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authorDanylo Piliaiev <[email protected]>2018-07-10 11:51:45 +0300
committerEric Anholt <[email protected]>2018-07-20 11:26:12 -0700
commitd24c35c3fb5c49e3256547a46183b280541e6fea (patch)
tree71af6a37a8ac6e6d14caf877f792c5f7ba8a3917 /src/mesa
parent945524ba0e09447754abc755698e32335d5dbc9b (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.cpp2
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;