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>
This commit is contained in:
Timothy Arceri
2017-08-23 16:33:00 +10:00
parent 07018d49dc
commit ea2515d780
6 changed files with 34 additions and 16 deletions
+5 -3
View File
@@ -768,7 +768,8 @@ deflate_and_write_to_disk(const void *in_data, size_t in_data_size, int dest,
static struct disk_cache_put_job *
create_put_job(struct disk_cache *cache, const cache_key key,
const void *data, size_t size)
const void *data, size_t size,
struct cache_item_metadata *cache_item_metadata)
{
struct disk_cache_put_job *dc_job = (struct disk_cache_put_job *)
malloc(sizeof(struct disk_cache_put_job) + size);
@@ -931,10 +932,11 @@ cache_put(void *job, int thread_index)
void
disk_cache_put(struct disk_cache *cache, const cache_key key,
const void *data, size_t size)
const void *data, size_t size,
struct cache_item_metadata *cache_item_metadata)
{
struct disk_cache_put_job *dc_job =
create_put_job(cache, key, data, size);
create_put_job(cache, key, data, size, cache_item_metadata);
if (dc_job) {
util_queue_fence_init(&dc_job->fence);