[Mesa-dev] [PATCH v2 1/3] i965: Sweep NIR after linking phase to free held memory
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.
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
> Freeing it at the end of linking will save memory which would be
> 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
> 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;
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