Re: [Mesa-dev] [PATCH 33/40] glsl: create separate 32bit and 64bit versions of shader cache objects

2017-02-11 Thread Timothy Arceri
On 10/02/17 23:13, Nicolai Hähnle wrote: On 10.02.2017 13:03, Timothy Arceri wrote: On 10/02/17 22:29, Nicolai Hähnle wrote: On 07.02.2017 04:42, Timothy Arceri wrote: From: Timothy Arceri Pointers will have different lengths so we simply create a different

Re: [Mesa-dev] [PATCH 33/40] glsl: create separate 32bit and 64bit versions of shader cache objects

2017-02-10 Thread Emil Velikov
Hi Tim, Small suggestion, should we go for storing pointers. On 7 February 2017 at 03:42, Timothy Arceri wrote: > +#if __x86_64__ > +#define CACHED_PROGRAM "program64:" > +#else > +#define CACHED_PROGRAM "program32:" > +#endif > + This won't play nice with other

Re: [Mesa-dev] [PATCH 33/40] glsl: create separate 32bit and 64bit versions of shader cache objects

2017-02-10 Thread Nicolai Hähnle
On 10.02.2017 13:03, Timothy Arceri wrote: On 10/02/17 22:29, Nicolai Hähnle wrote: On 07.02.2017 04:42, Timothy Arceri wrote: From: Timothy Arceri Pointers will have different lengths so we simply create a different sha1 for each platform. In theory we

Re: [Mesa-dev] [PATCH 33/40] glsl: create separate 32bit and 64bit versions of shader cache objects

2017-02-10 Thread Timothy Arceri
On 10/02/17 22:29, Nicolai Hähnle wrote: On 07.02.2017 04:42, Timothy Arceri wrote: From: Timothy Arceri Pointers will have different lengths so we simply create a different sha1 for each platform. In theory we should be able to share cached shaders as we

Re: [Mesa-dev] [PATCH 33/40] glsl: create separate 32bit and 64bit versions of shader cache objects

2017-02-10 Thread Nicolai Hähnle
On 07.02.2017 04:42, Timothy Arceri wrote: From: Timothy Arceri Pointers will have different lengths so we simply create a different sha1 for each platform. In theory we should be able to share cached shaders as we cache all pointer as uint64_t however if a

[Mesa-dev] [PATCH 33/40] glsl: create separate 32bit and 64bit versions of shader cache objects

2017-02-06 Thread Timothy Arceri
From: Timothy Arceri Pointers will have different lengths so we simply create a different sha1 for each platform. In theory we should be able to share cached shaders as we cache all pointer as uint64_t however if a pointer is ever added to one of the structs we