On Sat, Feb 11, 2017, at 13:03, Timothy Arceri wrote:
>
>
> On 10/02/17 21:43, Nicolai Hähnle wrote:
> > On 07.02.2017 04:42, Timothy Arceri wrote:
> >> From: Timothy Arceri
> >>
> >> This will be used to store all pointers in the cache as 64bit ints
> >> allowing us to avoid issues when a 32b
On 11/02/17 12:03, Timothy Arceri wrote:
>
>
> On 10/02/17 21:43, Nicolai Hähnle wrote:
>> On 07.02.2017 04:42, Timothy Arceri wrote:
>>> From: Timothy Arceri
>>>
>>> This will be used to store all pointers in the cache as 64bit ints
>>> allowing us to avoid issues when a 32bit program reads a cac
On 10/02/17 21:43, Nicolai Hähnle wrote:
On 07.02.2017 04:42, Timothy Arceri wrote:
From: Timothy Arceri
This will be used to store all pointers in the cache as 64bit ints
allowing us to avoid issues when a 32bit program reads a cached
shader that was created by a 64bit application.
---
src
On 10/02/17 21:41, Marek Olšák wrote:
Why would you wanna store pointers in the cache?
Because we need them to restore the various things that get crammed into
prog_data on i965. Such as uniforms, images, etc
https://github.com/tarceri/Mesa/commit/bd0391b0c9ee56c14ccf5abbff4fad15d9cd70d0
On 07.02.2017 04:42, Timothy Arceri wrote:
From: Timothy Arceri
This will be used to store all pointers in the cache as 64bit ints
allowing us to avoid issues when a 32bit program reads a cached
shader that was created by a 64bit application.
---
src/compiler/glsl/shader_cache.h | 10 +
Why would you wanna store pointers in the cache?
Marek
On Tue, Feb 7, 2017 at 4:42 AM, Timothy Arceri wrote:
> From: Timothy Arceri
>
> This will be used to store all pointers in the cache as 64bit ints
> allowing us to avoid issues when a 32bit program reads a cached
> shader that was created
From: Timothy Arceri
This will be used to store all pointers in the cache as 64bit ints
allowing us to avoid issues when a 32bit program reads a cached
shader that was created by a 64bit application.
---
src/compiler/glsl/shader_cache.h | 10 ++
1 file changed, 10 insertions(+)
diff --g