Indeed it would be better to move it, will be done.
On 10.07.18 18:04, Jason Ekstrand wrote:
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 <mailto: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
<mailto: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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