[Mesa-dev] [PATCH 31/87] glsl: add shader cache support for buffer blocks

Timothy Arceri timothy.arceri at collabora.com
Wed Jul 13 02:47:26 UTC 2016


---
 src/compiler/glsl/shader_cache.cpp | 157 +++++++++++++++++++++++++++++++++++++
 1 file changed, 157 insertions(+)

diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp
index ed1c06f..cd92e24 100644
--- a/src/compiler/glsl/shader_cache.cpp
+++ b/src/compiler/glsl/shader_cache.cpp
@@ -189,6 +189,135 @@ read_subroutines(struct blob_reader *metadata, struct gl_shader_program *prog)
 }
 
 static void
+write_buffer_block(struct blob *metadata, struct gl_uniform_block *b)
+{
+   blob_write_string(metadata, b->Name);
+   blob_write_uint32(metadata, b->NumUniforms);
+   blob_write_uint32(metadata, b->Binding);
+   blob_write_uint32(metadata, b->UniformBufferSize);
+   blob_write_uint32(metadata, b->stageref);
+
+   for (unsigned j = 0; j < b->NumUniforms; j++) {
+      blob_write_string(metadata, b->Uniforms[j].Name);
+      blob_write_string(metadata, b->Uniforms[j].IndexName);
+      encode_type_to_blob(metadata, b->Uniforms[j].Type);
+      blob_write_uint32(metadata, b->Uniforms[j].Offset);
+   }
+}
+
+static void
+write_buffer_blocks(struct blob *metadata, struct gl_shader_program *prog)
+{
+   blob_write_uint32(metadata, prog->NumUniformBlocks);
+   blob_write_uint32(metadata, prog->NumShaderStorageBlocks);
+   blob_write_intptr(metadata, (intptr_t) prog->UniformBlocks);
+   blob_write_intptr(metadata, (intptr_t) prog->ShaderStorageBlocks);
+
+   for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
+      write_buffer_block(metadata, &prog->UniformBlocks[i]);
+   }
+
+   for (unsigned i = 0; i < prog->NumShaderStorageBlocks; i++) {
+      write_buffer_block(metadata, &prog->ShaderStorageBlocks[i]);
+   }
+
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      struct gl_linked_shader *sh = prog->_LinkedShaders[i];
+      if (!sh)
+         continue;
+
+      blob_write_uint32(metadata, sh->NumUniformBlocks);
+      blob_write_uint32(metadata, sh->NumShaderStorageBlocks);
+
+      for (unsigned j = 0; j < sh->NumUniformBlocks; j++) {
+         blob_write_intptr(metadata, (intptr_t) sh->UniformBlocks[j]);
+      }
+
+      for (unsigned j = 0; j < sh->NumShaderStorageBlocks; j++) {
+         blob_write_intptr(metadata, (intptr_t) sh->ShaderStorageBlocks[j]);
+      }
+   }
+}
+
+static void
+read_buffer_block(struct blob_reader *metadata, struct gl_uniform_block *b,
+                  struct gl_shader_program *prog)
+{
+      b->Name = ralloc_strdup(prog, blob_read_string (metadata));
+      b->NumUniforms = blob_read_uint32(metadata);
+      b->Binding = blob_read_uint32(metadata);
+      b->UniformBufferSize = blob_read_uint32(metadata);
+      b->stageref = blob_read_uint32(metadata);
+
+      b->Uniforms = rzalloc_array(prog, struct gl_uniform_buffer_variable,
+                                  b->NumUniforms);
+      for (unsigned j = 0; j < b->NumUniforms; j++) {
+         b->Uniforms[j].Name = ralloc_strdup(prog,
+                                             blob_read_string (metadata));
+
+         char *index_name = blob_read_string(metadata);
+         if (strcmp(b->Uniforms[j].Name, index_name) == 0) {
+            b->Uniforms[j].IndexName = b->Uniforms[j].Name;
+         } else {
+            b->Uniforms[j].IndexName = ralloc_strdup(prog, index_name);
+         }
+
+         b->Uniforms[j].Type = decode_type_from_blob(metadata);
+         b->Uniforms[j].Offset = blob_read_uint32(metadata);
+      }
+}
+
+static void
+read_buffer_blocks(struct blob_reader *metadata,
+                   struct gl_shader_program *prog)
+{
+   prog->NumUniformBlocks = blob_read_uint32(metadata);
+   prog->NumShaderStorageBlocks = blob_read_uint32(metadata);
+   intptr_t ub_base = blob_read_intptr(metadata);
+   intptr_t sb_base = blob_read_intptr(metadata);
+
+   prog->UniformBlocks = rzalloc_array(prog, struct gl_uniform_block,
+                                       prog->NumUniformBlocks);
+
+   prog->ShaderStorageBlocks = rzalloc_array(prog, struct gl_uniform_block,
+                                             prog->NumShaderStorageBlocks);
+
+   for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
+      read_buffer_block(metadata, &prog->UniformBlocks[i], prog);
+   }
+
+   for (unsigned i = 0; i < prog->NumShaderStorageBlocks; i++) {
+      read_buffer_block(metadata, &prog->ShaderStorageBlocks[i], prog);
+   }
+
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      struct gl_linked_shader *sh = prog->_LinkedShaders[i];
+      if (!sh)
+         continue;
+
+      sh->NumUniformBlocks = blob_read_uint32(metadata);
+      sh->NumShaderStorageBlocks = blob_read_uint32(metadata);
+
+      sh->UniformBlocks =
+         rzalloc_array(prog, gl_uniform_block *, sh->NumUniformBlocks);
+      sh->ShaderStorageBlocks =
+         rzalloc_array(prog, gl_uniform_block *, sh->NumShaderStorageBlocks);
+
+      for (unsigned j = 0; j < sh->NumUniformBlocks; j++) {
+         intptr_t ub = blob_read_intptr(metadata);
+         ptrdiff_t diff = (ub - ub_base) / sizeof(gl_uniform_block);
+         sh->UniformBlocks[j] = prog->UniformBlocks + diff;
+      }
+
+      for (unsigned j = 0; j < sh->NumShaderStorageBlocks; j++) {
+         intptr_t sb = blob_read_intptr(metadata);
+         ptrdiff_t diff = (sb - sb_base) / sizeof(gl_uniform_block);
+         sh->ShaderStorageBlocks[j] = prog->ShaderStorageBlocks + diff;
+      }
+   }
+}
+
+static void
 write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
 {
    uint32_t i;
@@ -445,6 +574,24 @@ write_program_resource_data(struct blob *metadata,
       blob_write_uint32(metadata, data);
       break;
    }
+   case GL_UNIFORM_BLOCK:
+      for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
+         if (strcmp(((gl_uniform_block *)res->Data)->Name,
+                    prog->UniformBlocks[i].Name) == 0) {
+            blob_write_uint32(metadata, i);
+            break;
+         }
+      }
+      break;
+   case GL_SHADER_STORAGE_BLOCK:
+      for (unsigned i = 0; i < prog->NumShaderStorageBlocks; i++) {
+         if (strcmp(((gl_uniform_block *)res->Data)->Name,
+                    prog->ShaderStorageBlocks[i].Name) == 0) {
+            blob_write_uint32(metadata, i);
+            break;
+         }
+      }
+      break;
    case GL_BUFFER_VARIABLE:
    case GL_VERTEX_SUBROUTINE_UNIFORM:
    case GL_GEOMETRY_SUBROUTINE_UNIFORM:
@@ -506,6 +653,12 @@ read_program_resource_data(struct blob_reader *metadata,
       res->Data = var;
       break;
    }
+   case GL_UNIFORM_BLOCK:
+      res->Data = &prog->UniformBlocks[blob_read_uint32(metadata)];
+      break;
+   case GL_SHADER_STORAGE_BLOCK:
+      res->Data = &prog->ShaderStorageBlocks[blob_read_uint32(metadata)];
+      break;
    case GL_BUFFER_VARIABLE:
    case GL_VERTEX_SUBROUTINE_UNIFORM:
    case GL_GEOMETRY_SUBROUTINE_UNIFORM:
@@ -742,6 +895,8 @@ shader_cache_write_program_metadata(struct gl_context *ctx,
 
    write_uniform_remap_tables(metadata, prog);
 
+   write_buffer_blocks(metadata, prog);
+
    write_subroutines(metadata, prog);
 
    write_program_resource_list(metadata, prog);
@@ -849,6 +1004,8 @@ shader_cache_read_program_metadata(struct gl_context *ctx,
 
    read_uniform_remap_tables(&metadata, prog);
 
+   read_buffer_blocks(&metadata, prog);
+
    read_subroutines(&metadata, prog);
 
    read_program_resource_list(&metadata, prog);
-- 
2.7.4



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