From: Kenneth Graunke Date: Thu, 2 Apr 2015 07:55:45 +0000 (-0700) Subject: i965: Free dead GLSL IR one last time. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=a09c5b8527c2b28d30c0b11111a66fc7d283c06f;p=mesa.git i965: Free dead GLSL IR one last time. While working on NIR's memory allocation model, I realized the GLSL IR memory model was broken. During glCompileShader, we allocate everything out of the _mesa_glsl_parse_state context, and reparent it to gl_shader at the end. During glLinkProgram, we allocate everything out of a temporary context, then reparent it to the exec_list containing the linked IR. But during brw_link_shader - the driver's final opportunity to do lowering and optimization - we just allocated everything out of the permanent context given to us by the linker. That memory stayed forever. Notably, passes like brw_fs_channel_expressions cause us to churn the majority of the code, so we really want to free dead IR here. Saves 125MB of memory when replaying a Dota 2 trace on Broadwell. Signed-off-by: Kenneth Graunke Reviewed-by: Jason Ekstrand --- diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp b/src/mesa/drivers/dri/i965/brw_shader.cpp index 4ef38829beb..54d6d71cc7a 100644 --- a/src/mesa/drivers/dri/i965/brw_shader.cpp +++ b/src/mesa/drivers/dri/i965/brw_shader.cpp @@ -144,6 +144,11 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg) _mesa_copy_linked_program_data((gl_shader_stage) stage, shProg, prog); + /* Temporary memory context for any new IR. */ + void *mem_ctx = ralloc_context(NULL); + + ralloc_adopt(mem_ctx, shader->base.ir); + bool progress; /* lower_packing_builtins() inserts arithmetic instructions, so it @@ -250,6 +255,13 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg) _mesa_reference_program(ctx, &prog, NULL); + /* Now that we've finished altering the linked IR, reparent any live IR back + * to the permanent memory context, and free the temporary one (discarding any + * junk we optimized away). + */ + reparent_ir(shader->base.ir, shader->base.ir); + ralloc_free(mem_ctx); + if (ctx->_Shader->Flags & GLSL_DUMP) { fprintf(stderr, "\n"); fprintf(stderr, "GLSL IR for linked %s program %d:\n",