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authorJason Ekstrand <[email protected]>2016-08-25 01:49:49 -0700
committerJason Ekstrand <[email protected]>2016-08-30 15:08:23 -0700
commit10f9901bcef7724cb72fb2fe7e3dd8d6660d2f34 (patch)
tree007712bd01daea07fe9389b2aad6de234d45df77 /src/compiler/glsl
parent689971847005219178f5a484dffecf9e5e515192 (diff)
anv: Rework pipeline caching
The original pipeline cache the Kristian wrote was based on a now-false premise that the shaders can be stored in the pipeline cache. The Vulkan 1.0 spec explicitly states that the pipeline cache object is transiant and you are allowed to delete it after using it to create a pipeline with no ill effects. As nice as Kristian's design was, it doesn't jive with the expectation provided by the Vulkan spec. The new pipeline cache uses reference-counted anv_shader_bin objects that are backed by a large state pool. The cache itself is just a hash table mapping keys hashes to anv_shader_bin objects. This has the added advantage of removing one more hand-rolled hash table from mesa. Signed-off-by: Jason Ekstrand <[email protected]> Cc: "12.0" <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97476 Acked-by: Kristian Høgsberg Kristensen <[email protected]>
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