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

Jason Ekstrand jason at jlekstrand.net
Wed Jul 11 21:27:05 UTC 2018


Reviewed-by: Jason Ekstrand <jason at jlekstrand.net>

On Wed, Jul 11, 2018 at 5:29 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.
>
> 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,
>                   prog->nir->info.num_abos);
>
> +      nir_sweep(prog->nir);
> +
>        infos[stage] = &prog->nir->info;
>
>        update_xfb_info(prog->sh.LinkedTransformFeedback, infos[stage]);
> --
> 2.17.1
>
>
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