[Mesa-dev] [PATCH] i965: Free dead GLSL IR one last time.
Kenneth Graunke
kenneth at whitecape.org
Thu Apr 2 02:04:28 PDT 2015
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 <kenneth at whitecape.org>
---
src/mesa/drivers/dri/i965/brw_shader.cpp | 12 ++++++++++++
1 file changed, 12 insertions(+)
This depends on my new ralloc_adopt() API, proposed here:
http://lists.freedesktop.org/archives/mesa-dev/2015-March/080763.html
XXX: need to confirm piglit results (I kicked off tests, but am waiting for results)
XXX: should probably Cc stable.
diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp b/src/mesa/drivers/dri/i965/brw_shader.cpp
index 0dda9bb..b923e54 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
@@ -249,6 +254,13 @@ 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",
--
2.3.4
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