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author | Danylo Piliaiev <[email protected]> | 2018-07-10 11:51:45 +0300 |
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committer | Eric Anholt <[email protected]> | 2018-07-20 11:26:12 -0700 |
commit | d24c35c3fb5c49e3256547a46183b280541e6fea (patch) | |
tree | 71af6a37a8ac6e6d14caf877f792c5f7ba8a3917 /src/compiler/nir/nir_opt_if.c | |
parent | 945524ba0e09447754abc755698e32335d5dbc9b (diff) |
st: Sweep NIR after linking phase to free held memory
After optimization passes and many trasfromations most of memory
NIR holds is a garbage which was being freed only after shader deletion.
Freeing it at the end of linking will save memory which would be useful
in case there are a lot of complex shaders being compiled.
The common case for this issue is 32bit game running under Wine.
The cost of the optimization is around ~3-5% of compilation speed
with complex shaders.
Signed-off-by: Danylo Piliaiev <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src/compiler/nir/nir_opt_if.c')
0 files changed, 0 insertions, 0 deletions