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
Danylo Piliaiev 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
On 19/07/18 08:31, Eric Anholt wrote:
Danylo Piliaiev 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
On 19.07.18 11:47, Timothy Arceri wrote:
On 19/07/18 08:31, Eric Anholt wrote:
Danylo Piliaiev 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
On 19.07.18 11:47, Timothy Arceri wrote:
On 19/07/18 08:31, Eric Anholt wrote:
Danylo Piliaiev 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
On 19.07.18 12:30, Timothy Arceri wrote:
On 19.07.18 11:47, Timothy Arceri wrote:
On 19/07/18 08:31, Eric Anholt wrote:
Danylo Piliaiev writes:
After optimization passes and many trasfromations most of memory
"transformations"
NIR holds is a garbage which was being freed only after shade
Timothy Arceri writes:
>> On 19.07.18 11:47, Timothy Arceri wrote:
>>> On 19/07/18 08:31, Eric Anholt wrote:
Danylo Piliaiev writes:
> After optimization passes and many trasfromations most of memory
"transformations"
> NIR holds is a garbage which was being free