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* glsl: Switch to disable-by-default for the GLSL shader cacheCarl Worth2017-01-311-0/+7
| | | | | | | | | | | | | | | | | The shader cache is expected to be developed incrementally over a fairly long series of commits. For that period of instability, we require users to opt into the shader cache by setting: MESA_GLSL_CACHE_ENABLE=1 In the future, when the shader cache is complete, we can revert this commit so that the cache will be on by default. The user can always disable the cache with MESA_GLSL_CACHE_DISABLE=1. That functionality is not affected by this commit, (nor will it be affected by the future revert). Reviewed-by: Eric Anholt <[email protected]>
* utils: build sha1/disk cache only with Android/AutoconfEmil Velikov2017-01-181-0/+4
| | | | | | | | | | Earlier commit imported a SHA1 implementation and relaxed the SHA1 and disk cache handling, broking the Windows builds. Restrict things for now until we get to a proper fix. Fixes: d1efa09d342 "util: import sha1 implementation from OpenBSD" Signed-off-by: Emil Velikov <[email protected]>
* util: import sha1 implementation from OpenBSD17.0-branchpointEmil Velikov2017-01-181-4/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | At the moment we support 5+ different implementations each with varying amount of bugs - from thread safely problems [1], to outright broken implementation(s) [2] In order to accommodate these we have 150+ lines of configure script and extra two configure toggles. Whist an actual implementation being ~200loc and our current compat wrapping ~250. Let's not forget that different people use different code paths, thus effectively makes it harder to test and debug since the default implementation is automatically detected. To minimise all these lovely experiences, import the "100% Public Domain" OpenBSD sha1 implementation. Clearly document any changes needed to get building correctly, since many/most of those can be upstreamed making future syncs easier. As an added bonus this will avoid all the 'fun' experiences trying to integrate it with the Android and SCons builds. v2: Manually expand __BEGIN_DECLS/__END_DECLS and document (Tapani). Furthermore it seems that some games (or surrounding runtime) static link against OpenSSL resulting in conflicts. For more information see the discussion thread [3] Bugzilla [1]: https://bugs.freedesktop.org/show_bug.cgi?id=94904 Bugzilla [2]: https://bugs.freedesktop.org/show_bug.cgi?id=97967 [3] https://lists.freedesktop.org/archives/mesa-dev/2017-January/140748.html Cc: Mark Janes <[email protected]> Cc: Vinson Lee <[email protected]> Cc: Tapani Pälli <[email protected]> Cc: Jonathan Gray <[email protected]> Tested-by: Jonathan Gray <[email protected]> Signed-off-by: Emil Velikov <[email protected]> Acked-by: Tapani Pälli <[email protected]> (v1) Acked-by: Jason Ekstrand <[email protected]> (v1)
* util/disk_cache: close a previously opened handle in disk_cache_put (v2)Gwan-gyeong Mun2016-11-221-6/+5
| | | | | | | | | | | | | | We're missing the close() to the matching open(). CID 1373407 v2: Fixes from Emil Velikov's review Update the teardown in reverse order of the setup/init. Cc: "13.0" <[email protected]> Signed-off-by: Mun Gwan-gyeong <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]> (v1)
* util/disk_cache: use unambiguous namingMarek Olšák2016-11-151-15/+15
| | | | Reviewed-by: Emil Velikov <[email protected]>
* util: import cache.c/h from glslMarek Olšák2016-11-151-0/+712
It's not dependent on GLSL and it can be useful for shader caches that don't deal with GLSL. v2: address review comments v3: keep the other 3 lines in configure.ac Reviewed-by: Emil Velikov <[email protected]>