On 03/03/17 03:39, Marek Olšák wrote:
On Thu, Mar 2, 2017 at 5:36 PM, Mike Lothian <m...@fireburn.co.uk> wrote:
I'm guessing when the code runs the 32bit and 64bit have different build
times so invalidate the cache and create a new one

On Thu, 2 Mar 2017 at 16:25 Marek Olšák <mar...@gmail.com> wrote:

On Thu, Mar 2, 2017 at 3:03 PM, Mike Lothian <m...@fireburn.co.uk> wrote:
Is this because the 32bit and 64bit versions have slightly different
time
stamps used in the cache directory name? I was under the impression that
the
cache itself could be shared between 32bit & 64bit?

I guess this only matters for the few games that offer both a 32bit and
64bit binary, producing duplicate entries in both caches potentially

In addition to that, I'd like to know why the CPU architecture is even
being considered. IMO, the CPU arch can be ignored for the shader
cache completely.

Unfortunately it's not that simple, as per the code comment in the patch:

"In theory we could share the cache between architectures but we have no way of knowing if they were created by a compatible Mesa version."


Clearing the cache completely would be unwise. Why not just delete the
oldest entries like any other cache would do.


The problem with this is that for people using git and anyone running ppas we could end up with hundreds of directories, each with duplicate cache entries potentially taking up lots of space.

If we were to go with the suggestion of deleting all but the two recent dirs the problem this patch trys to solve would remain. We have no way to know which dir was created for each arch and could end up with 2 directories for the same arch ... although I guess we could argue that normal users even those on a ppas should always be updating in sync and users updating out of sync (git users/devs) just have to deal with caches getting blown away.

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