diff options
author | Danylo Piliaiev <[email protected]> | 2018-07-11 15:29:00 +0300 |
---|---|---|
committer | Jason Ekstrand <[email protected]> | 2018-07-18 09:00:18 -0700 |
commit | d219521379626ebf2bff63e4a9c2f92725b3926a (patch) | |
tree | e0f7e0f915471c9ecf205e7e772afac7e88a901a /src/mesa/drivers | |
parent | 51d6b163da1faa01e95cfd2f3493a843285a7ce9 (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.cpp | 2 |
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]); |