diff options
author | Danylo Piliaiev <[email protected]> | 2018-07-10 11:51:45 +0300 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2018-07-20 11:26:12 -0700 |
commit | d24c35c3fb5c49e3256547a46183b280541e6fea (patch) | |
tree | 71af6a37a8ac6e6d14caf877f792c5f7ba8a3917 /src/mesa | |
parent | 945524ba0e09447754abc755698e32335d5dbc9b (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/mesa')
-rw-r--r-- | src/mesa/state_tracker/st_glsl_to_nir.cpp | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/src/mesa/state_tracker/st_glsl_to_nir.cpp b/src/mesa/state_tracker/st_glsl_to_nir.cpp index 1985fe1d532..ae2c49960c9 100644 --- a/src/mesa/state_tracker/st_glsl_to_nir.cpp +++ b/src/mesa/state_tracker/st_glsl_to_nir.cpp @@ -773,6 +773,8 @@ st_link_nir(struct gl_context *ctx, _mesa_reference_program(ctx, &shader->Program, NULL); return false; } + + nir_sweep(shader->Program->nir); } return true; |