On 08.02.2017 23:31, Eric Anholt wrote:
Bas Nieuwenhuizen <b...@basnieuwenhuizen.nl> writes:

On Wed, Feb 8, 2017, at 11:25, Matt Turner wrote:
On Wed, Feb 8, 2017 at 12:31 AM, Timothy Arceri <t_arc...@yahoo.com.au>
wrote:
On Tue, 2017-02-07 at 23:58 +0100, Matt Turner wrote:
On Tue, Feb 7, 2017 at 4:42 AM, Timothy Arceri <tarc...@itsqueeze.com
wrote:
The reason we don't just use the build time like radv is that we
will want something consistent accross distros to enable
distribution of precompiled shaders.

I think I have a solution for this. I am traveling until next week,
but I will send it as soon as I can.

Are you able to provide a hint as to what you are suggesting? I've just
pinged the llvm about creating the api to query the version. Would be
interested to know if your idea will make the unnecessary.

Yes, (1) build with GNU ld's --build-id=sha1 flag, which embeds the
sha1 of the object into a special .note.gnu.build-id ELF note section;
(2) read that section using dl_iterate_phdr() and a little bit of
parsing; (3) use sha1 plus perhaps other information to uniquely
identify the runtime configuration.

I've written an example of how to do it here:
http://git.mattst88.com/build-id/

That should definitely be better than the alternatives I've heard
proposed (mtime of the .so, manually hashing the source directory,
...). I'm happy to implement this next week, or you can feel free to
give it a shot.

Yeah,also  just figured that out during the week. The fundamental issue
here is that the SHA1 might come out different due to compiler
differences between distros, even if they are compiling exactly the same
version. This increases the number of versions of the cache that have to
be distributed if the application would like to distribute precompiled
caches.

I think that trying to apply precompiled binaries from one build of
Mesa+LLVM to different different builds of Mesa+LLVM is going to cause
us endless pain and Mesa shouldn't allow that.

I agree.

The people who want to distribute precompiled binaries will have to set up infrastructure where they do the precompilation across all the distro/build combinations that they want to support.

It's not even clear to me how they intend to load those precompiled binaries into the system. Is e.g. Steam just going to write into Mesa's cache directory? We can't really stop them if they really wanted to do that, but that seems like a pain.

I agree with Matt that this is precisely what GL_ARB_get_program_binary was designed for.

If people are worried about the download sizes caused by the many build combinations, they should look into either

(a) compression for that purpose, or

(b) an extension on top of GL_ARB_get_program_binary that allows build identifier strings to be queried.

Cheers,
Nicolai
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