When the shader cache is used, this can be generated. In fact, the
shader cache uses this sha1 to lookup the serialized GL shader

If a GL shader program is restored with ProgramBinary, the shaders are
not available, and therefore the correct sha1 cannot be generated. If
this is restored, then we can use the shader cache to restore the
binary programs to the program that was loaded with ProgramBinary.

Cc: Timothy Arceri <tarc...@itsqueeze.com>
Signed-off-by: Jordan Justen <jordan.l.jus...@intel.com>
 src/compiler/glsl/serialize.cpp | 4 ++++
 1 file changed, 4 insertions(+)

diff --git a/src/compiler/glsl/serialize.cpp b/src/compiler/glsl/serialize.cpp
index 9d2033bddfa..1fdbaa990f4 100644
--- a/src/compiler/glsl/serialize.cpp
+++ b/src/compiler/glsl/serialize.cpp
@@ -1163,6 +1163,8 @@ extern "C" void
 serialize_glsl_program(struct blob *blob, struct gl_context *ctx,
                        struct gl_shader_program *prog)
+   blob_write_bytes(blob, prog->data->sha1, sizeof(prog->data->sha1));
    write_uniforms(blob, prog);
    write_hash_tables(blob, prog);
@@ -1219,6 +1221,8 @@ deserialize_glsl_program(struct blob_reader *blob, struct 
gl_context *ctx,
    assert(prog->data->UniformStorage == NULL);
+   blob_copy_bytes(blob, prog->data->sha1, sizeof(prog->data->sha1));
    read_uniforms(blob, prog);
    read_hash_tables(blob, prog);

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