On 17.01.2018 17:10, Tapani Pälli wrote:
On 17.01.2018 13:34, Nicolai Hähnle wrote:
On 15.01.2018 13:31, Tapani Pälli wrote:
Hello;
Here's a refactored series of EGL_ANDROID_blob_cache. Now cache
functions are stored in disk_cache struct and the functionality
called within existing disk_cache put/get code. Problems/errors
that existed with earlier series are gone.
On Android cache index file is created to MESA_GLSL_CACHE_DIR
and blobs are generated under '/data/user_de/0' in application
specific paths:
Can't we let the "cache index" be managed by the ANDROID_blob_cache as
well? That seems to me more in the spirit of what that extension is
about, and would avoid polluting stuff like /sdcard.
The cache index file is used for two purposes:
- Keeping track of the size of the cache. This use is obsoleted
enterely by ANDROID_blob_cache.
- Keeping track of keys where only their presence is relevant and no
data is associated. These could easily be treated as empty (0 byte
sized) blobs.
I guess it could be possible, for every app we would create index when
disk_cache gets created. I guess only issue could be that Android might
go and remove the index from cache when it decides to resize it and then
we would loose it even though there would be items in cache. I can try
how this would work.
Entries can be kicked out of the on-disk index (which is really a bit of
a misnomer) as well if there's a hash collision.
I believe this functionality is only used as a marker to indicate that
the GLSL compile step can be skipped. So losing an entry in there
shouldn't cause any damage.
Cheers,
Nicolai
Cheers,
Nicolai
androidia_64:/ # find /data/user_de/0/ -name *shader*
/data/user_de/0/com.android.settings/code_cache/com.android.opengl.shaders_cache
/data/user_de/0/com.android.gallery3d/code_cache/com.android.opengl.shaders_cache
/data/user_de/0/com.android.systemui/code_cache/com.android.opengl.shaders_cache
/data/user_de/0/com.rovio.angrybirdsspace.ads/code_cache/com.android.opengl.shaders_cache
(this part is managed by Android but may be interesting to know).
Also SurfaceFlinger manages its own cache as seen in the log output:
01-15 07:40:26.329 2129 2129 D SurfaceFlinger: shader cache
generated - 24 shaders in 57.687504 ms
I'm not sure if /sdcard is sane default but I've tried everything
else (/cache, /data/cache) and failed because of permission errors.
Thanks;
Tapani Pälli (7):
dri: add interface for EGL_ANDROID_blob_cache extension
egl: add support for EGL_ANDROID_blob_cache
disk cache: add callback functionality
disk cache: support setting MESA_GLSL_CACHE_DIR at compile time
i965: add __DRI2_BLOB support and set cache functions
android: ignore MESA_GLSL_CACHE_DISABLE setting
android: set '/sdcard/' as MESA_GLSL_CACHE_DIR by default
Android.common.mk | 1 +
include/GL/internal/dri_interface.h | 26 +++++++++++++-
src/egl/drivers/dri2/egl_dri2.c | 43
++++++++++++++++++++++++
src/egl/drivers/dri2/egl_dri2.h | 4 +++
src/egl/main/eglapi.c | 29 ++++++++++++++++
src/egl/main/eglapi.h | 4 +++
src/egl/main/egldisplay.h | 3 ++
src/egl/main/eglentrypoint.h | 1 +
src/mesa/drivers/dri/i965/brw_disk_cache.c | 2 ++
src/mesa/drivers/dri/i965/intel_screen.c | 21 ++++++++++++
src/util/disk_cache.c | 54
+++++++++++++++++++++++++++++-
src/util/disk_cache.h | 19 +++++++++++
12 files changed, 205 insertions(+), 2 deletions(-)
--
Lerne, wie die Welt wirklich ist,
Aber vergiss niemals, wie sie sein sollte.
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