[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 15:17:07 UTC 2018
Indeed it would be better to move it, will be done.
On 10.07.18 18:04, Jason Ekstrand wrote:
> 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 <mailto: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
> <mailto: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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