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.

V2: by Jason Ekstrand
    - Move nir_sweep up, right after the last change of NIR

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103274
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: mesa-stable@lists.freedesktop.org
This commit is contained in:
Danylo Piliaiev 2018-07-11 15:29:00 +03:00 committed by Jason Ekstrand
parent 51d6b163da
commit d219521379

View file

@ -317,6 +317,8 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
NIR_PASS_V(prog->nir, nir_lower_atomics_to_ssbo,
prog->nir->info.num_abos);
nir_sweep(prog->nir);
infos[stage] = &prog->nir->info;
update_xfb_info(prog->sh.LinkedTransformFeedback, infos[stage]);