[Mesa-dev] [PATCH 3/7] glsl: Add initial functions to implement an on-disk cache
aras at unity3d.com
Wed Feb 4 23:48:57 PST 2015
On Thu, Feb 5, 2015 at 1:31 AM, Kenneth Graunke <kenneth at whitecape.org>
> On Wednesday, February 04, 2015 01:52:57 PM Carl Worth wrote:
> > From: Kristian Høgsberg <krh at bitplanet.net>
> > This code provides for an on-disk cache of objects. Objects are stored
> > and retrieved (in ~/.cache/mesa) via names that are arbitrary 20-byte
> > sequences, (intended to be SHA-1 hashes of something identifying for
> > the content).
> > The cache is limited to a maximum number of entries (1024 in this
> > patch), and uses random replacement. These attributes are managed via
> Hi Carl,
> The cache will need to be much larger than 1024 entries - perhaps by an
> order of magnitude. For example, "Shadowrun Returns" uses 1299 shaders,
> "Left 4 Dead 2" uses 1849 shaders, and "Natural Selection 2" uses 2719
> shaders. A single application could overflow the cache :)
Seconded. Many Unity games end up loading between several hundred to
several thousand shaders.
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