On Tue, Oct 20, 2015 at 2:37 PM, Rob Clark <robdcl...@gmail.com> wrote: > On Tue, Oct 20, 2015 at 6:49 AM, Marek Olšák <mar...@gmail.com> wrote: >> On Tue, Oct 20, 2015 at 3:51 AM, Rob Clark <robdcl...@gmail.com> wrote: >>> On Mon, Oct 19, 2015 at 8:53 PM, Marek Olšák <mar...@gmail.com> wrote: >>>> Yes, drivers need to "dup" tokens if they want to keep them. Their >>>> lifetime is the create function and that's it. st/mesa only keeps the >>>> tokens for vertex shaders, because it needs for emulating some >>>> features with the Draw module. >>> >>> It is something that I think would be worth revisiting, since the >>> common case is that drivers have to dup the tokens to do their own >>> variant mgmt.. so that seems like the better case to optimize for. I >>> think the only one that isn't doing it's own variant mgmt is nouveau, >>> but Ilia mentioned at some point that there where some edge cases >>> where they really do need a variant. >> >> This would add more cruft into state trackers and modules. Doing "dup" >> in the driver is the easiest way to handle this. >> >> Also, drivers should be able to release any incoming IR if they don't >> need it. Including NIR. Having a requirement that some IR must be in >> memory for the lifetime of shaders is just overall a bad idea. > > If you need to create variants, you need to hang on to the IR until > all possible variants are created (ie. forever)
Not true. You can convert to another IR, run lowering passes, and keep the result of that. Marek _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev