/* Do an early exit if all cache entries are already there. */
bool may_need_copy_shader = pStages[MESA_SHADER_GEOMETRY];
- void *main_entry = disk_cache_get(device->physical_device->disk_cache, allowed_hashes[0], 20);
+ void *main_entry = disk_cache_get(device->physical_device->disk_cache, allowed_hashes[0], NULL);
void *copy_entry = NULL;
if (may_need_copy_shader)
- copy_entry = disk_cache_get(device->physical_device->disk_cache, allowed_hashes[1], 20);
+ copy_entry = disk_cache_get(device->physical_device->disk_cache, allowed_hashes[1], NULL);
bool has_all_cache_entries = main_entry && (!may_need_copy_shader || copy_entry);
free(main_entry);