[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
https://bugs.freedesktop.org/show_bug.cgi?id=97476
Bug ID: 97476
Summary: Shader binaries should not be stored in the
PipelineCache
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
spec:
> 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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