Reviewed-by: Marek Olšák
Marek
On Thu, May 18, 2017 at 7:22 AM, Timothy Arceri wrote:
> This will explicitly state that we are following the fallback
> path when we find invalid/corrupt cache items. It will also
> output the fallback message when the fallback path is forced
> via an environment variable, the following patches will allow
> this.
> ---
> src/mesa/state_tracker/st_shader_cache.c | 6 --
> 1 file changed, 4 insertions(+), 2 deletions(-)
>
> diff --git a/src/mesa/state_tracker/st_shader_cache.c
> b/src/mesa/state_tracker/st_shader_cache.c
> index 23416c0..175d69d 100644
> --- a/src/mesa/state_tracker/st_shader_cache.c
> +++ b/src/mesa/state_tracker/st_shader_cache.c
> @@ -361,32 +361,34 @@ st_load_tgsi_from_disk_cache(struct gl_context *ctx,
>
> st_set_prog_affected_state_flags(glprog);
> _mesa_associate_uniform_storage(ctx, prog, glprog->Parameters,
> false);
>
> free(buffer);
>} else {
> /* Failed to find a matching cached shader so fallback to recompile.
>*/
> if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
> -fprintf(stderr, "TGSI cache item not found falling back to "
> -"compile.\n");
> +fprintf(stderr, "TGSI cache item not found.\n");
> }
>
> goto fallback_recompile;
>}
> }
>
> return true;
>
> fallback_recompile:
> free(buffer);
>
> + if (ctx->_Shader->Flags & GLSL_CACHE_INFO)
> + fprintf(stderr, "TGSI cache falling back to recompile.\n");
> +
> for (unsigned i = 0; i < prog->NumShaders; i++) {
>_mesa_glsl_compile_shader(ctx, prog->Shaders[i], false, false, true);
> }
>
> prog->data->cache_fallback = true;
> _mesa_glsl_link_shader(ctx, prog);
>
> return true;
> }
> --
> 2.9.4
>
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