[Mesa-dev] [PATCH 16/32] glsl: add api and glsl version to hash generation for shaders
Timothy Arceri
tarceri at itsqueeze.com
Tue Feb 14 00:52:29 UTC 2017
---
src/compiler/glsl/shader_cache.cpp | 8 ++++++++
1 file changed, 8 insertions(+)
diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp
index 2fb734f..3e8948f 100644
--- a/src/compiler/glsl/shader_cache.cpp
+++ b/src/compiler/glsl/shader_cache.cpp
@@ -1300,6 +1300,14 @@ shader_cache_read_program_metadata(struct gl_context *ctx,
ralloc_asprintf_append(&buf, "sso: %s\n",
prog->SeparateShader ? "T" : "F");
+ /* A shader might end up producing different output depending on the glsl
+ * version supported by the compiler. For example a different path might be
+ * taken by the preprocessor, so add the version to the hash input.
+ */
+ ralloc_asprintf_append(&buf, "api: %d glsl: %d fglsl: %d\n",
+ ctx->API, ctx->Const.GLSLVersion,
+ ctx->Const.ForceGLSLVersion);
+
char sha1buf[41];
for (unsigned i = 0; i < prog->NumShaders; i++) {
struct gl_shader *sh = prog->Shaders[i];
--
2.9.3
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