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authorKenneth Graunke <[email protected]>2015-04-02 00:55:45 -0700
committerKenneth Graunke <[email protected]>2015-04-06 14:03:43 -0700
commita09c5b8527c2b28d30c0b11111a66fc7d283c06f (patch)
treebb8122bac97a9719773516534e39d964498b0d65
parent797d606127c131a6ccff28150495d2b1f3f7e46e (diff)
i965: Free dead GLSL IR one last time.
While working on NIR's memory allocation model, I realized the GLSL IR memory model was broken. During glCompileShader, we allocate everything out of the _mesa_glsl_parse_state context, and reparent it to gl_shader at the end. During glLinkProgram, we allocate everything out of a temporary context, then reparent it to the exec_list containing the linked IR. But during brw_link_shader - the driver's final opportunity to do lowering and optimization - we just allocated everything out of the permanent context given to us by the linker. That memory stayed forever. Notably, passes like brw_fs_channel_expressions cause us to churn the majority of the code, so we really want to free dead IR here. Saves 125MB of memory when replaying a Dota 2 trace on Broadwell. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
-rw-r--r--src/mesa/drivers/dri/i965/brw_shader.cpp12
1 files changed, 12 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp b/src/mesa/drivers/dri/i965/brw_shader.cpp
index 4ef38829beb..54d6d71cc7a 100644
--- a/src/mesa/drivers/dri/i965/brw_shader.cpp
+++ b/src/mesa/drivers/dri/i965/brw_shader.cpp
@@ -144,6 +144,11 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
_mesa_copy_linked_program_data((gl_shader_stage) stage, shProg, prog);
+ /* Temporary memory context for any new IR. */
+ void *mem_ctx = ralloc_context(NULL);
+
+ ralloc_adopt(mem_ctx, shader->base.ir);
+
bool progress;
/* lower_packing_builtins() inserts arithmetic instructions, so it
@@ -250,6 +255,13 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
_mesa_reference_program(ctx, &prog, NULL);
+ /* Now that we've finished altering the linked IR, reparent any live IR back
+ * to the permanent memory context, and free the temporary one (discarding any
+ * junk we optimized away).
+ */
+ reparent_ir(shader->base.ir, shader->base.ir);
+ ralloc_free(mem_ctx);
+
if (ctx->_Shader->Flags & GLSL_DUMP) {
fprintf(stderr, "\n");
fprintf(stderr, "GLSL IR for linked %s program %d:\n",