[Mesa-dev] shader cache backward compatibility

Emil Velikov emil.l.velikov at gmail.com
Fri Aug 31 10:10:52 UTC 2018


Hi Timothy,

On 31 August 2018 at 10:57, Timothy Arceri <tarceri at itsqueeze.com> wrote:
> On 31/08/18 19:40, Bas Nieuwenhuizen wrote:
>>
>> +TImothy
>>
>> On Fri, Aug 31, 2018 at 11:32 AM Alexander Larsson <alexl at redhat.com>
>> wrote:
>>>
>>>
>>> Hi, I'm the developer behind flatpak (https://flatpak.org/) and we've
>>> recently run into some issues with the mesa shader cache. Flatpak has
>>> a app/runtime split where the runtime is shared between app and
>>> provides /usr. The runtime contains a version of mesa, but this can be
>>> overridden by runtime extensions to add other OpenGL drivers.
>>>
>>> Each app has a separate $XDG_CACHE_HOME, pointing into the per-app
>>> writable storage. For example, gedit has
>>> XDG_CACHE_HOME="/home/alex/.var/app/org.gnome.gedit/cache". This
>>> causes mesa to store the shader cache per-app in
>>> $XDG_CACHE_HOME/mesa_shader_cache.
>>>
>>> In the regular case this works fine, but sometimes the version of mesa
>>> is changed, with the shader cache being left in place. For example,
>>> sometimes we update the mesa version in the runtime, and sometimes the
>>> app switches to a new runtime which has a different mesa version.
>>>
>>> Such updates have caused a lot of issues for us, ranging from direct
>>> crashes at startup as in
>>> https://github.com/flatpak/flatpak/issues/2052 and sometimes just
>>> super-slow performance. In all cases, blowing away the shader cache
>>> directory fixed all issues.
>>>
>>> The steam flatpak has a bunch of workaround for the cache:
>>>
>>> https://github.com/flathub/com.valvesoftware.Steam/blob/master/steam_wrapper/steam_wrapper.py#L35
>>> But we can't expect every app to do this.
>>>
>>> So, my question is, is the cache supposed to be backward compatible,
>>> or at least versioned? Are we missing something in our mesa builds to
>>> make that work? Is this fixed somewhere with a patch i can backport?
>>> And if not, do we need to add some magic to flatpak to automatically
>>> clean up the shader cache after an update?
>>
>>
>> It is supposed to be versioned automatically by mesa.
>>
>
> Hi Alexander,
>
> We depend on build timestamps of the mesa/llvm binaries when generating the
> sha for cache items. So if flatpak results in two versions of mesa having
> the same timestamp then there is likely going to be issues.
>
> static inline bool
> disk_cache_get_function_timestamp(void *ptr, uint32_t* timestamp)
> {
>    Dl_info info;
>    struct stat st;
>    if (!dladdr(ptr, &info) || !info.dli_fname) {
>       return false;
>    }
>    if (stat(info.dli_fname, &st)) {
>       return false;
>    }
>    *timestamp = st.st_mtime;
>    return true;
> }
>
Have you tried using the build-id from src/util/build_id.c?

The reproducible builds' date/time override feature, is something
people could easily misusing.
Effectively having the same timestamp across multiple, completely
different, builds.

HTH
Emil


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