[Mesa-dev] [PATCH v2 1/3] i965: Sweep NIR after linking phase to free held memory

Danylo Piliaiev danylo.piliaiev at gmail.com
Wed Jul 11 12:29:00 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.

V2: by Jason Ekstrand
    - Move nir_sweep up, right after the last change of NIR

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 | 2 ++
 1 file changed, 2 insertions(+)

diff --git a/src/mesa/drivers/dri/i965/brw_link.cpp b/src/mesa/drivers/dri/i965/brw_link.cpp
index 1071056f14..378426101b 100644
--- a/src/mesa/drivers/dri/i965/brw_link.cpp
+++ b/src/mesa/drivers/dri/i965/brw_link.cpp
@@ -317,6 +317,8 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
       NIR_PASS_V(prog->nir, nir_lower_atomics_to_ssbo,
+      nir_sweep(prog->nir);
       infos[stage] = &prog->nir->info;
       update_xfb_info(prog->sh.LinkedTransformFeedback, infos[stage]);

More information about the mesa-dev mailing list