[Mesa-dev] [PATCH] mesa: change 'SHADER_SUBST' facility to work with env variables
Brian Paul
brianp at vmware.com
Mon Aug 31 07:56:34 PDT 2015
Looks good. Just some minor nitpicks below.
Reviewed-by: Brian Paul <brianp at vmware.com>
On 08/31/2015 01:23 AM, Tapani Pälli wrote:
> Patch modifies existing shader source and replace functionality to work
> with environment variables rather than enable dumping on compile time.
> Also instead of _mesa_str_checksum, _mesa_sha1_compute is used to avoid
> collisions.
>
> Functionality is controlled via 2 environment variables:
s/2/two/
>
> MESA_SHADER_DUMP_PATH - path where shader sources are dumped
> MESA_SHADER_READ_PATH - path where replacement shaders are read
>
> Signed-off-by: Tapani Pälli <tapani.palli at intel.com>
> Suggested-by: Eero Tamminen <eero.t.tamminen at intel.com>
> ---
> docs/shading.html | 9 +++
> src/mesa/main/shaderapi.c | 136 ++++++++++++++++++++++++++++++++--------------
> 2 files changed, 105 insertions(+), 40 deletions(-)
>
> diff --git a/docs/shading.html b/docs/shading.html
> index 77a0ee4..784329e 100644
> --- a/docs/shading.html
> +++ b/docs/shading.html
> @@ -63,6 +63,15 @@ execution. These are generally used for debugging.
> Example: export MESA_GLSL=dump,nopt
> </p>
>
> +<p>
> +Shaders can be dumped and replaced on runtime for debugging purposes.
> +This is controlled via following environment variables:
> +<ul>
> +<li><b>MESA_SHADER_DUMP_PATH</b> - path where shader sources are dumped
> +<li><b>MESA_SHADER_READ_PATH</b> - path where replacement shaders are read
Do these directories need to be different to prevent collisions between
the dumped shaders and the replacement shaders?
> +</ul>
> +Note, path set must exist before running for dumping or replacing to work.
> +</p>
>
> <h2 id="support">GLSL Version</h2>
>
> diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
> index 0e0e0d6..d3abfc9 100644
> --- a/src/mesa/main/shaderapi.c
> +++ b/src/mesa/main/shaderapi.c
> @@ -53,15 +53,13 @@
> #include "program/prog_parameter.h"
> #include "util/ralloc.h"
> #include "util/hash_table.h"
> +#include "util/mesa-sha1.h"
> #include <stdbool.h>
> #include "../glsl/glsl_parser_extras.h"
> #include "../glsl/ir.h"
> #include "../glsl/ir_uniform.h"
> #include "../glsl/program.h"
>
> -/** Define this to enable shader substitution (see below) */
> -#define SHADER_SUBST 0
> -
>
> /**
> * Return mask of GLSL_x flags by examining the MESA_GLSL env var.
> @@ -1512,24 +1510,101 @@ _mesa_LinkProgram(GLhandleARB programObj)
> link_program(ctx, programObj);
> }
>
> +/**
> + * Generate a SHA-1 hash value string for given source string.
> + */
> +static void
> +generate_sha1(const char *source, char sha_str[64])
> +{
> + unsigned char sha[20];
> + _mesa_sha1_compute(source, strlen(source), sha);
> + _mesa_sha1_format(sha_str, sha);
> +}
> +
> +/**
> + * Construct a full path for shader replacement functionality using
> + * following format:
> + *
> + * <path>/<stage prefix>_<CHECKSUM>.glsl
> + */
> +static void
> +construct_name(const gl_shader_stage stage, const char *source,
> + const char *path, char *name, unsigned length)
> +{
> + char sha[64];
> + static const char *types[] = {
> + "VS", "TC", "TE", "GS", "FS", "CS",
> + };
>
> + generate_sha1(source, sha);
> + _mesa_snprintf(name, length, "%s/%s_%s.glsl", path, types[stage],
> + sha);
> +}
> +
> +/**
> + * Write given shader source to a file in MESA_SHADER_DUMP_PATH.
> + */
> +static void
> +dump_shader(const gl_shader_stage stage, const char *source)
> +{
> + char name[PATH_MAX];
> + static bool path_exists = true;
> + char *dump_path;
> + FILE *f;
> +
> + if (!path_exists)
> + return NULL;
> +
> + dump_path = getenv("MESA_SHADER_DUMP_PATH");
> +
Could remove that empty line.
> + if (!dump_path) {
> + path_exists = false;
> + return NULL;
> + }
> +
> + construct_name(stage, source, dump_path, name, PATH_MAX);
> +
> + f = fopen(name, "w");
> + if (f) {
> + fputs(source, f);
> + fclose(f);
> + } else {
> + GET_CURRENT_CONTEXT(ctx);
> + _mesa_warning(ctx, "could not open %s for dumping shader", name);
> + }
> +}
>
> /**
> * Read shader source code from a file.
> * Useful for debugging to override an app's shader.
> */
> static GLcharARB *
> -read_shader(const char *fname)
> +read_shader(const gl_shader_stage stage, const char *source)
> {
> - int shader_size = 0;
> - FILE *f = fopen(fname, "r");
> - GLcharARB *buffer, *shader;
> - int len;
> + char name[PATH_MAX];
> + char *read_path;
> + static bool path_exists = true;
> + int len, shader_size = 0;
> + GLcharARB *buffer;
> + FILE *f;
>
> - if (!f) {
> + if (!path_exists)
> + return NULL;
> +
> + read_path = getenv("MESA_SHADER_READ_PATH");
> +
> + if (!read_path) {
> + path_exists = false;
> return NULL;
> }
>
> + construct_name(stage, source, read_path, name, PATH_MAX);
> +
> + f = fopen(name, "r");
> +
Could remove that empty line.
> + if (!f)
> + return NULL;
> +
> /* allocate enough room for the entire shader */
> fseek(f, 0, SEEK_END);
> shader_size = ftell(f);
> @@ -1547,13 +1622,9 @@ read_shader(const char *fname)
>
> fclose(f);
>
> - shader = strdup(buffer);
> - free(buffer);
> -
> - return shader;
> + return buffer;
> }
>
> -
> /**
> * Called via glShaderSource() and glShaderSourceARB() API functions.
> * Basically, concatenate the source code strings into one long string
> @@ -1566,14 +1637,15 @@ _mesa_ShaderSource(GLhandleARB shaderObj, GLsizei count,
> GET_CURRENT_CONTEXT(ctx);
> GLint *offsets;
> GLsizei i, totalLength;
> - GLcharARB *source;
> - GLuint checksum;
> + GLcharARB *source, *replacement;
>
> if (!shaderObj || string == NULL) {
> _mesa_error(ctx, GL_INVALID_VALUE, "glShaderSourceARB");
> return;
> }
>
> + struct gl_shader *sh = _mesa_lookup_shader(ctx, shaderObj);
For C sources, I think we're still trying to declare all variables at
the top of scope.
> +
> /*
> * This array holds offsets of where the appropriate string ends, thus the
> * last element will be set to the total length of the source code.
> @@ -1620,35 +1692,19 @@ _mesa_ShaderSource(GLhandleARB shaderObj, GLsizei count,
> source[totalLength - 1] = '\0';
> source[totalLength - 2] = '\0';
>
> - if (SHADER_SUBST) {
> - /* Compute the shader's source code checksum then try to open a file
> - * named newshader_<CHECKSUM>. If it exists, use it in place of the
> - * original shader source code. For debugging.
> - */
> - char filename[100];
> - GLcharARB *newSource;
> -
> - checksum = _mesa_str_checksum(source);
> -
> - _mesa_snprintf(filename, sizeof(filename), "newshader_%d", checksum);
> + /* Dump original shader source to MESA_SHADER_DUMP_PATH and replace
> + * if corresponding entry found from MESA_SHADER_READ_PATH.
> + */
> + dump_shader(sh->Stage, source);
>
> - newSource = read_shader(filename);
> - if (newSource) {
> - fprintf(stderr, "Mesa: Replacing shader %u chksum=%d with %s\n",
> - shaderObj, checksum, filename);
> - free(source);
> - source = newSource;
> - }
> + replacement = read_shader(sh->Stage, source);
> + if (replacement) {
> + free(source);
> + source = replacement;
> }
>
> shader_source(ctx, shaderObj, source);
>
> - if (SHADER_SUBST) {
> - struct gl_shader *sh = _mesa_lookup_shader(ctx, shaderObj);
> - if (sh)
> - sh->SourceChecksum = checksum; /* save original checksum */
> - }
> -
> free(offsets);
> }
>
>
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