[Mesa-dev] [PATCH 1/3] i965: Sweep NIR after linking phase to free held memory

Danylo Piliaiev danylo.piliaiev at gmail.com
Tue Jul 10 08:51:44 UTC 2018


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.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103274

Signed-off-by: Danylo Piliaiev <danylo.piliaiev at globallogic.com>
---
 src/mesa/drivers/dri/i965/brw_link.cpp | 9 +++++++++
 1 file changed, 9 insertions(+)

diff --git a/src/mesa/drivers/dri/i965/brw_link.cpp b/src/mesa/drivers/dri/i965/brw_link.cpp
index 1071056f14..8f34a58ce7 100644
--- a/src/mesa/drivers/dri/i965/brw_link.cpp
+++ b/src/mesa/drivers/dri/i965/brw_link.cpp
@@ -359,6 +359,15 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
       }
    }
 
+   for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
+      struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
+      if (!shader)
+         continue;
+
+      struct gl_program *prog = shader->Program;
+      nir_sweep(prog->nir);
+   }
+
    if (brw->ctx.Cache) {
       for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
          struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
-- 
2.17.1



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