[Mesa-dev] [PATCH 3/7] glsl: Add initial functions to implement an on-disk cache

Aras Pranckevicius 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>
wrote:

> 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.



-- 
Aras Pranckevičius
work: http://unity3d.com
home: http://aras-p.info
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://lists.freedesktop.org/archives/mesa-dev/attachments/20150205/5b493b74/attachment.html>


More information about the mesa-dev mailing list