if (brw->always_flush_batch)
intel_batchbuffer_flush(brw);
- brw_state_cache_check_size(brw);
+ brw_program_cache_check_size(brw);
/* Note: since compute shaders can't write to framebuffers, there's no need
* to call brw_postdraw_set_buffers_need_resolve().
if (brw->always_flush_batch)
intel_batchbuffer_flush(brw);
- brw_state_cache_check_size(brw);
+ brw_program_cache_check_size(brw);
brw_postdraw_set_buffers_need_resolve(brw);
return;
}
void
-brw_state_cache_check_size(struct brw_context *brw)
+brw_program_cache_check_size(struct brw_context *brw)
{
/* un-tuned guess. Each object is generally a page, so 2000 of them is 8 MB of
* state cache.
const void *key,
GLuint key_size,
uint32_t *inout_offset, void *inout_aux);
-void brw_state_cache_check_size( struct brw_context *brw );
+void brw_program_cache_check_size(struct brw_context *brw);
void brw_init_caches( struct brw_context *brw );
void brw_destroy_caches( struct brw_context *brw );