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>
(cherry picked from commit
34cc76517286b88c8191a3e10dda0a3293c09127)
"description": "radv/rt: Free traversal NIR after compilation",
"nominated": true,
"nomination_type": 0,
- "resolution": 0,
+ "resolution": 1,
"main_sha": null,
"because_sha": null,
"notes": null
radv_shader_layout_init(pipeline_layout, MESA_SHADER_INTERSECTION, &traversal_stage.layout);
result = radv_rt_nir_to_asm(device, cache, pCreateInfo, key, pipeline, false, &traversal_stage, NULL, NULL,
&pipeline->base.base.shaders[MESA_SHADER_INTERSECTION]);
+ ralloc_free(traversal_module.nir);
cleanup:
for (uint32_t i = 0; i < pCreateInfo->stageCount; i++)