
Sure. But this is a quick win without the effort of checking required field sizes. Maybe a next step. Thanks. > > Marek > _______________________________________________ > mesa-dev mailing list > [email protected] > https://lists.freedesktop.org/mailman/listinfo/mesa-dev _______________________________________________ mesa-dev mailing list [email protected] https://lists.freedesktop.org/mailman/listinfo/mesa-dev
