Could it be pushed? The commit is independent from other in series.
- Danil
On 12.07.18 00:27, Jason Ekstrand wrote:
Reviewed-by: Jason Ekstrand <ja...@jlekstrand.net
<mailto:ja...@jlekstrand.net>>
On Wed, Jul 11, 2018 at 5:29 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.
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
<mailto: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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