summaryrefslogtreecommitdiffstats
path: root/src/mesa/drivers/dri
diff options
context:
space:
mode:
authorKenneth Graunke <[email protected]>2019-07-09 00:32:42 -0700
committerKenneth Graunke <[email protected]>2019-07-10 22:14:36 -0700
commitce93bf18767921dbcba4be0039d912e2fe7b276d (patch)
tree7331d7a5c1fb99eb6b4df7d00b5f7de9fee2b249 /src/mesa/drivers/dri
parentae4ccb67be29b9bca5c3ba8e5ed175901e1645b6 (diff)
compiler: Save a single copy of the softfp64 shader in the context.
We were recompiling the softfp64 library of functions from GLSL to NIR every time we compiled a shader that used fp64. Worse, we were ralloc stealing it to the GL context. This meant that we'd accumulate lots of copies for the lifetime of the context, which was a big space leak. Instead, we can simply stash a single copy in the GL context, and use it for subsequent compiles. Having a single copy should be fine from a memory context point of view: nir_inline_function_impl already clones the necessary nir_function_impl's as it inlines. KHR-GL45.enhanced_layouts.ssb_member_align_non_power_of_2 was previously OOM'ing a system with 16GB of RAM when using softfp64. Now it finishes much more quickly and uses only ~200MB of RAM. Reviewed-by: Jordan Justen <[email protected]>
Diffstat (limited to 'src/mesa/drivers/dri')
-rw-r--r--src/mesa/drivers/dri/i965/brw_program.c10
1 files changed, 4 insertions, 6 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_program.c b/src/mesa/drivers/dri/i965/brw_program.c
index 57fcf32efd1..0e91612d845 100644
--- a/src/mesa/drivers/dri/i965/brw_program.c
+++ b/src/mesa/drivers/dri/i965/brw_program.c
@@ -110,14 +110,12 @@ brw_create_nir(struct brw_context *brw,
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
- nir_shader *softfp64 = NULL;
- if ((options->lower_doubles_options & nir_lower_fp64_full_software) &&
- nir->info.uses_64bit) {
- softfp64 = glsl_float64_funcs_to_nir(ctx, options);
- ralloc_steal(ralloc_parent(nir), softfp64);
+ if (!ctx->SoftFP64 && nir->info.uses_64bit &&
+ (options->lower_doubles_options & nir_lower_fp64_full_software)) {
+ ctx->SoftFP64 = glsl_float64_funcs_to_nir(ctx, options);
}
- brw_preprocess_nir(brw->screen->compiler, nir, softfp64);
+ brw_preprocess_nir(brw->screen->compiler, nir, ctx->SoftFP64);
if (stage == MESA_SHADER_TESS_CTRL) {
/* Lower gl_PatchVerticesIn from a sys. value to a uniform on Gen8+. */