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Change remaining SHA-1 occurences to BLAKE3
Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com> Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40383>
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3 changed files with 4 additions and 4 deletions
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@ -36,7 +36,7 @@
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* such as SSO, attribute bindings, frag data bindings, etc.
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*
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* In order to avoid caching any actual IR we use the put_key/get_key support
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* in the disk_cache to put the SHA-1 hash for each successfully compiled
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* in the disk_cache to put the BLAKE3 hash for each successfully compiled
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* shader into the cache, and optimisticly return early from glCompileShader
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* (if the identical shader had been successfully compiled in the past),
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* in the hope that the final linked shader will be found in the cache.
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@ -156,10 +156,10 @@ disk_cache_get_function_identifier(void *ptr, blake3_hasher *ctx)
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* a more efficient implementation.
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*
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* In all cases, the keys are sequences of 20 bytes. It is anticipated
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* that callers will compute appropriate SHA-1 signatures for keys,
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* that callers will compute appropriate BLAKE3 signatures for keys,
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* (though nothing in this implementation directly relies on how the
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* names are computed). See mesa-blake3.h and _mesa_blake3_compute for
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* assistance in computing SHA-1 signatures.
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* assistance in computing BLAKE3 signatures.
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*/
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struct disk_cache *
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disk_cache_create(const char *gpu_name, const char *timestamp,
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@ -331,7 +331,7 @@ test_put_and_get(bool test_cache_size_limit, const char *driver_id)
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one_KB = (uint8_t *) calloc(1, 1024);
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/* Obviously the SHA-1 hash of 1024 zero bytes isn't particularly
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/* Obviously the BLAKE3 hash of 1024 zero bytes isn't particularly
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* interesting. But we do have want to take some special care with
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* the hash we use here. The issue is that in this artificial case,
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* (with only three files in the cache), the probability is good
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