On Thu, Feb 5, 2015 at 1:31 AM, Kenneth Graunke <kenn...@whitecape.org> wrote:
> On Wednesday, February 04, 2015 01:52:57 PM Carl Worth wrote: > > From: Kristian Høgsberg <k...@bitplanet.net> > > > > This code provides for an on-disk cache of objects. Objects are stored > > and retrieved (in ~/.cache/mesa) via names that are arbitrary 20-byte > > sequences, (intended to be SHA-1 hashes of something identifying for > > the content). > > > > The cache is limited to a maximum number of entries (1024 in this > > patch), and uses random replacement. These attributes are managed via > > Hi Carl, > > The cache will need to be much larger than 1024 entries - perhaps by an > order of magnitude. For example, "Shadowrun Returns" uses 1299 shaders, > "Left 4 Dead 2" uses 1849 shaders, and "Natural Selection 2" uses 2719 > shaders. A single application could overflow the cache :) > Seconded. Many Unity games end up loading between several hundred to several thousand shaders. -- Aras Pranckevičius work: http://unity3d.com home: http://aras-p.info
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