[Mesa-dev] [PATCH 1/2] util: Add utility build-id code.

Jason Ekstrand jason at jlekstrand.net
Tue Feb 14 21:03:26 UTC 2017


On Tue, Feb 14, 2017 at 11:34 AM, Chad Versace <chadversary at chromium.org>
wrote:

> On Tue 14 Feb 2017, Matt Turner wrote:
> > On Tue, Feb 14, 2017 at 11:21 AM, Matt Turner <mattst88 at gmail.com>
> wrote:
> > > On Tue, Feb 14, 2017 at 11:18 AM, Matt Turner <mattst88 at gmail.com>
> wrote:
> > >> On Tue, Feb 14, 2017 at 10:59 AM, Jason Ekstrand <
> jason at jlekstrand.net> wrote:
> > >>> I'm not sure how I feel about the silent fall-backs.  At least in
> the Vulkan
> > >>> driver, we should fail to compile if we can't get build-id.
> Otherwise,
> > >>> you'll end up compiling a driver that will always fail device
> creation.
> > >>
> > >> That was really an attempt to preempt questions about Windows.
> > >>
> > >> I am happy to drop it.
> > >
> > > Think-o. No, it's necessary for systems that don't have
> > > dl_iterate_phdr (Windows, AFAIK).
> >
> > I promise I'll stop replying to myself after this...
> >
> > I guess dropping the fallback and simply wrapping build_id.c in
> > HAVE_DL_ITERATE_PHDR is sufficient? Windows will build an empty source
> > file, which is fine because no code should ever attempt to use it on
> > Windows; and there would be no chance of the Vulkan driver calling
> > (non-existent) fallback code.
>
> I'm in favor of dropping the fallback stubs.
>

I don't really care too much how it works so long as anv fails to compile.
I could see the stubs maybe being useful if you wanted to have the shader
cache stuff silently and automatically fall back to disabled.  Or, the
shader cache stuff could have a #if.  It doesn't matter to me.
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