[Mesa-dev] [PATCH 2/3] st: Sweep NIR after linking phase to free held memory
Eric Anholt
eric at anholt.net
Wed Jul 18 22:31:53 UTC 2018
Danylo Piliaiev <danylo.piliaiev at gmail.com> writes:
> After optimization passes and many trasfromations most of memory
"transformations"
> NIR holds is a garbage which was being freed only after shader deletion.
"is garbage"
> 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.
>
> Signed-off-by: Danylo Piliaiev <danylo.piliaiev at globallogic.com>
This seems good, and I'm running it through the CTS now.
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