radv/rt: Free traversal NIR after compilation
Could lead to OOM in games that compile RTPSOs often, like Ghostwire Tokyo. Cc: mesa-stable Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26892>
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@@ -611,6 +611,7 @@ radv_rt_compile_shaders(struct radv_device *device, struct vk_pipeline_cache *ca
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radv_shader_layout_init(pipeline_layout, MESA_SHADER_INTERSECTION, &traversal_stage.layout);
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result = radv_rt_nir_to_asm(device, cache, pCreateInfo, key, pipeline, false, &traversal_stage, NULL, NULL,
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&pipeline->base.base.shaders[MESA_SHADER_INTERSECTION]);
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ralloc_free(traversal_module.nir);
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cleanup:
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for (uint32_t i = 0; i < pCreateInfo->stageCount; i++)
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