Reviewed-by: Jason Ekstrand <ja...@jlekstrand.net> On Wed, Jul 11, 2018 at 5:29 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. > > 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 > >
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