glsl: pass shader source keys to the disk cache
We don't actually write them to disk here. That will happen in the following commit. Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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@@ -768,7 +768,8 @@ deflate_and_write_to_disk(const void *in_data, size_t in_data_size, int dest,
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static struct disk_cache_put_job *
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create_put_job(struct disk_cache *cache, const cache_key key,
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const void *data, size_t size)
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const void *data, size_t size,
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struct cache_item_metadata *cache_item_metadata)
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{
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struct disk_cache_put_job *dc_job = (struct disk_cache_put_job *)
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malloc(sizeof(struct disk_cache_put_job) + size);
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@@ -931,10 +932,11 @@ cache_put(void *job, int thread_index)
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void
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disk_cache_put(struct disk_cache *cache, const cache_key key,
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const void *data, size_t size)
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const void *data, size_t size,
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struct cache_item_metadata *cache_item_metadata)
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{
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struct disk_cache_put_job *dc_job =
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create_put_job(cache, key, data, size);
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create_put_job(cache, key, data, size, cache_item_metadata);
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if (dc_job) {
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util_queue_fence_init(&dc_job->fence);
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