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authorJason Ekstrand <[email protected]>2016-08-24 23:48:32 -0700
committerJason Ekstrand <[email protected]>2016-08-30 15:08:23 -0700
commit689971847005219178f5a484dffecf9e5e515192 (patch)
treea6fd8840cc1a0e3977c20293cb2bea2b849946f6 /src/gallium/Android.common.mk
parent13c09fdd0cfb62f3f45c39ad01a1c8f4b37c9c19 (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 'src/gallium/Android.common.mk')
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