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<b><a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED FIXED - Shader Disk Cache 32/64 bit detection has a flaw. Missed existence of x32 ABI"
href="https://bugs.freedesktop.org/show_bug.cgi?id=100073#c34">Comment # 34</a>
on <a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED FIXED - Shader Disk Cache 32/64 bit detection has a flaw. Missed existence of x32 ABI"
href="https://bugs.freedesktop.org/show_bug.cgi?id=100073">bug 100073</a>
from <span class="vcard"><a class="email" href="mailto:maraeo@gmail.com" title="Marek Olšák <maraeo@gmail.com>"> <span class="fn">Marek Olšák</span></a>
</span></b>
<pre>Your argument for keeping the GPU and build IDs out of the hash because of the
possibility of collisions has one flaw: The probability of a collision doesn't
grow when the cache is already full (if the number of items in the cache
remains the same).
Therefore, I think having one cache shared by all GPUs and builds would be a
nice simplification without any theoretical disadvantage.
It's a bad idea to wipe the cache on a driver or GPU switch, because DRI PRIME
(hybrid graphics) switches between 2 GPUs all the time. It's also not nice to
have 4 separate caches ({32-bit, 64-bit} x {dGPU, iGPU}).</pre>
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