ChanServ changed the topic of #zink to: official development channel for the mesa3d zink driver || https://docs.mesa3d.org/drivers/zink.html
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<pac85> zmike: now that I have one prog per variant does screen->pipeline_libs still make sense? After all all variants are stored in the same prog which is never replaced.
<zmike> pac85: yes, that's for e.g. DOOM where the game compiles shaders in one context and uses them in another
<pac85> zmike: oh I see, but if I want to remove the hash set from prog to avoid doing two hashset lookups (first prog then lib) it will need changes. I guess the set has to stay then, but only actually have it in the non variant prog (so screen->pipeline_libs doesn't get loocked up for every variant), then add a field with a single lib that I use for the variants and for the uber shader?
<zmike> right, it only needs to have the precompile prog, no variants
<zmike> contexts can handle compiling their own optimized variants
<zmike> this only exists to handle precompile
<pac85> Oh right, so does this mean that each entry in screen->pipeline_libs will only stores one lib? I mean currently the variants end up in those sets but with my changes it would end up with just one element all the time right?
<zmike> yeah probably
<pac85> right, so then I can store the library in the set directly.
<pac85> thx
<pac85> BTW the game would be DOOM 2016 right?
<zmike> yeah that will make more sense when there's only one precompile shader
<zmike> yes doom 2016
<zmike> iirc it's even in the commit log that added it
<pac85> Mmm I'll take a look.
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