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author | Jason Ekstrand <[email protected]> | 2016-08-24 23:48:32 -0700 |
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committer | Jason Ekstrand <[email protected]> | 2016-08-30 15:08:23 -0700 |
commit | 689971847005219178f5a484dffecf9e5e515192 (patch) | |
tree | a6fd8840cc1a0e3977c20293cb2bea2b849946f6 /Android.mk | |
parent | 13c09fdd0cfb62f3f45c39ad01a1c8f4b37c9c19 (diff) |
anv: Add a struct for storing a compiled shader
This new anv_shader_bin struct stores the compiled kernel (as an anv_state)
as well as all of the metadata that is generated at shader compile time.
The struct is very similar to the old cache_entry struct except that it
is reference counted and stores the actual pipeline_bind_map. Similarly to
cache_entry, much of the actual data is floating-size and stored after the
main struct. Unlike cache_entry, which was storred in GPU-accessable
memory, the storage for anv_shader_bin kernels comes from a state pool.
The struct itself is reference-counted so that it can be used by multiple
pipelines at a time without fear of allocation issues.
Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "12.0" <[email protected]>
Acked-by: Kristian Høgsberg Kristensen <[email protected]>
Diffstat (limited to 'Android.mk')
0 files changed, 0 insertions, 0 deletions