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v3dv,v3d: don't store swizzle pointer in shader/pipeline keys

Iago Toral requested to merge itoral/mesa:v3dv_pipeline_key_swizzle_fix into main

We had been storing pointers to a driver owned swizzle table rather than storing the actual swizzle value in various shader and pipeline keys on both GL and Vulkan drivers.

This doesn't look very robust, particularly since we also compute sha1 hashes from these values and we may store these hashes to disk (for the disk cache).

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