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
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