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      <base href="https://bugs.freedesktop.org/">
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    <body><table border="1" cellspacing="0" cellpadding="8">
        <tr>
          <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>
          </td>
        </tr>

        <tr>
          <th>Summary</th>
          <td>Shader binaries should not be stored in the PipelineCache
          </td>
        </tr>

        <tr>
          <th>Product</th>
          <td>Mesa
          </td>
        </tr>

        <tr>
          <th>Version</th>
          <td>unspecified
          </td>
        </tr>

        <tr>
          <th>Hardware</th>
          <td>Other
          </td>
        </tr>

        <tr>
          <th>OS</th>
          <td>All
          </td>
        </tr>

        <tr>
          <th>Status</th>
          <td>NEW
          </td>
        </tr>

        <tr>
          <th>Severity</th>
          <td>normal
          </td>
        </tr>

        <tr>
          <th>Priority</th>
          <td>medium
          </td>
        </tr>

        <tr>
          <th>Component</th>
          <td>Drivers/Vulkan/intel
          </td>
        </tr>

        <tr>
          <th>Assignee</th>
          <td>intel-3d-bugs@lists.freedesktop.org
          </td>
        </tr>

        <tr>
          <th>Reporter</th>
          <td>jason@jlekstrand.net
          </td>
        </tr>

        <tr>
          <th>QA Contact</th>
          <td>intel-3d-bugs@lists.freedesktop.org
          </td>
        </tr>

        <tr>
          <th>CC</th>
          <td>jason@jlekstrand.net
          </td>
        </tr></table>
      <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>
        </div>
      </p>


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