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authorDanylo Piliaiev <[email protected]>2018-07-11 15:29:00 +0300
committerJason Ekstrand <[email protected]>2018-07-18 09:00:18 -0700
commitd219521379626ebf2bff63e4a9c2f92725b3926a (patch)
treee0f7e0f915471c9ecf205e7e772afac7e88a901a /src/mesa/drivers
parent51d6b163da1faa01e95cfd2f3493a843285a7ce9 (diff)
i965: 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. V2: by Jason Ekstrand - Move nir_sweep up, right after the last change of NIR Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103274 Signed-off-by: Danylo Piliaiev <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]> Cc: [email protected]
Diffstat (limited to 'src/mesa/drivers')
-rw-r--r--src/mesa/drivers/dri/i965/brw_link.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_link.cpp b/src/mesa/drivers/dri/i965/brw_link.cpp
index ae4f63e33af..e7a940e15c2 100644
--- a/src/mesa/drivers/dri/i965/brw_link.cpp
+++ b/src/mesa/drivers/dri/i965/brw_link.cpp
@@ -317,6 +317,8 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
NIR_PASS_V(prog->nir, nir_lower_atomics_to_ssbo,
prog->nir->info.num_abos);
+ nir_sweep(prog->nir);
+
infos[stage] = &prog->nir->info;
update_xfb_info(prog->sh.LinkedTransformFeedback, infos[stage]);