On Thursday, April 02, 2015 10:36:44 AM Jason Ekstrand wrote: > On Thu, Apr 2, 2015 at 2:04 AM, Kenneth Graunke <kenn...@whitecape.org> wrote: > > While working on NIR's memory allocation model, I realized the GLSL IR > > memory model was broken. > > > > During glCompileShader, we allocate everything out of the > > _mesa_glsl_parse_state context, and reparent it to gl_shader at the end. > > > > During glLinkProgram, we allocate everything out of a temporary context, > > then reparent it to the exec_list containing the linked IR. > > > > But during brw_link_shader - the driver's final opportunity to do > > lowering and optimization - we just allocated everything out of the > > permanent context given to us by the linker. That memory stayed > > forever. > > So the optimization passes just keep everything in whatever memory > context the IR currently lives in? > > Assuming that's correct, > Reviewed-by: Jason Ekstrand <jason.ekstr...@intel.com> > > Good find, Ken! > --Jason
Yeah, pretty much everything uses ralloc_parent() of some existing IR. Thanks!
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