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. 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.pilia...@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 b/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, prog->nir->info.num_abos); + nir_sweep(prog->nir); + infos[stage] = &prog->nir->info; update_xfb_info(prog->sh.LinkedTransformFeedback, infos[stage]); -- 2.17.1 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev