glsl: add cache to ctx and add sha1 string fields

We also add a flag for detecting shaders written to shader cache.

V2: dont leak cache

Signed-off-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Carl Worth 2016-04-14 11:04:23 +10:00 committed by Timothy Arceri
parent b8cb1a05cd
commit ba1eb854bd
2 changed files with 15 additions and 0 deletions

View file

@ -121,6 +121,7 @@
#include "shared.h"
#include "shaderobj.h"
#include "shaderimage.h"
#include "util/disk_cache.h"
#include "util/strtod.h"
#include "stencil.h"
#include "texcompress_s3tc.h"
@ -1229,6 +1230,8 @@ _mesa_initialize_context(struct gl_context *ctx,
memset(&ctx->TextureFormatSupported, GL_TRUE,
sizeof(ctx->TextureFormatSupported));
ctx->Cache = disk_cache_create();
switch (ctx->API) {
case API_OPENGL_COMPAT:
ctx->BeginEnd = create_beginend_table(ctx);
@ -1269,6 +1272,7 @@ fail:
free(ctx->BeginEnd);
free(ctx->OutsideBeginEnd);
free(ctx->Save);
ralloc_free(ctx->Cache);
return GL_FALSE;
}
@ -1336,6 +1340,8 @@ _mesa_free_context_data( struct gl_context *ctx )
free(ctx->Save);
free(ctx->ContextLost);
ralloc_free(ctx->Cache);
/* Shared context state (display lists, textures, etc) */
_mesa_reference_shared_state(ctx, &ctx->Shared, NULL);

View file

@ -1927,6 +1927,9 @@ struct gl_program
bool is_arb_asm; /** Is this an ARB assembly-style program */
/** Is this program written to on disk shader cache */
bool program_written_to_cache;
GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
@ -2384,6 +2387,7 @@ struct gl_shader
GLuint Name; /**< AKA the handle */
GLint RefCount; /**< Reference count */
GLchar *Label; /**< GL_KHR_debug */
unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
GLboolean DeletePending;
GLboolean CompileStatus;
bool IsES; /**< True if this shader uses GLSL ES */
@ -2649,6 +2653,9 @@ struct gl_shader_program_data
{
GLint RefCount; /**< Reference count */
/** SHA1 hash of linked shader program */
unsigned char sha1[20];
unsigned NumUniformStorage;
unsigned NumHiddenUniforms;
struct gl_uniform_storage *UniformStorage;
@ -4645,6 +4652,8 @@ struct gl_context
* Stores the arguments to glPrimitiveBoundingBox
*/
GLfloat PrimitiveBoundingBox[8];
struct disk_cache *Cache;
};
/**