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<th>Bug ID</th>
<td><a class="bz_bug_link
bz_status_NEW "
title="NEW - Shader binaries should not be stored in the PipelineCache"
href="https://bugs.freedesktop.org/show_bug.cgi?id=97476">97476</a>
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<th>Summary</th>
<td>Shader binaries should not be stored in the PipelineCache
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<th>Product</th>
<td>Mesa
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<th>Version</th>
<td>unspecified
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<th>Hardware</th>
<td>Other
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<th>OS</th>
<td>All
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<th>Status</th>
<td>NEW
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<th>Severity</th>
<td>normal
</td>
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<th>Priority</th>
<td>medium
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<th>Component</th>
<td>Drivers/Vulkan/intel
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<th>Assignee</th>
<td>intel-3d-bugs@lists.freedesktop.org
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<th>Reporter</th>
<td>jason@jlekstrand.net
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<th>QA Contact</th>
<td>intel-3d-bugs@lists.freedesktop.org
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<th>CC</th>
<td>jason@jlekstrand.net
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<p>
<div>
<pre>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:
<span class="quote">> 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:</span >
>
<span class="quote">> * VkShaderModule
> * VkPipelineCache</span >
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?)</pre>
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