[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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