compiler: Save a single copy of the softfp64 shader in the context.
We were recompiling the softfp64 library of functions from GLSL to NIR every time we compiled a shader that used fp64. Worse, we were ralloc stealing it to the GL context. This meant that we'd accumulate lots of copies for the lifetime of the context, which was a big space leak. Instead, we can simply stash a single copy in the GL context, and use it for subsequent compiles. Having a single copy should be fine from a memory context point of view: nir_inline_function_impl already clones the necessary nir_function_impl's as it inlines. KHR-GL45.enhanced_layouts.ssb_member_align_non_power_of_2 was previously OOM'ing a system with 16GB of RAM when using softfp64. Now it finishes much more quickly and uses only ~200MB of RAM. Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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@@ -110,14 +110,12 @@ brw_create_nir(struct brw_context *brw,
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nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
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nir_shader *softfp64 = NULL;
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if ((options->lower_doubles_options & nir_lower_fp64_full_software) &&
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nir->info.uses_64bit) {
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softfp64 = glsl_float64_funcs_to_nir(ctx, options);
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ralloc_steal(ralloc_parent(nir), softfp64);
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if (!ctx->SoftFP64 && nir->info.uses_64bit &&
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(options->lower_doubles_options & nir_lower_fp64_full_software)) {
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ctx->SoftFP64 = glsl_float64_funcs_to_nir(ctx, options);
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}
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brw_preprocess_nir(brw->screen->compiler, nir, softfp64);
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brw_preprocess_nir(brw->screen->compiler, nir, ctx->SoftFP64);
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if (stage == MESA_SHADER_TESS_CTRL) {
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/* Lower gl_PatchVerticesIn from a sys. value to a uniform on Gen8+. */
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@@ -1397,6 +1397,8 @@ _mesa_free_context_data(struct gl_context *ctx, bool destroy_compiler_types)
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if (destroy_compiler_types)
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_mesa_destroy_shader_compiler_types();
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ralloc_free(ctx->SoftFP64);
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/* unbind the context if it's currently bound */
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if (ctx == _mesa_get_current_context()) {
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_mesa_make_current(NULL, NULL, NULL);
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@@ -4970,6 +4970,11 @@ struct gl_context
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*/
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struct gl_pipeline_object *_Shader;
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/**
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* NIR containing the functions that implement software fp64 support.
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*/
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struct nir_shader *SoftFP64;
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struct gl_query_state Query; /**< occlusion, timer queries */
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struct gl_transform_feedback_state TransformFeedback;
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@@ -328,11 +328,9 @@ st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
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}
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nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
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nir_shader *softfp64 = NULL;
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if (nir->info.uses_64bit &&
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if (!st->ctx->SoftFP64 && nir->info.uses_64bit &&
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(options->lower_doubles_options & nir_lower_fp64_full_software) != 0) {
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softfp64 = glsl_float64_funcs_to_nir(st->ctx, options);
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ralloc_steal(ralloc_parent(nir), softfp64);
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st->ctx->SoftFP64 = glsl_float64_funcs_to_nir(st->ctx, options);
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}
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nir_variable_mode mask =
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@@ -381,7 +379,7 @@ st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
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}
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if (options->lower_doubles_options) {
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NIR_PASS(progress, nir, nir_lower_doubles,
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softfp64, options->lower_doubles_options);
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st->ctx->SoftFP64, options->lower_doubles_options);
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}
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NIR_PASS(progress, nir, nir_opt_algebraic);
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lowered_64bit_ops |= progress;
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