[Mesa-dev] [RFC PATCH] mesa: Add MESA_SHADER_CAPTURE_PATH for writing .shader_test files.

Kenneth Graunke kenneth at whitecape.org
Mon Jan 18 14:55:28 PST 2016


On Monday, January 18, 2016 8:53:18 AM PST Ben Widawsky wrote:
> On Mon, Jan 18, 2016 at 07:05:21AM -0800, Kenneth Graunke wrote:
> > This writes linked shader programs to .shader_test files to
> > $MESA_SHADER_CAPTURE_PATH in the format used by shader-db
> > (http://cgit.freedesktop.org/mesa/shader-db).
> > 
> > It supports both GLSL shaders and ARB programs.  All stages that
> > are linked together are written in a single .shader_test file.
> > 
> > This eliminates the need for shader-db's split-to-files.py, as Mesa
> > produces the desired format directly.  It's much more reliable than
> > parsing stdout/stderr, as those may contain extraneous messages, or
> > simply be closed by the application and unavailable.
> 
> As someone with no authority on the matter, using the source to generate the
> .shader_test files is always better than some post processing thing. One 
might
> argue that generating .shader_test is a little too specific, but I guess we 
can
> cross that bridge when we get there.
> 
> So yeah, thumbs up from me. Small things below, while I'm here.
> 
> > 
> > We have many similar features already, but this is a bit different:
> > - MESA_GLSL=dump writes to stdout, not files.
> > - MESA_GLSL=log writes each stage to separate files (rather than
> >   all linked shaders in one file), at draw time (not link time),
> >   with uniform data and state flag info.
> > - Tapani's shader replacement mechanism (MESA_SHADER_DUMP_PATH and
> >   MESA_SHADER_READ_PATH) also uses separate files per shader stage,
> >   but allows reading in files to replace an app's shader code.
> > 
> > v2: Dump ARB programs too, not just GLSL.
> > v3: Don't dump bogus 0.shader_test file.
> > v4: Add "GL_ARB_separate_shader_objects" to the [require] block.
> > v5: Print "GLSL 4.00" instead of "GLSL 4.0" in the [require] block.
> > v6: Don't hardcode /tmp/mesa.
> > 
> > Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
> > ---
> >  src/mesa/main/arbprogram.c | 20 ++++++++++++++++++++
> >  src/mesa/main/mtypes.h     |  1 -
> >  src/mesa/main/shaderapi.c  | 40 ++++++++++++++++++++++++++++++++++++++++
> >  src/mesa/main/shaderapi.h  |  3 +++
> >  4 files changed, 63 insertions(+), 1 deletion(-)
> > 
> > Hi Felix,
> > 
> > Nothing nearly as cool as apitrace :)  It's just a simple patch to write
> > .shader_test files for any shader programs an application asks us to 
compile.
> > My workflow is basically:
> > 
> >    $ mkdir /tmp/mesa
> >    $ MESA_SHADER_CAPTURE_PATH=/tmp/mesa <some application>
> >      (this writes a /tmp/mesa
> >    $ cd ~/Projects/shader-db/shaders/...
> >    $ find-duplicates /tmp/mesa/* | grep ^rm | sh
> >    $ mv /tmp/mesa/* .
> >    $ git add .
> >    $ git commit -m 'Import shaders for ...'
> > 
> > where find-duplicates is http://whitecape.org/stuff/find-duplicates
> > To do this with Steam, you can right click on the game in the library,
> > click "Properties", then "Set Launch Options", and enter:
> > 
> >    MESA_SHADER_CAPTURE_PATH=/tmp/mesa %command%
> > 
> >  --Ken
> > 
> > diff --git a/src/mesa/main/arbprogram.c b/src/mesa/main/arbprogram.c
> > index f474951..f78598c 100644
> > --- a/src/mesa/main/arbprogram.c
> > +++ b/src/mesa/main/arbprogram.c
> > @@ -36,6 +36,7 @@
> >  #include "main/macros.h"
> >  #include "main/mtypes.h"
> >  #include "main/arbprogram.h"
> > +#include "main/shaderapi.h"
> >  #include "program/arbprogparse.h"
> >  #include "program/program.h"
> >  #include "program/prog_print.h"
> > @@ -373,6 +374,25 @@ _mesa_ProgramStringARB(GLenum target, GLenum format, 
GLsizei len,
> >        }
> >        fflush(stderr);
> >     }
> > +
> > +   /* Capture vp-*.shader_test/fp-*.shader_test files. */
> > +   const char *capture_path = _mesa_get_shader_capture_path();
> > +   if (capture_path != NULL) {
> > +      FILE *file;
> > +      char filename[PATH_MAX];
> > +      const char *shader_type =
> > +         target == GL_FRAGMENT_PROGRAM_ARB ? "fragment" : "vertex";
> > +
> > +      _mesa_snprintf(filename, sizeof(filename), "%s/%cp-%u.shader_test",
> > +                     capture_path, shader_type[0], base->Id);
> > +      file = fopen(filename, "w");
> > +      if (file) {
> > +         fprintf(file,
> > +                 "[require]\nGL_ARB_%s_program\n\n[%s program]\n%s\n",
> > +                 shader_type, shader_type, (const char *) string);
> > +         fclose(file);
> > +      }
> > +   }
> >  }
> >  
> >  
> > diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
> > index 0992d4d..6d35e41 100644
> > --- a/src/mesa/main/mtypes.h
> > +++ b/src/mesa/main/mtypes.h
> > @@ -2856,7 +2856,6 @@ struct gl_shader_program
> >  #define GLSL_REPORT_ERRORS 0x100  /**< Print compilation errors */
> >  #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile 
error */
> >  
> > -
> >  /**
> >   * Context state for GLSL vertex/fragment shaders.
> >   * Extended to support pipeline object
> > diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
> > index 126786c..030d9a1 100644
> > --- a/src/mesa/main/shaderapi.c
> > +++ b/src/mesa/main/shaderapi.c
> > @@ -96,6 +96,20 @@ _mesa_get_shader_flags(void)
> >     return flags;
> >  }
> >  
> > +/**
> > + * Memoized version of getenv("MESA_SHADER_CAPTURE_PATH").
> > + */
> 
> The comment is probably unnecessary as this is such a common thing to do. I 
only
> pointed it out because I now learned the work memoization :-)

Yeah, and the function is tiny and obvious.  I just have a habit of
writing comments above my functions.  We could drop it.  Either way.

> > +const char *
> > +_mesa_get_shader_capture_path(void)
> > +{
> > +   static bool read_env_var = false;
> > +   static const char *path = NULL;
> > +
> > +   if (!read_env_var)
> > +      path = getenv("MESA_SHADER_CAPTURE_PATH");
> 
> I just noticed you spotted the problem here in a followup mail - but
> why not get rid of the read_env_var completely? Either way you're
> subject to failures while people are running a program and changing
> that variable (though admittedly, the bool version is kind of less
> failure-y). Doesn't it just become:
> 
> static const char *path = getenv("MESA_SHADER_CAPTURE_PATH");
> return path;
> 
> Perhaps I'm failing to see something obvious that you've thought of
> though, it's early and I haven't had coffee yet.

That's what I thought too - but it doesn't work:

main/shaderapi.c: In function ‘_mesa_get_shader_capture_path’:
main/shaderapi.c:105:30: error: initializer element is not constant
    static const char *path = getenv("MESA_SHADER_CAPTURE_PATH");

Apparently, initializers for static variables have to be data that can
be baked in, rather than function calls or code that has to be executed.
Which kind of makes sense - they probably wanted to support the simple
case of "initialize to 0" without having to define when that code would
be run (dlopen?).

I thought about doing

   static const char *path = 0x1;
   if (path == 0x1) {
       path = getenv("MESA_SHADER_CAPTURE_PATH");
   }

to avoid the extra static variable, but I decided the boolean was a
little cleaner.  (Though, I think it makes the driver a bit bigger...)

> > +
> > +   return path;
> > +}
> >  
> >  /**
> >   * Initialize context's shader state.
> > @@ -1047,6 +1061,32 @@ link_program(struct gl_context *ctx, GLuint 
program)
> >  
> >     _mesa_glsl_link_shader(ctx, shProg);
> >  
> > +   /* Capture .shader_test files. */
> > +   const char *capture_path = _mesa_get_shader_capture_path();
> > +   if (shProg->Name != 0 && capture_path != NULL) {
> > +      FILE *file;
> > +      char filename[PATH_MAX];
> > +
> > +      _mesa_snprintf(filename, sizeof(filename), "%s/%u.shader_test",
> > +                     capture_path, shProg->Name);
> > +
> 
> Was error handling left out intentionally? If you really do go past 
PATH_MAX,
> fopen will fail for non-obvious reasons - although I notice that you have no
> error messages at all (like if the file isn't writable), so perhaps that's 
the
> intention.

Laziness.  This was more a hack I developed for my personal use.
I'd originally hardcoded it to /tmp/mesa, and /tmp/mesa/%u.shader_test
won't even exceed PATH_MAX.

I suppose we could guard against that error by adding a check to
_mesa_get_shader_capture_path():

   if (strlen(path) > PATH_MAX - strlen("/4294967296.shader_test")) {
      _mesa_warning("MESA_SHADER_CAPTURE_PATH too long; ignoring");
      path = NULL;
   }

I suppose adding a _mesa_warning if fopen fails would be appropriate.

> > +      file = fopen(filename, "w");
> > +      if (file) {
> > +         fprintf(file, "[require]\nGLSL >= %u.%02u\n",
> > +                 shProg->Version / 100, shProg->Version % 100);
> > +         if (shProg->SeparateShader)
> > +            fprintf(file, "GL_ARB_separate_shader_objects\n");
> > +         fprintf(file, "\n");
> > +
> > +         for (unsigned i = 0; i < shProg->NumShaders; i++) {
> > +            fprintf(file, "[%s shader]\n%s\n",
> > +                    _mesa_shader_stage_to_string(shProg->Shaders[i]-
>Stage),
> > +                    shProg->Shaders[i]->Source);
> > +         }
> > +         fclose(file);
> > +      }
> > +   }
> > +
> >     if (shProg->LinkStatus == GL_FALSE &&
> >         (ctx->_Shader->Flags & GLSL_REPORT_ERRORS)) {
> >        _mesa_debug(ctx, "Error linking program %u:\n%s\n",
> > diff --git a/src/mesa/main/shaderapi.h b/src/mesa/main/shaderapi.h
> > index fba767b..2ac25d0 100644
> > --- a/src/mesa/main/shaderapi.h
> > +++ b/src/mesa/main/shaderapi.h
> > @@ -43,6 +43,9 @@ struct gl_shader_program;
> >  extern GLbitfield
> >  _mesa_get_shader_flags(void);
> >  
> > +extern const char *
> > +_mesa_get_shader_capture_path(void);
> > +
> >  extern void
> >  _mesa_copy_string(GLchar *dst, GLsizei maxLength,
> >                    GLsizei *length, const GLchar *src);
> 
> Bottom line is I think this is a good thing to do, for whatever that's 
worth.

Thanks!
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