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.
This commit is contained in:
Kenneth Graunke 2010-11-17 11:03:57 -08:00
parent ff994eeff8
commit 2da02e75b1

View file

@ -726,7 +726,8 @@ get_main_function_signature(gl_shader *sh)
* shader is returned.
*/
static struct gl_shader *
link_intrastage_shaders(struct gl_context *ctx,
link_intrastage_shaders(void *mem_ctx,
struct gl_context *ctx,
struct gl_shader_program *prog,
struct gl_shader **shader_list,
unsigned num_shaders)
@ -802,7 +803,7 @@ link_intrastage_shaders(struct gl_context *ctx,
gl_shader *linked = ctx->Driver.NewShader(NULL, 0, main->Type);
linked->ir = new(linked) exec_list;
clone_ir_list(linked, linked->ir, main->ir);
clone_ir_list(mem_ctx, linked->ir, main->ir);
populate_symbol_table(linked);
@ -1407,6 +1408,8 @@ assign_varying_locations(struct gl_shader_program *prog,
void
link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
{
void *mem_ctx = talloc_init("temporary linker context");
prog->LinkStatus = false;
prog->Validated = false;
prog->_Used = false;
@ -1475,7 +1478,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
*/
if (num_vert_shaders > 0) {
gl_shader *const sh =
link_intrastage_shaders(ctx, prog, vert_shader_list, num_vert_shaders);
link_intrastage_shaders(mem_ctx, ctx, prog, vert_shader_list,
num_vert_shaders);
if (sh == NULL)
goto done;
@ -1489,7 +1493,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
if (num_frag_shaders > 0) {
gl_shader *const sh =
link_intrastage_shaders(ctx, prog, frag_shader_list, num_frag_shaders);
link_intrastage_shaders(mem_ctx, ctx, prog, frag_shader_list,
num_frag_shaders);
if (sh == NULL)
goto done;
@ -1598,4 +1603,14 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
done:
free(vert_shader_list);
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
/* Retain any live IR, but trash the rest. */
reparent_ir(prog->_LinkedShaders[i]->ir, prog->_LinkedShaders[i]->ir);
}
talloc_free(mem_ctx);
}