On Tue, Sep 5, 2017 at 5:50 PM, Brian Paul <bri...@vmware.com> wrote: > On 09/04/2017 05:29 AM, Marek Olšák wrote: >> >> On Sun, Sep 3, 2017 at 1:18 PM, Dave Airlie <airl...@gmail.com> wrote: >>> >>> From: Dave Airlie <airl...@redhat.com> >>> >>> reduces size from 1144 to 1128. >>> >>> Signed-off-by: Dave Airlie <airl...@redhat.com> >>> --- >>> src/mesa/main/mtypes.h | 10 +++++----- >>> 1 file changed, 5 insertions(+), 5 deletions(-) >>> >>> diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h >>> index d44897b..3d68a6d 100644 >>> --- a/src/mesa/main/mtypes.h >>> +++ b/src/mesa/main/mtypes.h >>> @@ -1012,7 +1012,6 @@ struct gl_texture_object >>> struct gl_sampler_object Sampler; >>> >>> GLenum DepthMode; /**< GL_ARB_depth_texture */ >> >> >> The patch looks good, but here are some ideas for future improvements: >> >> GLenum can be uint16_t everywhere, because GL doesn't set higher bits: >> >> typedef uint16_t GLenum16. >> s/GLenum/GLenum16/ >> >>> - bool StencilSampling; /**< Should we sample stencil instead of >>> depth? */ >>> >>> GLfloat Priority; /**< in [0,1] */ >>> GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */ >>> @@ -1033,12 +1032,17 @@ struct gl_texture_object >>> GLboolean Immutable; /**< GL_ARB_texture_storage */ >>> GLboolean _IsFloat; /**< GL_OES_float_texture */ >>> GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */ >>> + bool StencilSampling; /**< Should we sample stencil instead of >>> depth? */ >>> + bool HandleAllocated; /**< GL_ARB_bindless_texture */ >> >> >> All bools can be 1 bit: >> >> bool x:1; >> GLboolean y:1; >> >> etc. >> >>> >>> GLuint MinLevel; /**< GL_ARB_texture_view */ >>> GLuint MinLayer; /**< GL_ARB_texture_view */ >>> GLuint NumLevels; /**< GL_ARB_texture_view */ >>> GLuint NumLayers; /**< GL_ARB_texture_view */ >> >> >> MinLevel, NumLevels can be ubyte (uint8_t). MinLayer, NumLayers can be >> ushort (uint16_t)... simply by considering the range of possible >> values. > > > There's lots of opportunities along these lines in gl_texture_image. And > since we often have many gl_texture_images per gl_texture_object, and we > often have many textures, it'll probably have considerable impact. I've > suggested this in the past but never got around to working on it. > > I recall Eric Anholt mentioning a memory profiling tool that was helpful for > finding wasted space in structures, etc. I don't recall the name right now. > Eric?
Dave used pahole for this patch series too. It can't obviously suggest what I suggested above (like changing the types and bits). Marek _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev