anv: unbounded shader cache
I have a Vk test program which generates a new fragment shader and VkPipeline for each frame drawn. Even though I delete the old fragment shader and VkPipeline object after each frame, the size of the process seems to grow unbounded over time. I'm looking at the vk_pipeline_cache.c code. It seems to use the Mesa set.[ch] code to implement the cache. AFAICT, there's no size limit on the cache or an eviction mechanism. Is this assessment correct? If so, I think this needs to be addressed.
I'm using ToT Mesa on a Tiger Lake system.