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 (cherry picked from commit d2195213)
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