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authorTimothy Arceri <[email protected]>2017-11-08 09:54:22 +1100
committerTimothy Arceri <[email protected]>2017-11-09 12:07:48 +1100
commitcf05bb506a075c9e3b8a3c374b928ff0367c49b2 (patch)
tree2a08cd32fdc212b488894b45936eb6a9ed06453a /src/compiler/glsl/shader_cache.cpp
parenta16dc04ad51c32e5c7d136e4dd6273d983385d3f (diff)
glsl: drop cache_fallback
This turned out to be a dead end, it is much easier and less error prone to just cache the IR used by the drivers backend e.g. TGSI or NIR. Cc: "17.2 17.3" <[email protected]> Reviewed-by: Tapani Pälli <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/compiler/glsl/shader_cache.cpp')
-rw-r--r--src/compiler/glsl/shader_cache.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp
index 8fd2774bdfa..89da19914fe 100644
--- a/src/compiler/glsl/shader_cache.cpp
+++ b/src/compiler/glsl/shader_cache.cpp
@@ -1299,7 +1299,7 @@ shader_cache_read_program_metadata(struct gl_context *ctx,
return false;
struct disk_cache *cache = ctx->Cache;
- if (!cache || prog->data->cache_fallback || prog->data->skip_cache)
+ if (!cache || prog->data->skip_cache)
return false;
/* Include bindings when creating sha1. These bindings change the resulting