[Bug 97476] Shader binaries should not be stored in the PipelineCache

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Thu Aug 25 03:51:42 UTC 2016


            Bug ID: 97476
           Summary: Shader binaries should not be stored in the
           Product: Mesa
           Version: unspecified
          Hardware: Other
                OS: All
            Status: NEW
          Severity: normal
          Priority: medium
         Component: Drivers/Vulkan/intel
          Assignee: intel-3d-bugs at lists.freedesktop.org
          Reporter: jason at jlekstrand.net
        QA Contact: intel-3d-bugs at lists.freedesktop.org
                CC: jason at jlekstrand.net

Right now, the anv_pipeline_cache object owns the storage for the shaders and
their metadata: bind maps, prog_data, etc.  However, according to the Vulkan

> The following object types are consumed when they are passed into a Vulkan
> command and not further accessed by the objects they are used to create.
> They can be destroyed at any time they are not in use by an API command:
>  * VkShaderModule
>  * VkPipelineCache

Instead, we need to have global storage for shader binaries and related data,
probably reference-count it per-shader, and make the cache a dumb map from
SHA1s to shaders (and maybe own a reference to each of them?)

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