Mesa (master): glsl/linker: Free any IR discarded by optimization passes.
Kenneth Graunke
kwg at kemper.freedesktop.org
Tue Nov 30 21:50:38 UTC 2010
Module: Mesa
Branch: master
Commit: 2da02e75b17dcfb2efc3ce053c48339109bc0f26
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=2da02e75b17dcfb2efc3ce053c48339109bc0f26
Author: Kenneth Graunke <kenneth at whitecape.org>
Date: Wed Nov 17 11:03:57 2010 -0800
glsl/linker: Free any IR discarded by optimization passes.
Previously, IR for a linked shader was allocated directly out of the
gl_shader object - meaning all of it lived as long as the shader.
Now, IR is allocated out of a temporary context, and any -live- IR is
reparented/stolen to (effectively) the gl_shader. Any remaining IR can
be freed.
NOTE: This is a candidate for the 7.9 branch.
---
src/glsl/linker.cpp | 23 +++++++++++++++++++----
1 files changed, 19 insertions(+), 4 deletions(-)
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 8d14c5a..cde70ad 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -726,7 +726,8 @@ get_main_function_signature(gl_shader *sh)
* shader is returned.
*/
static struct gl_shader *
-link_intrastage_shaders(struct gl_context *ctx,
+link_intrastage_shaders(void *mem_ctx,
+ struct gl_context *ctx,
struct gl_shader_program *prog,
struct gl_shader **shader_list,
unsigned num_shaders)
@@ -802,7 +803,7 @@ link_intrastage_shaders(struct gl_context *ctx,
gl_shader *linked = ctx->Driver.NewShader(NULL, 0, main->Type);
linked->ir = new(linked) exec_list;
- clone_ir_list(linked, linked->ir, main->ir);
+ clone_ir_list(mem_ctx, linked->ir, main->ir);
populate_symbol_table(linked);
@@ -1407,6 +1408,8 @@ assign_varying_locations(struct gl_shader_program *prog,
void
link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
{
+ void *mem_ctx = talloc_init("temporary linker context");
+
prog->LinkStatus = false;
prog->Validated = false;
prog->_Used = false;
@@ -1475,7 +1478,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
*/
if (num_vert_shaders > 0) {
gl_shader *const sh =
- link_intrastage_shaders(ctx, prog, vert_shader_list, num_vert_shaders);
+ link_intrastage_shaders(mem_ctx, ctx, prog, vert_shader_list,
+ num_vert_shaders);
if (sh == NULL)
goto done;
@@ -1489,7 +1493,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
if (num_frag_shaders > 0) {
gl_shader *const sh =
- link_intrastage_shaders(ctx, prog, frag_shader_list, num_frag_shaders);
+ link_intrastage_shaders(mem_ctx, ctx, prog, frag_shader_list,
+ num_frag_shaders);
if (sh == NULL)
goto done;
@@ -1598,4 +1603,14 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
done:
free(vert_shader_list);
+
+ for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
+ if (prog->_LinkedShaders[i] == NULL)
+ continue;
+
+ /* Retain any live IR, but trash the rest. */
+ reparent_ir(prog->_LinkedShaders[i]->ir, prog->_LinkedShaders[i]->ir);
+ }
+
+ talloc_free(mem_ctx);
}
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