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* glsl: pass shader source keys to the disk cacheTimothy Arceri2017-08-251-2/+4
| | | | | | | We don't actually write them to disk here. That will happen in the following commit. Reviewed-by: Nicolai Hähnle <[email protected]>
* util/disk_cache: add struct cache_item_metadataTimothy Arceri2017-08-251-0/+20
| | | | | | | | | This will be used to store more information about the cache item in it's header. This information is intended for 3rd party and cache analysis use but can also be used for detecting the unlikely scenario of cache collisions. Reviewed-by: Nicolai Hähnle <[email protected]>
* util/disk_cache: rename mesa cache dir and introduce cache versioningTimothy Arceri2017-08-251-0/+2
| | | | | | | | | | | | | | | | | | Steam is already analysing cache items, unfortunatly we did not introduce a versioning mechanism for identifying structural changes to cache entries earlier so the only way to do so is to rename the cache directory. Since we are renaming it we take the opportunity to give the directory a more meaningful name. Adding a version field to the header of cache entries will help us to avoid having to rename the directory in future. Please note this is versioning for the internal structure of the entries as defined in disk_cache.{c,h} as opposed to the structure of the data provided to the disk cache by the GLSL compiler and the various driver backends. Reviewed-by: Nicolai Hähnle <[email protected]>
* util/disk_cache: fix a commentNicolai Hähnle2017-07-031-1/+1
| | | | Reviewed-by: Timothy Arceri <[email protected]>
* util/disk_cache: add new driver_flags param to cache keysTimothy Arceri2017-05-231-2/+4
| | | | | | | | | This will be used for things such as adding driver specific environment variables to the key. Allowing us to set environment vars that change the shader and not have the driver ignore them if it finds existing shaders in the cache. Reviewed-by: Eduardo Lima Mitev <[email protected]>
* util/disk_cache: hash pointer size and gpu name into cache keysGrazvydas Ignotas2017-03-241-17/+0
| | | | | | | | | | | | | | | | This allows to get rid of the arch and gpu name directories. v2: (Timothy Arceri) don't use an opaque data type to store pointer size and gpu name. v3: (Timothy Arceri) use blob to store driver keys just make sure to store null terminator for strings, and make sure blob is defined by disk_cache and not it's users. v4: (Timothy Arceri) fix typo, and make ptr_size a uint8_t. Signed-off-by: Grazvydas Ignotas <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]>
* util/disk_cache: fix build on platforms where shader cache is disabledTimothy Arceri2017-03-211-1/+1
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* util/disk_cache: use a helper to compute cache keysGrazvydas Ignotas2017-03-211-0/+14
| | | | | | | | | | This will allow to hash additional data into the cache keys or even change the hashing algorithm easily, should we decide to do so. v2: don't try to compute key (and crash) if cache is disabled Signed-off-by: Grazvydas Ignotas <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* util/disk_cache: fix make checkTimothy Arceri2017-03-061-0/+18
| | | | | Fixes make check after 11f0efec2e615f5233d which caused disk cache to create an additional directory.
* util/disk_cache: mark read-only arguments constGrazvydas Ignotas2017-03-061-10/+10
| | | | | | | No functional changes. Signed-off-by: Grazvydas Ignotas <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* util/disk_cache: Use backward compatible st_mtime.Vinson Lee2017-02-241-1/+1
| | | | | | | | | | | | | | | | Fix Mac OS X build error. CC libmesautil_la-disk_cache.lo In file included from disk_cache.c:46: ./disk_cache.h:57:20: error: no member named 'st_mtim' in 'struct stat' *timestamp = st.st_mtim.tv_sec; ~~ ^ Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99918 Fixes: 207e3a6e4b ("util/radv: move *_get_function_timestamp() to utils") Signed-off-by: Vinson Lee <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]>
* util: fix MSVC build issue in disk_cache.hBrian Paul2017-02-211-10/+16
| | | | | | | | Windows doesn't have dlfcn.h. Protect the code in question with #if ENABLE_SHADER_CACHE test. And fix indentation. Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Roland Scheidegger <[email protected]>
* util/radv: move *_get_function_timestamp() to utilsTimothy Arceri2017-02-221-0/+17
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* util/disk_cache: fix typo in function stubTimothy Arceri2017-02-171-1/+1
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* util/disk_cache: allow drivers to pass a directory structureTimothy Arceri2017-02-171-2/+2
| | | | | | | | | | | | | | In order to avoid costly fallback recompiles when cache items are created with an old version of Mesa or for a different gpu on the same system we want to create directories that look like this: ./{TIMESTAMP}_{LLVM_TIMESTAMP}/{GPU_ID} Note: The disk cache util will take a single timestamp string, it is up to the backend to concatenate the llvm string with the mesa string if applicable. Reviewed-by: Nicolai Hähnle <[email protected]>
* util: add a disk_cache_remove() functionTimothy Arceri2017-02-091-0/+12
| | | | | | | | | | This will be used to remove cache items created with old versions of Mesa or other invalid cache items from the cache. V2: rename stub function (cache_* funtions were renamed disk_cache_*) in master. Reviewed-by: Anuj Phogat <[email protected]>
* utils: build sha1/disk cache only with Android/AutoconfEmil Velikov2017-01-181-0/+42
| | | | | | | | | | 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 Velikov2017-01-181-42/+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: use unambiguous namingMarek Olšák2016-11-151-27/+29
| | | | Reviewed-by: Emil Velikov <[email protected]>
* util: import cache.c/h from glslMarek Olšák2016-11-151-0/+176
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]>