Mike Blumenkrantz 487ac6dbd6 zink: implement cross-program pipeline library sharing
some games/apps (e.g., DOOM2016) compile+link shaders in one context
and then use them in another, expecting that the compiled shaders
will be reused. vulkan has pipeline (library) objects, which are not
specific to shaders but are in theory representing the shaders being used

thus, pipeline (library) objects need to be reusable for any case where
a shader can be reused

to handle this:
* extract pipeline library cache to a refcounted object
* store these objects on the screen
* make them owned by shaders

separable programs are slightly different since they'll use their own
fastpath, thus making their library caches owned by the programs to avoid
polluting the optimized caches

fixes #8264

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21223>
2023-02-10 03:53:46 +00:00
2022-11-22 19:04:13 +00:00
2023-02-06 16:48:39 +00:00
2022-10-20 22:52:06 +00:00
2022-01-19 15:17:17 +00:00
2022-11-21 23:09:30 +00:00

`Mesa <https://mesa3d.org>`_ - The 3D Graphics Library
======================================================


Source
------

This repository lives at https://gitlab.freedesktop.org/mesa/mesa.
Other repositories are likely forks, and code found there is not supported.


Build & install
---------------

You can find more information in our documentation (`docs/install.rst
<https://mesa3d.org/install.html>`_), but the recommended way is to use
Meson (`docs/meson.rst <https://mesa3d.org/meson.html>`_):

.. code-block:: sh

  $ mkdir build
  $ cd build
  $ meson ..
  $ sudo ninja install


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------------

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