Re: [Mesa-dev] [PATCH 1/3] i965: Sweep NIR after linking phase to free held memory

2018-07-10 Thread Danylo Piliaiev

Indeed it would be better to move it, will be done.

On 10.07.18 18:04, Jason Ekstrand wrote:
I think we can just move it up a couple of loops to the place where we 
do the final lowering and call gather_info. Other than that, this 
seems like a good idea to me.  NIR passes are pretty sloppy about 
memory and assume nir_sweep gets called.  Hanging on to linked shaders 
with all that garbage floating around is a bad plan.


On Tue, Jul 10, 2018 at 1:53 AM Danylo Piliaiev 
mailto:danylo.pilia...@gmail.com>> wrote:


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.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103274

Signed-off-by: Danylo Piliaiev mailto:danylo.pilia...@globallogic.com>>
---
 src/mesa/drivers/dri/i965/brw_link.cpp | 9 +
 1 file changed, 9 insertions(+)

diff --git a/src/mesa/drivers/dri/i965/brw_link.cpp
b/src/mesa/drivers/dri/i965/brw_link.cpp
index 1071056f14..8f34a58ce7 100644
--- a/src/mesa/drivers/dri/i965/brw_link.cpp
+++ b/src/mesa/drivers/dri/i965/brw_link.cpp
@@ -359,6 +359,15 @@ brw_link_shader(struct gl_context *ctx,
struct gl_shader_program *shProg)
       }
    }

+   for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders);
stage++) {
+      struct gl_linked_shader *shader =
shProg->_LinkedShaders[stage];
+      if (!shader)
+         continue;
+
+      struct gl_program *prog = shader->Program;
+      nir_sweep(prog->nir);
+   }
+
    if (brw->ctx.Cache) {
       for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders);
stage++) {
          struct gl_linked_shader *shader =
shProg->_LinkedShaders[stage];
-- 
2.17.1




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Re: [Mesa-dev] [PATCH 1/3] i965: Sweep NIR after linking phase to free held memory

2018-07-10 Thread Jason Ekstrand
I think we can just move it up a couple of loops to the place where we do
the final lowering and call gather_info.  Other than that, this seems like
a good idea to me.  NIR passes are pretty sloppy about memory and assume
nir_sweep gets called.  Hanging on to linked shaders with all that garbage
floating around is a bad plan.

On Tue, Jul 10, 2018 at 1:53 AM Danylo Piliaiev 
wrote:

> 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.
>
> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103274
>
> Signed-off-by: Danylo Piliaiev 
> ---
>  src/mesa/drivers/dri/i965/brw_link.cpp | 9 +
>  1 file changed, 9 insertions(+)
>
> diff --git a/src/mesa/drivers/dri/i965/brw_link.cpp
> b/src/mesa/drivers/dri/i965/brw_link.cpp
> index 1071056f14..8f34a58ce7 100644
> --- a/src/mesa/drivers/dri/i965/brw_link.cpp
> +++ b/src/mesa/drivers/dri/i965/brw_link.cpp
> @@ -359,6 +359,15 @@ brw_link_shader(struct gl_context *ctx, struct
> gl_shader_program *shProg)
>}
> }
>
> +   for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
> +  struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
> +  if (!shader)
> + continue;
> +
> +  struct gl_program *prog = shader->Program;
> +  nir_sweep(prog->nir);
> +   }
> +
> if (brw->ctx.Cache) {
>for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders);
> stage++) {
>   struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
> --
> 2.17.1
>
>
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[Mesa-dev] [PATCH 1/3] i965: Sweep NIR after linking phase to free held memory

2018-07-10 Thread Danylo Piliaiev
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.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103274

Signed-off-by: Danylo Piliaiev 
---
 src/mesa/drivers/dri/i965/brw_link.cpp | 9 +
 1 file changed, 9 insertions(+)

diff --git a/src/mesa/drivers/dri/i965/brw_link.cpp 
b/src/mesa/drivers/dri/i965/brw_link.cpp
index 1071056f14..8f34a58ce7 100644
--- a/src/mesa/drivers/dri/i965/brw_link.cpp
+++ b/src/mesa/drivers/dri/i965/brw_link.cpp
@@ -359,6 +359,15 @@ brw_link_shader(struct gl_context *ctx, struct 
gl_shader_program *shProg)
   }
}
 
+   for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
+  struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
+  if (!shader)
+ continue;
+
+  struct gl_program *prog = shader->Program;
+  nir_sweep(prog->nir);
+   }
+
if (brw->ctx.Cache) {
   for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
  struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
-- 
2.17.1

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