Danylo Piliaiev <danylo.pilia...@gmail.com> writes: > After optimization passes and many trasfromations most of memory
"transformations" > NIR holds is a garbage which was being freed only after shader deletion. "is garbage" > 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. > > Signed-off-by: Danylo Piliaiev <danylo.pilia...@globallogic.com> This seems good, and I'm running it through the CTS now.
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