zink: missing frontend shader caching.
I noticed while trying to track down why the asphalt9 trace sucked on zink+tu that we were spending a lot of CPU time in mesa/st compiling shaders, even on the second run of the trace.
It looks like the issue is that zink lacks a screen->base.get_disk_shader_cache
.
- 12.76% 0.00% angle_perf:gl0 libgallium_dri.so [.] _mesa_glsl_link_shader ▒
- 12.76% _mesa_glsl_link_shader ▒
- 10.57% st_link_shader ▒
- 10.40% st_link_nir ▒
+ 3.82% st_finalize_program ▒
+ 2.43% gl_nir_link_glsl ▒
+ 2.36% glsl_to_nir ▒
+ 0.81% zink_shader_finalize ▒
This doesn't look like it's the limiting factor for this testcase (tested with a dummy disk_cache_create() call), but for game load times we should fix it.