summaryrefslogtreecommitdiffstats
path: root/src/compiler
diff options
context:
space:
mode:
authorDanylo Piliaiev <[email protected]>2018-07-10 11:51:45 +0300
committerEric Anholt <[email protected]>2018-07-20 11:26:12 -0700
commitd24c35c3fb5c49e3256547a46183b280541e6fea (patch)
tree71af6a37a8ac6e6d14caf877f792c5f7ba8a3917 /src/compiler
parent945524ba0e09447754abc755698e32335d5dbc9b (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')
0 files changed, 0 insertions, 0 deletions