Re: [Mesa-dev] [PATCH] i965: Delete most of the linked GLSL IR when using NIR.

2015-05-06 Thread Kenneth Graunke
On Wednesday, May 06, 2015 09:09:06 AM Tapani Pälli wrote: > Sorry not, it's just a simple hack patch ATM where I try to preserve > only the ir_variable::data struct but I forgot that we really need a bit > more (like name, type ..) so things fall apart. My plan next is first to > introduce own

Re: [Mesa-dev] [PATCH] i965: Delete most of the linked GLSL IR when using NIR.

2015-05-05 Thread Tapani Pälli
On 05/06/2015 08:38 AM, Jason Ekstrand wrote: On May 5, 2015 10:17 PM, "Tapani Pälli" mailto:tapani.pa...@intel.com>> wrote: > > > On 05/06/2015 04:57 AM, Kenneth Graunke wrote: >> >> Vertex shader attribute and fragment shader output queries rely on being >> able to inspect top-level ir

Re: [Mesa-dev] [PATCH] i965: Delete most of the linked GLSL IR when using NIR.

2015-05-05 Thread Jason Ekstrand
On May 5, 2015 10:17 PM, "Tapani Pälli" wrote: > > > On 05/06/2015 04:57 AM, Kenneth Graunke wrote: >> >> Vertex shader attribute and fragment shader output queries rely on being >> able to inspect top-level ir_variable objects. So, we have to keep >> those. However, functions and global tempora

Re: [Mesa-dev] [PATCH] i965: Delete most of the linked GLSL IR when using NIR.

2015-05-05 Thread Tapani Pälli
On 05/06/2015 04:57 AM, Kenneth Graunke wrote: Vertex shader attribute and fragment shader output queries rely on being able to inspect top-level ir_variable objects. So, we have to keep those. However, functions and global temporary variables can be deleted with impunity. Saves 58MB of memor

[Mesa-dev] [PATCH] i965: Delete most of the linked GLSL IR when using NIR.

2015-05-05 Thread Kenneth Graunke
Vertex shader attribute and fragment shader output queries rely on being able to inspect top-level ir_variable objects. So, we have to keep those. However, functions and global temporary variables can be deleted with impunity. Saves 58MB of memory when replaying a Dota 2 trace on Broadwell. Sig