Module: Mesa
Branch: master
Commit: d219521379626ebf2bff63e4a9c2f92725b3926a
URL:    
http://cgit.freedesktop.org/mesa/mesa/commit/?id=d219521379626ebf2bff63e4a9c2f92725b3926a

Author: Danylo Piliaiev <[email protected]>
Date:   Wed Jul 11 15:29:00 2018 +0300

i965: Sweep NIR after linking phase to free held memory

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 <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Cc: [email protected]

---

 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 ae4f63e33a..e7a940e15c 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]);

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