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

Danylo Piliaiev danylo.piliaiev at gmail.com
Tue Jul 17 14:09:15 UTC 2018


Could it be pushed? The commit is independent from other in series.

- Danil


On 12.07.18 00:27, Jason Ekstrand wrote:
> Reviewed-by: Jason Ekstrand <jason at jlekstrand.net 
> <mailto:jason at jlekstrand.net>>
>
> On Wed, Jul 11, 2018 at 5:29 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.
>
>     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
>     <mailto: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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