[Mesa-dev] [PATCH] mesa: change 'SHADER_SUBST' facility to work with env variables

Brian Paul brianp at vmware.com
Tue Sep 1 06:40:51 PDT 2015


On 09/01/2015 06:04 AM, Tapani Pälli wrote:
>
>
> On 08/31/2015 05:56 PM, Brian Paul wrote:
>> Looks good.  Just some minor nitpicks below.
>>
>> Reviewed-by: Brian Paul <brianp at vmware.com>
>
> Thanks! I have one comment below ..
>
>>
>> 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?
>
> Yes, I thought a bit of solutions to work only in one dir but I think
> having 2 makes everything more clear and here user can be only one
> overwriting edited contents. I could add some text here : "These paths
> should be separate to avoid overwriting modified contents." (?)

How about "When both are set, these paths should be different so the 
dumped shaders do not clobber the replacement shaders."

-Brian



>
>>
>>> +</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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