[Mesa-dev] [PATCH 1/3] i965: Sweep NIR after linking phase to free held memory
Jason Ekstrand
jason at jlekstrand.net
Tue Jul 10 15:04:31 UTC 2018
I think we can just move it up a couple of loops to the place where we do
the final lowering and call gather_info. Other than that, this seems like
a good idea to me. NIR passes are pretty sloppy about memory and assume
nir_sweep gets called. Hanging on to linked shaders with all that garbage
floating around is a bad plan.
On Tue, Jul 10, 2018 at 1:53 AM Danylo Piliaiev <danylo.piliaiev at gmail.com>
wrote:
> 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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