Originally posted by M@GOid
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Mesa 17.1 Will Use A 1GB Shader Cache Limit
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Originally posted by Michael View PostThere already is via
MESA_GLSL_CACHE_MAX_SIZE
Originally posted by SpyroRyder View Post
While I am not saying you are wrong, how do you know 1GB isn't enough?
But assuming a gamer playing a lot of AAA games, I think it would take more than 1GB.
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Originally posted by Noee View Post
Not necessarily so. In the early-80's, my father worked for DEC and we had a Pro350 (where I learned BASIC) and one of the first Rainbow100's (in addition to PC-Jr, RatShack and other "personal computers"). Glorious 5MB hard drives that must've weighed in at 10lbs. I actually took my Rainbow to college in '84, only kid on campus with anything besides a IIc in his room. Even one of our computer labs was filled with Rainbows and good 'ole Turbo Pascal.
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A time limit based cache seems like the best plan to me. Let the size grow to whatever (stop if disk space is low of course) as long as the shaders have been used in the last week or month or whatever time is chosen.
And since a lot of people disable atime on their filesystems (because generating disk writes when reading files is silly) then if statfs f_flags shows ST_NOATIME the shader cache can use another file to track it or use system calls to update the file access times.
Or it could generate a new cache directory every month and copy shaders from the last month's directory to the new one on use. Delete the entire cache directory from two months ago when making the new one. All kinds of methods.
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Originally posted by Marc Driftmeyer View PostYou folks crack me up. I make a 5 minute 1500 frame render of a basic scene in Blender for particles after baking their physics and I'm eating 160GB of disk space.
And where are APUs there, embedded, etc... there are lot of reasons to laughLast edited by dungeon; 28 April 2017, 09:25 PM.
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Originally posted by mitch074 View PostThe 1GB limit could be attained fast - except if compression is activated. I don't remember if compiled shaders are currently compressed, what's the status? If it is, how much does a game like DE:MD (which is VERY heavy on shaders) take up?
see https://lists.freedesktop.org/archiv...il/153681.html
/edit:
see https://lists.freedesktop.org/archiv...il/153684.html for another real world example (133mb with heavier usage)
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