I think we can just move it up a couple of loops to the place where we do the final lowering and call gather_info. Other than that, this seems like a good idea to me. NIR passes are pretty sloppy about memory and assume nir_sweep gets called. Hanging on to linked shaders with all that garbage floating around is a bad plan.
On Tue, Jul 10, 2018 at 1:53 AM Danylo Piliaiev <danylo.pilia...@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. > > Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103274 > > Signed-off-by: Danylo Piliaiev <danylo.pilia...@globallogic.com> > --- > src/mesa/drivers/dri/i965/brw_link.cpp | 9 +++++++++ > 1 file changed, 9 insertions(+) > > diff --git a/src/mesa/drivers/dri/i965/brw_link.cpp > b/src/mesa/drivers/dri/i965/brw_link.cpp > index 1071056f14..8f34a58ce7 100644 > --- a/src/mesa/drivers/dri/i965/brw_link.cpp > +++ b/src/mesa/drivers/dri/i965/brw_link.cpp > @@ -359,6 +359,15 @@ brw_link_shader(struct gl_context *ctx, struct > gl_shader_program *shProg) > } > } > > + for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) { > + struct gl_linked_shader *shader = shProg->_LinkedShaders[stage]; > + if (!shader) > + continue; > + > + struct gl_program *prog = shader->Program; > + nir_sweep(prog->nir); > + } > + > if (brw->ctx.Cache) { > for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); > stage++) { > struct gl_linked_shader *shader = shProg->_LinkedShaders[stage]; > -- > 2.17.1 > >
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