On 05/06/2015 04:57 AM, Kenneth Graunke wrote:
Vertex shader attribute and fragment shader output queries rely on being
able to inspect top-level ir_variable objects. So, we have to keep
those. However, functions and global temporary variables can be deleted
with impunity.
Saves 58MB of memory when replaying a Dota 2 trace on Broadwell.
Signed-off-by: Kenneth Graunke <kenn...@whitecape.org>
---
src/mesa/drivers/dri/i965/brw_shader.cpp | 43 +++++++++++++++++++++++++++++++-
1 file changed, 42 insertions(+), 1 deletion(-)
diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp
b/src/mesa/drivers/dri/i965/brw_shader.cpp
index c1fd859..6e4abb2 100644
--- a/src/mesa/drivers/dri/i965/brw_shader.cpp
+++ b/src/mesa/drivers/dri/i965/brw_shader.cpp
@@ -138,6 +138,45 @@ brw_lower_packing_builtins(struct brw_context *brw,
lower_packing_builtins(ir, ops);
}
+static bool
+is_vert_input_or_frag_output(gl_shader_stage stage, ir_variable *var)
I believe you'll need to save any input and output independent of shader
stage as with GL_ARB_program_interface_query application can query if
some input or output is referenced by a given stage. Did you encounter
any failures on Piglit tests?
I've been working to get rid of ir_variable on the background but it has
taken a bit of time as there seems to be always something else to be
worked first 'priority wise' ... but I think this is a nice start
anyways to get rid of most IR in memory.
+{
+ if (var) {
+ if (stage == MESA_SHADER_VERTEX) {
+ return var->data.mode == ir_var_shader_in ||
+ var->data.mode == ir_var_system_value;
+ }
+
+ if (stage == MESA_SHADER_FRAGMENT) {
+ return var->data.mode == ir_var_shader_out;
+ }
+ }
+ return false;
+}
+
+/**
+ * Delete GLSL IR except for VS inputs and FS outputs.
+ *
+ * Once we've translated to NIR, we don't need most of the linked GLSL IR
anymore.
+ * However, GL API calls for introspecting certain shader inputs/outputs
+ * (shader_query.cpp) require us to keep some top-level ir_variables.
+ */
+static void
+delete_most_glsl_ir(struct gl_shader *shader)
+{
+ void *mem_ctx = ralloc_context(NULL);
+ ralloc_adopt(mem_ctx, shader->ir);
+
+ foreach_in_list_safe(ir_instruction, ir, shader->ir) {
+ if (!is_vert_input_or_frag_output(shader->Stage, ir->as_variable()))
+ ir->remove();
+ }
+
+ reparent_ir(shader->ir, shader->ir);
+ ralloc_free(mem_ctx);
+}
+
+
static void
process_glsl_ir(struct brw_context *brw,
struct gl_shader_program *shader_prog,
@@ -297,8 +336,10 @@ brw_link_shader(struct gl_context *ctx, struct
gl_shader_program *shProg)
brw_add_texrect_params(prog);
- if (options->NirOptions)
+ if (options->NirOptions) {
prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage)
stage);
+ delete_most_glsl_ir(shader);
+ }
_mesa_reference_program(ctx, &prog, NULL);
}
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