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authorTimothy Arceri <[email protected]>2016-09-28 08:55:02 +1000
committerTimothy Arceri <[email protected]>2016-09-28 09:16:31 +1000
commit87ab26b2ab35a29d446ae66f1795d40c184c0739 (patch)
tree18db7f28e1cb85d6338c91f5df6087a587d70fd8 /Android.mk
parent44bcf1ffcced04fd7f2b537a922ffa85dd1418e2 (diff)
glsl: Add initial functions to implement an on-disk cache
This code provides for an on-disk cache of objects. Objects are stored and retrieved via names that are arbitrary 20-byte sequences, (intended to be SHA-1 hashes of something identifying for the content). The directory used for the cache can be specified by means of environment variables in the following priority order: $MESA_GLSL_CACHE_DIR $XDG_CACHE_HOME/mesa <user-home-directory>/.cache/mesa By default the cache will be limited to a maximum size of 1GB. The environment variable: $MESA_GLSL_CACHE_MAX_SIZE can be set (at the time of GL context creation) to choose some other size. This variable is a number that can optionally be followed by 'K', 'M', or 'G' to select a size in kilobytes, megabytes, or gigabytes. By default, an unadorned value will be interpreted as gigabytes. The cache will be entirely disabled at runtime if the variable MESA_GLSL_CACHE_DISABLE is set at the time of GL context creation. Many thanks to Kristian Høgsberg <[email protected]> for the initial implementation of code that led to this patch. In particular, the idea of using an mmapped file, (indexed by a portion of the SHA-1), for the efficent implementation of cache_has_key was entirely his idea. Kristian also provided some very helpful advice in discussions regarding various race conditions to be avoided in this code. Signed-off-by: Timothy Arceri <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
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