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. Signed-off-by: Danylo Piliaiev <danylo.pilia...@globallogic.com> --- src/mesa/state_tracker/st_glsl_to_nir.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/src/mesa/state_tracker/st_glsl_to_nir.cpp b/src/mesa/state_tracker/st_glsl_to_nir.cpp index 1985fe1d53..ae2c49960c 100644 --- a/src/mesa/state_tracker/st_glsl_to_nir.cpp +++ b/src/mesa/state_tracker/st_glsl_to_nir.cpp @@ -773,6 +773,8 @@ st_link_nir(struct gl_context *ctx, _mesa_reference_program(ctx, &shader->Program, NULL); return false; } + + nir_sweep(shader->Program->nir); } return true; -- 2.17.1 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev