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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