diff options
author | Kenneth Graunke <[email protected]> | 2015-04-02 00:55:45 -0700 |
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committer | Kenneth Graunke <[email protected]> | 2015-04-06 14:03:43 -0700 |
commit | a09c5b8527c2b28d30c0b11111a66fc7d283c06f (patch) | |
tree | bb8122bac97a9719773516534e39d964498b0d65 /src/mesa/drivers | |
parent | 797d606127c131a6ccff28150495d2b1f3f7e46e (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]>
Diffstat (limited to 'src/mesa/drivers')
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_shader.cpp | 12 |
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", |