Re: [Mesa-dev] [PATCH 1/3] i965: Sweep NIR after linking phase to free held memory
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 ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev
Re: [Mesa-dev] [PATCH 1/3] i965: Sweep NIR after linking phase to free held memory
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 > > ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev
[Mesa-dev] [PATCH 1/3] 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. 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 ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev