From: Timothy Arceri <[email protected]>
This will allow us to skip certain things when falling back to
a full recompile on a cache miss such as avoiding reinitialising
uniforms.
In this chage we use it to avoid reading the program metadata
from the cache and skipping linking during a fallback.
---
src/compiler/glsl/shader_cache.cpp | 2 +-
src/mesa/main/mtypes.h | 2 ++
2 files changed, 3 insertions(+), 1 deletion(-)
diff --git a/src/compiler/glsl/shader_cache.cpp
b/src/compiler/glsl/shader_cache.cpp
index 5cd134a..1179c12 100644
--- a/src/compiler/glsl/shader_cache.cpp
+++ b/src/compiler/glsl/shader_cache.cpp
@@ -1239,7 +1239,7 @@ shader_cache_read_program_metadata(struct gl_context *ctx,
return false;
struct disk_cache *cache = ctx->Cache;
- if (!cache)
+ if (!cache || prog->data->cache_fallback)
return false;
for (unsigned i = 0; i < prog->NumShaders; i++) {
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index a2280e2..2c1e11b 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -2673,6 +2673,8 @@ struct gl_shader_program_data
unsigned NumUniformDataSlots;
union gl_constant_value *UniformDataSlots;
+ bool cache_fallback;
+
/** List of all active resources after linking. */
struct gl_program_resource *ProgramResourceList;
unsigned NumProgramResourceList;
--
2.9.3
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