[Mesa-dev] [PATCH 11/12] i965: Create NIR during LinkShader() and ProgramStringNotify().

Martin Peres martin.peres at linux.intel.com
Wed Apr 8 02:25:27 PDT 2015


On 08/04/15 10:06, Kenneth Graunke wrote:
> Previously, we translated into NIR and did all the optimizations and
> lowering as part of running fs_visitor.  This meant that we did all of
> that work twice for fragment shaders - once for SIMD8, and again for
> SIMD16.  We also had to redo it every time we hit a state based
> recompile.
>
> We now generate NIR once at link time.  ARB programs don't have linking,
> so we instead generate it at ProgramStringNotify time.
>
> Mesa's fixed function vertex program handling doesn't bother to inform
> the driver about new programs at all (which is rather mean), so we
> generate NIR at the last minute, if it hasn't happened already.
>
> shader-db runs ~9.4% faster on my i7-5600U, with a release build.

Nice speed improvement but wouldn't it affect negatively programs using 
SSO to recombine shaders at run time?
>
> Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
> ---
>   src/mesa/drivers/dri/i965/Makefile.sources |   1 +
>   src/mesa/drivers/dri/i965/brw_fs_nir.cpp   | 174 +----------------------
>   src/mesa/drivers/dri/i965/brw_nir.c        | 213 +++++++++++++++++++++++++++++
>   src/mesa/drivers/dri/i965/brw_nir.h        |   6 +
>   src/mesa/drivers/dri/i965/brw_program.c    |   7 +
>   src/mesa/drivers/dri/i965/brw_shader.cpp   |   6 +
>   src/mesa/drivers/dri/i965/brw_vec4.cpp     |  17 ++-
>   src/mesa/main/mtypes.h                     |   2 +
>   src/mesa/program/program.c                 |   5 +
>   9 files changed, 255 insertions(+), 176 deletions(-)
>   create mode 100644 src/mesa/drivers/dri/i965/brw_nir.c
>
> diff --git a/src/mesa/drivers/dri/i965/Makefile.sources b/src/mesa/drivers/dri/i965/Makefile.sources
> index 498d5a7..6d4659f 100644
> --- a/src/mesa/drivers/dri/i965/Makefile.sources
> +++ b/src/mesa/drivers/dri/i965/Makefile.sources
> @@ -77,6 +77,7 @@ i965_FILES = \
>   	brw_misc_state.c \
>   	brw_multisample_state.h \
>   	brw_nir.h \
> +	brw_nir.c \
>   	brw_nir_analyze_boolean_resolves.c \
>   	brw_object_purgeable.c \
>   	brw_packed_float.c \
> diff --git a/src/mesa/drivers/dri/i965/brw_fs_nir.cpp b/src/mesa/drivers/dri/i965/brw_fs_nir.cpp
> index 034b79a..ccffd5d 100644
> --- a/src/mesa/drivers/dri/i965/brw_fs_nir.cpp
> +++ b/src/mesa/drivers/dri/i965/brw_fs_nir.cpp
> @@ -28,175 +28,10 @@
>   #include "brw_fs.h"
>   #include "brw_nir.h"
>   
> -static void
> -nir_optimize(nir_shader *nir)
> -{
> -   bool progress;
> -   do {
> -      progress = false;
> -      nir_lower_vars_to_ssa(nir);
> -      nir_validate_shader(nir);
> -      nir_lower_alu_to_scalar(nir);
> -      nir_validate_shader(nir);
> -      progress |= nir_copy_prop(nir);
> -      nir_validate_shader(nir);
> -      nir_lower_phis_to_scalar(nir);
> -      nir_validate_shader(nir);
> -      progress |= nir_copy_prop(nir);
> -      nir_validate_shader(nir);
> -      progress |= nir_opt_dce(nir);
> -      nir_validate_shader(nir);
> -      progress |= nir_opt_cse(nir);
> -      nir_validate_shader(nir);
> -      progress |= nir_opt_peephole_select(nir);
> -      nir_validate_shader(nir);
> -      progress |= nir_opt_algebraic(nir);
> -      nir_validate_shader(nir);
> -      progress |= nir_opt_constant_folding(nir);
> -      nir_validate_shader(nir);
> -      progress |= nir_opt_remove_phis(nir);
> -      nir_validate_shader(nir);
> -   } while (progress);
> -}
> -
> -static bool
> -count_nir_instrs_in_block(nir_block *block, void *state)
> -{
> -   int *count = (int *) state;
> -   nir_foreach_instr(block, instr) {
> -      *count = *count + 1;
> -   }
> -   return true;
> -}
> -
> -static int
> -count_nir_instrs(nir_shader *nir)
> -{
> -   int count = 0;
> -   nir_foreach_overload(nir, overload) {
> -      if (!overload->impl)
> -         continue;
> -      nir_foreach_block(overload->impl, count_nir_instrs_in_block, &count);
> -   }
> -   return count;
> -}
> -
>   void
>   fs_visitor::emit_nir_code()
>   {
> -   const nir_shader_compiler_options *options =
> -      ctx->Const.ShaderCompilerOptions[stage].NirOptions;
> -
> -   nir_shader *nir;
> -   /* First, lower the GLSL IR or Mesa IR to NIR */
> -   if (shader_prog) {
> -      nir = glsl_to_nir(&shader->base, options);
> -   } else {
> -      nir = prog_to_nir(prog, options);
> -      nir_convert_to_ssa(nir); /* turn registers into SSA */
> -   }
> -   nir_validate_shader(nir);
> -
> -   nir_lower_global_vars_to_local(nir);
> -   nir_validate_shader(nir);
> -
> -   nir_lower_tex_projector(nir);
> -   nir_validate_shader(nir);
> -
> -   nir_normalize_cubemap_coords(nir);
> -   nir_validate_shader(nir);
> -
> -   nir_split_var_copies(nir);
> -   nir_validate_shader(nir);
> -
> -   nir_optimize(nir);
> -
> -   /* Lower a bunch of stuff */
> -   nir_lower_var_copies(nir);
> -   nir_validate_shader(nir);
> -
> -   /* Get rid of split copies */
> -   nir_optimize(nir);
> -
> -   if (shader_prog) {
> -      nir_assign_var_locations_scalar_direct_first(nir, &nir->uniforms,
> -                                                   &nir->num_direct_uniforms,
> -                                                   &nir->num_uniforms);
> -   } else {
> -      /* ARB programs generally create a giant array of "uniform" data, and allow
> -       * indirect addressing without any boundaries.  In the absence of bounds
> -       * analysis, it's all or nothing.  num_direct_uniforms is only useful when
> -       * we have some direct and some indirect access; it doesn't matter here.
> -       */
> -      nir->num_direct_uniforms = 0;
> -   }
> -   nir_assign_var_locations_scalar(&nir->inputs, &nir->num_inputs);
> -   nir_assign_var_locations_scalar(&nir->outputs, &nir->num_outputs);
> -
> -   nir_lower_io(nir);
> -   nir_validate_shader(nir);
> -
> -   nir_remove_dead_variables(nir);
> -   nir_validate_shader(nir);
> -
> -   if (shader_prog) {
> -      nir_lower_samplers(nir, shader_prog, stage);
> -      nir_validate_shader(nir);
> -   }
> -
> -   nir_lower_system_values(nir);
> -   nir_validate_shader(nir);
> -
> -   nir_lower_atomics(nir);
> -   nir_validate_shader(nir);
> -
> -   nir_optimize(nir);
> -
> -   if (brw->gen >= 6) {
> -      /* Try and fuse multiply-adds */
> -      nir_opt_peephole_ffma(nir);
> -      nir_validate_shader(nir);
> -   }
> -
> -   nir_opt_algebraic_late(nir);
> -   nir_validate_shader(nir);
> -
> -   nir_lower_locals_to_regs(nir);
> -   nir_validate_shader(nir);
> -
> -   nir_lower_to_source_mods(nir);
> -   nir_validate_shader(nir);
> -   nir_copy_prop(nir);
> -   nir_validate_shader(nir);
> -   nir_opt_dce(nir);
> -   nir_validate_shader(nir);
> -
> -   if (unlikely(debug_enabled)) {
> -      fprintf(stderr, "NIR (SSA form) for %s shader:\n", stage_name);
> -      nir_print_shader(nir, stderr);
> -   }
> -
> -   if (dispatch_width == 8) {
> -      static GLuint msg_id = 0;
> -      _mesa_gl_debug(&brw->ctx, &msg_id,
> -                     MESA_DEBUG_SOURCE_SHADER_COMPILER,
> -                     MESA_DEBUG_TYPE_OTHER,
> -                     MESA_DEBUG_SEVERITY_NOTIFICATION,
> -                     "%s NIR shader: %d inst\n",
> -                     stage_abbrev,
> -                     count_nir_instrs(nir));
> -   }
> -
> -   nir_convert_from_ssa(nir);
> -   nir_validate_shader(nir);
> -
> -   /* This is the last pass we run before we start emitting stuff.  It
> -    * determines when we need to insert boolean resolves on Gen <= 5.  We
> -    * run it last because it stashes data in instr->pass_flags and we don't
> -    * want that to be squashed by other NIR passes.
> -    */
> -   if (brw->gen <= 5)
> -      brw_nir_analyze_boolean_resolves(nir);
> +   nir_shader *nir = prog->nir;
>   
>      /* emit the arrays used for inputs and outputs - load/store intrinsics will
>       * be converted to reads/writes of these arrays
> @@ -232,13 +67,6 @@ fs_visitor::emit_nir_code()
>         assert(overload->impl);
>         nir_emit_impl(overload->impl);
>      }
> -
> -   if (unlikely(debug_enabled)) {
> -      fprintf(stderr, "NIR (final form) for %s shader:\n", stage_name);
> -      nir_print_shader(nir, stderr);
> -   }
> -
> -   ralloc_free(nir);
>   }
>   
>   void
> diff --git a/src/mesa/drivers/dri/i965/brw_nir.c b/src/mesa/drivers/dri/i965/brw_nir.c
> new file mode 100644
> index 0000000..de4d7aa
> --- /dev/null
> +++ b/src/mesa/drivers/dri/i965/brw_nir.c
> @@ -0,0 +1,213 @@
> +/*
> + * Copyright © 2014 Intel Corporation
> + *
> + * Permission is hereby granted, free of charge, to any person obtaining a
> + * copy of this software and associated documentation files (the "Software"),
> + * to deal in the Software without restriction, including without limitation
> + * the rights to use, copy, modify, merge, publish, distribute, sublicense,
> + * and/or sell copies of the Software, and to permit persons to whom the
> + * Software is furnished to do so, subject to the following conditions:
> + *
> + * The above copyright notice and this permission notice (including the next
> + * paragraph) shall be included in all copies or substantial portions of the
> + * Software.
> + *
> + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
> + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
> + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
> + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
> + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
> + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
> + * IN THE SOFTWARE.
> + */
> +
> +#include "brw_nir.h"
> +#include "glsl/glsl_parser_extras.h"
> +#include "glsl/nir/glsl_to_nir.h"
> +#include "program/prog_to_nir.h"
> +
> +static void
> +nir_optimize(nir_shader *nir)
> +{
> +   bool progress;
> +   do {
> +      progress = false;
> +      nir_lower_vars_to_ssa(nir);
> +      nir_validate_shader(nir);
> +      nir_lower_alu_to_scalar(nir);
> +      nir_validate_shader(nir);
> +      progress |= nir_copy_prop(nir);
> +      nir_validate_shader(nir);
> +      nir_lower_phis_to_scalar(nir);
> +      nir_validate_shader(nir);
> +      progress |= nir_copy_prop(nir);
> +      nir_validate_shader(nir);
> +      progress |= nir_opt_dce(nir);
> +      nir_validate_shader(nir);
> +      progress |= nir_opt_cse(nir);
> +      nir_validate_shader(nir);
> +      progress |= nir_opt_peephole_select(nir);
> +      nir_validate_shader(nir);
> +      progress |= nir_opt_algebraic(nir);
> +      nir_validate_shader(nir);
> +      progress |= nir_opt_constant_folding(nir);
> +      nir_validate_shader(nir);
> +      progress |= nir_opt_remove_phis(nir);
> +      nir_validate_shader(nir);
> +   } while (progress);
> +}
> +
> +static bool
> +count_nir_instrs_in_block(nir_block *block, void *state)
> +{
> +   int *count = (int *) state;
> +   nir_foreach_instr(block, instr) {
> +      *count = *count + 1;
> +   }
> +   return true;
> +}
> +
> +static int
> +count_nir_instrs(nir_shader *nir)
> +{
> +   int count = 0;
> +   nir_foreach_overload(nir, overload) {
> +      if (!overload->impl)
> +         continue;
> +      nir_foreach_block(overload->impl, count_nir_instrs_in_block, &count);
> +   }
> +   return count;
> +}
> +
> +nir_shader *
> +brw_create_nir(struct brw_context *brw,
> +               const struct gl_shader_program *shader_prog,
> +               const struct gl_program *prog,
> +               gl_shader_stage stage)
> +{
> +   struct gl_context *ctx = &brw->ctx;
> +   const nir_shader_compiler_options *options =
> +      ctx->Const.ShaderCompilerOptions[stage].NirOptions;
> +   struct gl_shader *shader = shader_prog ? shader_prog->_LinkedShaders[stage] : NULL;
> +   bool debug_enabled = INTEL_DEBUG & intel_debug_flag_for_shader_stage(stage);
> +   nir_shader *nir;
> +
> +   /* First, lower the GLSL IR or Mesa IR to NIR */
> +   if (shader_prog) {
> +      nir = glsl_to_nir(shader, options);
> +   } else {
> +      nir = prog_to_nir(prog, options);
> +      nir_convert_to_ssa(nir); /* turn registers into SSA */
> +   }
> +   nir_validate_shader(nir);
> +
> +   nir_lower_global_vars_to_local(nir);
> +   nir_validate_shader(nir);
> +
> +   nir_lower_tex_projector(nir);
> +   nir_validate_shader(nir);
> +
> +   nir_normalize_cubemap_coords(nir);
> +   nir_validate_shader(nir);
> +
> +   nir_split_var_copies(nir);
> +   nir_validate_shader(nir);
> +
> +   nir_optimize(nir);
> +
> +   /* Lower a bunch of stuff */
> +   nir_lower_var_copies(nir);
> +   nir_validate_shader(nir);
> +
> +   /* Get rid of split copies */
> +   nir_optimize(nir);
> +
> +   if (shader_prog) {
> +      nir_assign_var_locations_scalar_direct_first(nir, &nir->uniforms,
> +                                                   &nir->num_direct_uniforms,
> +                                                   &nir->num_uniforms);
> +   } else {
> +      /* ARB programs generally create a giant array of "uniform" data, and allow
> +       * indirect addressing without any boundaries.  In the absence of bounds
> +       * analysis, it's all or nothing.  num_direct_uniforms is only useful when
> +       * we have some direct and some indirect access; it doesn't matter here.
> +       */
> +      nir->num_direct_uniforms = 0;
> +   }
> +   nir_assign_var_locations_scalar(&nir->inputs, &nir->num_inputs);
> +   nir_assign_var_locations_scalar(&nir->outputs, &nir->num_outputs);
> +
> +   nir_lower_io(nir);
> +   nir_validate_shader(nir);
> +
> +   nir_remove_dead_variables(nir);
> +   nir_validate_shader(nir);
> +
> +   if (shader_prog) {
> +      nir_lower_samplers(nir, shader_prog, stage);
> +      nir_validate_shader(nir);
> +   }
> +
> +   nir_lower_system_values(nir);
> +   nir_validate_shader(nir);
> +
> +   nir_lower_atomics(nir);
> +   nir_validate_shader(nir);
> +
> +   nir_optimize(nir);
> +
> +   if (brw->gen >= 6) {
> +      /* Try and fuse multiply-adds */
> +      nir_opt_peephole_ffma(nir);
> +      nir_validate_shader(nir);
> +   }
> +
> +   nir_opt_algebraic_late(nir);
> +   nir_validate_shader(nir);
> +
> +   nir_lower_locals_to_regs(nir);
> +   nir_validate_shader(nir);
> +
> +   nir_lower_to_source_mods(nir);
> +   nir_validate_shader(nir);
> +   nir_copy_prop(nir);
> +   nir_validate_shader(nir);
> +   nir_opt_dce(nir);
> +   nir_validate_shader(nir);
> +
> +   if (unlikely(debug_enabled)) {
> +      fprintf(stderr, "NIR (SSA form) for %s shader:\n",
> +              _mesa_shader_stage_to_string(stage));
> +      nir_print_shader(nir, stderr);
> +   }
> +
> +   static GLuint msg_id = 0;
> +   _mesa_gl_debug(&brw->ctx, &msg_id,
> +                  MESA_DEBUG_SOURCE_SHADER_COMPILER,
> +                  MESA_DEBUG_TYPE_OTHER,
> +                  MESA_DEBUG_SEVERITY_NOTIFICATION,
> +                  "%s NIR shader: %d inst\n",
> +                  _mesa_shader_stage_to_abbrev(stage),
> +                  count_nir_instrs(nir));
> +
> +   nir_convert_from_ssa(nir);
> +   nir_validate_shader(nir);
> +
> +   /* This is the last pass we run before we start emitting stuff.  It
> +    * determines when we need to insert boolean resolves on Gen <= 5.  We
> +    * run it last because it stashes data in instr->pass_flags and we don't
> +    * want that to be squashed by other NIR passes.
> +    */
> +   if (brw->gen <= 5)
> +      brw_nir_analyze_boolean_resolves(nir);
> +
> +   nir_sweep(nir);
> +
> +   if (unlikely(debug_enabled)) {
> +      fprintf(stderr, "NIR (final form) for %s shader:\n",
> +              _mesa_shader_stage_to_string(stage));
> +      nir_print_shader(nir, stderr);
> +   }
> +
> +   return nir;
> +}
> diff --git a/src/mesa/drivers/dri/i965/brw_nir.h b/src/mesa/drivers/dri/i965/brw_nir.h
> index 27782a3..3131109 100644
> --- a/src/mesa/drivers/dri/i965/brw_nir.h
> +++ b/src/mesa/drivers/dri/i965/brw_nir.h
> @@ -23,6 +23,7 @@
>   
>   #pragma once
>   
> +#include "brw_context.h"
>   #include "glsl/nir/nir.h"
>   
>   #ifdef __cplusplus
> @@ -73,6 +74,11 @@ enum {
>   
>   void brw_nir_analyze_boolean_resolves(nir_shader *nir);
>   
> +nir_shader *brw_create_nir(struct brw_context *brw,
> +                           const struct gl_shader_program *shader_prog,
> +                           const struct gl_program *prog,
> +                           gl_shader_stage stage);
> +
>   #ifdef __cplusplus
>   }
>   #endif
> diff --git a/src/mesa/drivers/dri/i965/brw_program.c b/src/mesa/drivers/dri/i965/brw_program.c
> index 8920c34..389491c 100644
> --- a/src/mesa/drivers/dri/i965/brw_program.c
> +++ b/src/mesa/drivers/dri/i965/brw_program.c
> @@ -43,6 +43,7 @@
>   
>   #include "brw_context.h"
>   #include "brw_shader.h"
> +#include "brw_nir.h"
>   #include "brw_wm.h"
>   #include "intel_batchbuffer.h"
>   
> @@ -141,6 +142,9 @@ brwProgramStringNotify(struct gl_context *ctx,
>   
>         brw_add_texrect_params(prog);
>   
> +      prog->nir = brw_create_nir(brw, NULL, prog,
> +                                 _mesa_program_enum_to_shader_stage(target));
> +
>         brw_fs_precompile(ctx, NULL, prog);
>         break;
>      }
> @@ -163,6 +167,9 @@ brwProgramStringNotify(struct gl_context *ctx,
>   
>         brw_add_texrect_params(prog);
>   
> +      prog->nir = brw_create_nir(brw, NULL, prog,
> +                                 _mesa_program_enum_to_shader_stage(target));
> +
>         brw_vs_precompile(ctx, NULL, prog);
>         break;
>      }
> diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp b/src/mesa/drivers/dri/i965/brw_shader.cpp
> index 8700077..335a800 100644
> --- a/src/mesa/drivers/dri/i965/brw_shader.cpp
> +++ b/src/mesa/drivers/dri/i965/brw_shader.cpp
> @@ -27,6 +27,7 @@
>   #include "brw_gs.h"
>   #include "brw_fs.h"
>   #include "brw_cfg.h"
> +#include "brw_nir.h"
>   #include "glsl/ir_optimization.h"
>   #include "glsl/glsl_parser_extras.h"
>   #include "main/shaderapi.h"
> @@ -229,6 +230,8 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
>   
>      for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
>         struct gl_shader *shader = shProg->_LinkedShaders[stage];
> +      const struct gl_shader_compiler_options *options =
> +         &ctx->Const.ShaderCompilerOptions[stage];
>   
>         if (!shader)
>   	 continue;
> @@ -277,6 +280,9 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
>   
>         brw_add_texrect_params(prog);
>   
> +      if (options->NirOptions)
> +         prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage);
> +
>         _mesa_reference_program(ctx, &prog, NULL);
>      }
>   
> diff --git a/src/mesa/drivers/dri/i965/brw_vec4.cpp b/src/mesa/drivers/dri/i965/brw_vec4.cpp
> index ef2fd40..c4c77b2 100644
> --- a/src/mesa/drivers/dri/i965/brw_vec4.cpp
> +++ b/src/mesa/drivers/dri/i965/brw_vec4.cpp
> @@ -25,6 +25,7 @@
>   #include "brw_fs.h"
>   #include "brw_cfg.h"
>   #include "brw_vs.h"
> +#include "brw_nir.h"
>   #include "brw_vec4_live_variables.h"
>   #include "brw_dead_control_flow.h"
>   
> @@ -1809,6 +1810,8 @@ brw_vs_emit(struct brw_context *brw,
>      bool start_busy = false;
>      double start_time = 0;
>      const unsigned *assembly = NULL;
> +   bool use_nir =
> +      brw->ctx.Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].NirOptions != NULL;
>   
>      if (unlikely(brw->perf_debug)) {
>         start_busy = (brw->batch.last_bo &&
> @@ -1823,9 +1826,17 @@ brw_vs_emit(struct brw_context *brw,
>      if (unlikely(INTEL_DEBUG & DEBUG_VS))
>         brw_dump_ir("vertex", prog, &shader->base, &c->vp->program.Base);
>   
> -   if (brw->scalar_vs &&
> -       (prog ||
> -        brw->ctx.Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].NirOptions)) {
> +   if (use_nir && !c->vp->program.Base.nir) {
> +      /* Normally we generate NIR in LinkShader() or ProgramStringNotify(), but
> +       * Mesa's fixed-function vertex program handling doesn't notify the driver
> +       * at all.  Just do it here, at the last minute, even though it's lame.
> +       */
> +      assert(c->vp->program.Base.Id == 0 && prog == NULL);
> +      c->vp->program.Base.nir =
> +         brw_create_nir(brw, NULL, &c->vp->program.Base, MESA_SHADER_VERTEX);
> +   }
> +
> +   if (brw->scalar_vs && (prog || use_nir)) {
>         fs_visitor v(brw, mem_ctx, &c->key, prog_data, prog, &c->vp->program, 8);
>         if (!v.run_vs()) {
>            if (prog) {
> diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
> index 6184028..5d726b4 100644
> --- a/src/mesa/main/mtypes.h
> +++ b/src/mesa/main/mtypes.h
> @@ -2087,6 +2087,8 @@ struct gl_program
>   
>      struct prog_instruction *Instructions;
>   
> +   struct nir_shader *nir;
> +
>      GLbitfield64 InputsRead;     /**< Bitmask of which input regs are read */
>      GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
>      GLbitfield SystemValuesRead;   /**< Bitmask of SYSTEM_VALUE_x inputs used */
> diff --git a/src/mesa/program/program.c b/src/mesa/program/program.c
> index 3c214d5..4f28e2a 100644
> --- a/src/mesa/program/program.c
> +++ b/src/mesa/program/program.c
> @@ -37,6 +37,7 @@
>   #include "prog_cache.h"
>   #include "prog_parameter.h"
>   #include "prog_instruction.h"
> +#include "util/ralloc.h"
>   
>   
>   /**
> @@ -380,6 +381,10 @@ _mesa_delete_program(struct gl_context *ctx, struct gl_program *prog)
>         _mesa_free_parameter_list(prog->Parameters);
>      }
>   
> +   if (prog->nir) {
> +      ralloc_free(prog->nir);
> +   }
> +
>      free(prog);
>   }
>   



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