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authorBrian Paul <[email protected]>2013-11-24 07:04:33 -0700
committerBrian Paul <[email protected]>2013-12-04 15:40:32 -0700
commit50205e11c60ec2ef64a6408c7a95155afcf8802e (patch)
tree0587b8819fe69e2d1f0cd28a59e784a63146bd7f
parent314ccf69016d0025ce251155553cc448159a3b10 (diff)
mesa: reduce memory used for short display lists
Display lists allocate memory in chunks of 256 tokens (1KB) at a time. If an app creates many short display lists or uses glXUseXFont() this can waste quite a bit of memory. This patch uses realloc() to trim short lists and reduce the memory used. Also, null/zero-out some list construction fields in _mesa_EndList(). Reviewed-by: Ian Romanick <[email protected]>
-rw-r--r--src/mesa/main/dlist.c35
1 files changed, 35 insertions, 0 deletions
diff --git a/src/mesa/main/dlist.c b/src/mesa/main/dlist.c
index d1e203589f7..cb40ff4db88 100644
--- a/src/mesa/main/dlist.c
+++ b/src/mesa/main/dlist.c
@@ -1067,6 +1067,37 @@ alloc_instruction(struct gl_context *ctx, OpCode opcode, GLuint nparams)
}
+/**
+ * Called by EndList to try to reduce memory used for the list.
+ */
+static void
+trim_list(struct gl_context *ctx)
+{
+ /* If the list we're ending only has one allocated block of nodes/tokens
+ * and its size isn't a full block size, realloc the block to use less
+ * memory. This is important for apps that create many small display
+ * lists and apps that use glXUseXFont (many lists each containing one
+ * glBitmap call).
+ * Note: we currently only trim display lists that allocated one block
+ * of tokens. That hits the short list case which is what we're mainly
+ * concerned with. Trimming longer lists would involve traversing the
+ * linked list of blocks.
+ */
+ struct gl_dlist_state *list = &ctx->ListState;
+
+ if ((list->CurrentList->Head == list->CurrentBlock) &&
+ (list->CurrentPos < BLOCK_SIZE)) {
+ /* There's only one block and it's not full, so realloc */
+ GLuint newSize = list->CurrentPos * sizeof(Node);
+ list->CurrentList->Head =
+ list->CurrentBlock = realloc(list->CurrentBlock, newSize);
+ if (!list->CurrentBlock) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glEndList");
+ }
+ }
+}
+
+
/*
* Display List compilation functions
@@ -8242,6 +8273,8 @@ _mesa_EndList(void)
(void) alloc_instruction(ctx, OPCODE_END_OF_LIST, 0);
+ trim_list(ctx);
+
/* Destroy old list, if any */
destroy_list(ctx, ctx->ListState.CurrentList->Name);
@@ -8255,6 +8288,8 @@ _mesa_EndList(void)
mesa_print_display_list(ctx->ListState.CurrentList->Name);
ctx->ListState.CurrentList = NULL;
+ ctx->ListState.CurrentBlock = NULL;
+ ctx->ListState.CurrentPos = 0;
ctx->ExecuteFlag = GL_TRUE;
ctx->CompileFlag = GL_FALSE;