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glsl/linker: Free any IR discarded by optimization passes.
Previously, IR for a linked shader was allocated directly out of the gl_shader object - meaning all of it lived as long as the shader. Now, IR is allocated out of a temporary context, and any -live- IR is reparented/stolen to (effectively) the gl_shader. Any remaining IR can be freed. NOTE: This is a candidate for the 7.9 branch.
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commit
2da02e75b1
1 changed files with 19 additions and 4 deletions
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@ -726,7 +726,8 @@ get_main_function_signature(gl_shader *sh)
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* shader is returned.
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*/
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static struct gl_shader *
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link_intrastage_shaders(struct gl_context *ctx,
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link_intrastage_shaders(void *mem_ctx,
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struct gl_context *ctx,
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struct gl_shader_program *prog,
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struct gl_shader **shader_list,
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unsigned num_shaders)
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@ -802,7 +803,7 @@ link_intrastage_shaders(struct gl_context *ctx,
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gl_shader *linked = ctx->Driver.NewShader(NULL, 0, main->Type);
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linked->ir = new(linked) exec_list;
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clone_ir_list(linked, linked->ir, main->ir);
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clone_ir_list(mem_ctx, linked->ir, main->ir);
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populate_symbol_table(linked);
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@ -1407,6 +1408,8 @@ assign_varying_locations(struct gl_shader_program *prog,
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void
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link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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{
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void *mem_ctx = talloc_init("temporary linker context");
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prog->LinkStatus = false;
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prog->Validated = false;
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prog->_Used = false;
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@ -1475,7 +1478,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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*/
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if (num_vert_shaders > 0) {
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gl_shader *const sh =
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link_intrastage_shaders(ctx, prog, vert_shader_list, num_vert_shaders);
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link_intrastage_shaders(mem_ctx, ctx, prog, vert_shader_list,
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num_vert_shaders);
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if (sh == NULL)
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goto done;
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@ -1489,7 +1493,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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if (num_frag_shaders > 0) {
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gl_shader *const sh =
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link_intrastage_shaders(ctx, prog, frag_shader_list, num_frag_shaders);
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link_intrastage_shaders(mem_ctx, ctx, prog, frag_shader_list,
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num_frag_shaders);
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if (sh == NULL)
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goto done;
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@ -1598,4 +1603,14 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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done:
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free(vert_shader_list);
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for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
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if (prog->_LinkedShaders[i] == NULL)
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continue;
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/* Retain any live IR, but trash the rest. */
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reparent_ir(prog->_LinkedShaders[i]->ir, prog->_LinkedShaders[i]->ir);
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}
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talloc_free(mem_ctx);
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}
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