[Mesa-dev] [PATCH 11/88] glsl: add initial implementation of shader cache

Timothy Arceri timothy.arceri at collabora.com
Sat Sep 24 05:24:52 UTC 2016


This uses the recently-added cache.c to write out a serialization of
various state that's required in order to successfully load and use a
binary written out by a drivers backend, this state is referred to as
"metadata" throughout the implementation.

This patch is based on the initial work done by Carl.
---
 src/compiler/Makefile.sources      |   4 +-
 src/compiler/glsl/shader_cache.cpp | 464 +++++++++++++++++++++++++++++++++++++
 src/compiler/glsl/shader_cache.h   |  38 +++
 3 files changed, 505 insertions(+), 1 deletion(-)
 create mode 100644 src/compiler/glsl/shader_cache.cpp
 create mode 100644 src/compiler/glsl/shader_cache.h

diff --git a/src/compiler/Makefile.sources b/src/compiler/Makefile.sources
index 712b33a..46905ef 100644
--- a/src/compiler/Makefile.sources
+++ b/src/compiler/Makefile.sources
@@ -138,7 +138,9 @@ LIBGLSL_FILES = \
 
 LIBGLSL_SHADER_CACHE_FILES = \
 	glsl/cache.c \
-	glsl/cache.h
+	glsl/cache.h \
+	glsl/shader_cache.cpp \
+	glsl/shader_cache.h
 
 # glsl_compiler
 
diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp
new file mode 100644
index 0000000..d0d0a2e
--- /dev/null
+++ b/src/compiler/glsl/shader_cache.cpp
@@ -0,0 +1,464 @@
+/*
+ * Copyright © 2014 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
+ */
+
+/**
+ * \file shader_cache.c
+ *
+ * GLSL shader cache implementation
+ *
+ * This uses the generic cache in cache.c to implement a cache of linked
+ * shader programs.
+ */
+
+#include "main/core.h"
+#include "glsl_symbol_table.h"
+#include "glsl_parser_extras.h"
+#include "ir.h"
+#include "program.h"
+#include "linker.h"
+#include "link_varyings.h"
+#include "ir_optimization.h"
+#include "ir_rvalue_visitor.h"
+#include "ir_uniform.h"
+#include "util/mesa-sha1.h"
+#include "util/string_to_uint_map.h"
+#include "blob.h"
+#include "cache.h"
+
+extern "C" {
+#include "main/shaderobj.h"
+#include "main/enums.h"
+#include "program/program.h"
+}
+
+static void
+encode_type_to_blob(struct blob *blob, const glsl_type *type)
+{
+   uint32_t encoding;
+
+   switch (type->base_type) {
+   case GLSL_TYPE_UINT:
+   case GLSL_TYPE_INT:
+   case GLSL_TYPE_FLOAT:
+   case GLSL_TYPE_BOOL:
+      encoding = (type->base_type << 24) |
+         (type->vector_elements << 4) |
+         (type->matrix_columns);
+      break;
+   case GLSL_TYPE_SAMPLER:
+      encoding = (type->base_type) << 24 |
+         (type->sampler_dimensionality << 4) |
+         (type->sampler_shadow << 3) |
+         (type->sampler_array << 2) |
+         (type->sampled_type);
+      break;
+   case GLSL_TYPE_IMAGE:
+   case GLSL_TYPE_ATOMIC_UINT:
+   case GLSL_TYPE_STRUCT:
+   case GLSL_TYPE_INTERFACE:
+   case GLSL_TYPE_ARRAY:
+   case GLSL_TYPE_VOID:
+   case GLSL_TYPE_ERROR:
+   default:
+      assert(!"Cannot encode type!");
+      encoding = 0;
+      break;
+   }
+
+   blob_write_uint32(blob, encoding);
+}
+
+static const glsl_type *
+decode_type_from_blob(struct blob_reader *blob)
+{
+   uint32_t u = blob_read_uint32(blob);
+   glsl_base_type base_type = (glsl_base_type) (u >> 24);
+
+   switch (base_type) {
+   case GLSL_TYPE_UINT:
+   case GLSL_TYPE_INT:
+   case GLSL_TYPE_FLOAT:
+   case GLSL_TYPE_BOOL:
+      return glsl_type::get_instance(base_type, (u >> 4) & 0x0f, u & 0x0f);
+   case GLSL_TYPE_SAMPLER:
+      return glsl_type::get_sampler_instance((enum glsl_sampler_dim) ((u >> 4) & 0x07),
+                                             (u >> 3) & 0x01,
+                                             (u >> 2) & 0x01,
+                                             (glsl_base_type) ((u >> 0) & 0x03));
+   case GLSL_TYPE_IMAGE:
+   case GLSL_TYPE_ATOMIC_UINT:
+   case GLSL_TYPE_STRUCT:
+   case GLSL_TYPE_INTERFACE:
+   case GLSL_TYPE_ARRAY:
+   case GLSL_TYPE_VOID:
+   case GLSL_TYPE_ERROR:
+   default:
+      assert(!"Cannot decode type!");
+      return NULL;
+   }
+}
+
+static void
+write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
+{
+   uint32_t i;
+
+   blob_write_uint32(metadata, prog->SamplersValidated);
+   blob_write_uint32(metadata, prog->NumUniformStorage);
+   blob_write_uint32(metadata, prog->NumUniformDataSlots);
+
+   for (i = 0; i < prog->NumUniformStorage; i++) {
+      encode_type_to_blob(metadata, prog->UniformStorage[i].type);
+      blob_write_string(metadata, prog->UniformStorage[i].name);
+      blob_write_uint32(metadata, prog->UniformStorage[i].storage -
+                                  prog->UniformDataSlots);
+      blob_write_uint32(metadata, prog->UniformStorage[i].remap_location);
+   }
+}
+
+static void
+read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
+{
+   struct gl_uniform_storage *uniforms;
+   union gl_constant_value *data;
+   uint32_t i;
+
+   prog->SamplersValidated = blob_read_uint32(metadata);
+   prog->NumUniformStorage = blob_read_uint32(metadata);
+   prog->NumUniformDataSlots = blob_read_uint32(metadata);
+
+   uniforms = rzalloc_array(prog, struct gl_uniform_storage,
+                            prog->NumUniformStorage);
+   prog->UniformStorage = uniforms;
+
+   data = rzalloc_array(uniforms, union gl_constant_value,
+                        prog->NumUniformDataSlots);
+   prog->UniformDataSlots = data;
+
+   prog->UniformHash = new string_to_uint_map;
+
+   for (i = 0; i < prog->NumUniformStorage; i++) {
+      uniforms[i].type = decode_type_from_blob(metadata);
+      uniforms[i].name = ralloc_strdup(prog, blob_read_string (metadata));
+      uniforms[i].storage = data + blob_read_uint32(metadata);
+      uniforms[i].remap_location = blob_read_uint32(metadata);
+      uniforms[i].block_index = -1;
+      uniforms[i].atomic_buffer_index = -1;
+      prog->UniformHash->put(i, uniforms[i].name);
+   }
+}
+
+
+static void
+write_uniform_remap_table(struct blob *metadata,
+                          struct gl_shader_program *prog)
+{
+   blob_write_uint32(metadata, prog->NumUniformRemapTable);
+
+   for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
+      blob_write_uint32(metadata,
+                        prog->UniformRemapTable[i] - prog->UniformStorage);
+   }
+}
+
+static void
+read_uniform_remap_table(struct blob_reader *metadata,
+                         struct gl_shader_program *prog)
+{
+   unsigned i;
+
+   prog->NumUniformRemapTable = blob_read_uint32(metadata);
+
+   prog->UniformRemapTable =rzalloc_array(prog, struct gl_uniform_storage *,
+                                          prog->NumUniformRemapTable);
+
+   for (i = 0; i < prog->NumUniformRemapTable; i++) {
+      prog->UniformRemapTable[i] =
+         prog->UniformStorage + blob_read_uint32(metadata);
+   }
+}
+
+static void
+write_shader_parameters(struct blob *metadata,
+                        struct gl_program_parameter_list *params)
+{
+   unsigned i;
+   struct gl_program_parameter *param;
+
+   blob_write_uint32(metadata, params->NumParameters);
+
+   for (i = 0; i < params->NumParameters; i++) {
+      param = &params->Parameters[i];
+
+      blob_write_uint32(metadata, param->Type);
+      blob_write_string(metadata, param->Name);
+      blob_write_uint32(metadata, param->Size);
+      blob_write_uint32(metadata, param->DataType);
+      blob_write_bytes(metadata, param->StateIndexes,
+                       sizeof(param->StateIndexes));
+   }
+
+   blob_write_uint32(metadata, params->StateFlags);
+}
+
+static void
+read_shader_parameters(struct blob_reader *metadata,
+                       struct gl_program_parameter_list *params)
+{
+   uint32_t i, num_parameters;
+   const char *name;
+   gl_register_file type;
+   GLuint size;
+   GLenum data_type;
+   gl_state_index state_indexes[STATE_LENGTH];
+
+   num_parameters = blob_read_uint32(metadata);
+
+   for (i = 0; i < num_parameters; i++) {
+
+      type = (gl_register_file) blob_read_uint32(metadata);
+      name = blob_read_string(metadata);
+      size = blob_read_uint32(metadata);
+      data_type = blob_read_uint32(metadata);
+      blob_copy_bytes(metadata, (uint8_t *) state_indexes,
+                      sizeof(state_indexes));
+
+      _mesa_add_parameter(params, type, name, size, data_type,
+                          NULL, state_indexes);
+   }
+
+   params->StateFlags = blob_read_uint32(metadata);
+}
+
+static void
+write_shader_metadata(struct blob *metadata, gl_linked_shader *shader)
+{
+   struct gl_program *glprog;
+
+   if (shader->Program) {
+      glprog = shader->Program;
+      /* Use the lowest bit to indicate that there is shader_metadata here. */
+      blob_write_uint64(metadata, glprog->InputsRead << 1 | 1);
+      blob_write_uint64(metadata, glprog->OutputsWritten);
+      blob_write_bytes(metadata, glprog->TexturesUsed,
+                       sizeof(glprog->TexturesUsed));
+      blob_write_uint64(metadata, glprog->SamplersUsed);
+      blob_write_uint64(metadata, shader->num_samplers);
+
+      write_shader_parameters(metadata, glprog->Parameters);
+
+   } else {
+      /* An initial value of 0 indicates that this shader is not present. */
+      blob_write_uint64(metadata, 0);
+   }
+}
+
+static void
+read_shader_metadata(struct blob_reader *metadata,
+                     struct gl_program *glprog,
+                     gl_linked_shader *linked)
+{
+   uint64_t has_shader;
+
+   has_shader = blob_read_uint64(metadata);
+
+   if (has_shader) {
+      glprog->InputsRead = has_shader >> 1;
+      glprog->OutputsWritten = blob_read_uint64(metadata);
+      blob_copy_bytes(metadata, (uint8_t *) glprog->TexturesUsed,
+                      sizeof(glprog->TexturesUsed));
+      glprog->SamplersUsed = blob_read_uint64(metadata);
+      linked->num_samplers = blob_read_uint64(metadata);
+
+      glprog->Parameters = _mesa_new_parameter_list();
+
+      read_shader_parameters(metadata, glprog->Parameters);
+
+      linked->Program = glprog;
+   } else {
+      linked->Program = NULL;
+   }
+}
+
+static void
+create_binding_str(const char *key, unsigned value, void *closure)
+{
+   char **bindings_str = (char **) closure;
+   ralloc_asprintf_append(bindings_str, "%s:%u,", key, value);
+}
+
+static void
+create_linked_shader_and_program(struct gl_context *ctx,
+                                 gl_shader_stage stage,
+                                 struct gl_shader_program *prog,
+                                 struct blob_reader *metadata)
+{
+   struct gl_program *glprog;
+   struct gl_linked_shader *linked;
+
+   linked = ctx->Driver.NewShader(stage);
+   glprog = ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
+                                   prog->Name);
+
+   read_shader_metadata(metadata, glprog, linked);
+   _mesa_reference_program(ctx, &linked->Program, glprog);
+   prog->_LinkedShaders[stage] = linked;
+}
+
+void
+shader_cache_write_program_metadata(struct gl_context *ctx,
+                                    struct gl_shader_program *prog)
+{
+   struct blob *metadata;
+   char sha1_buf[41];
+   struct program_cache *cache;
+
+   cache = ctx->Cache;
+   if (!cache)
+      return;
+
+   /* We should be able to serialize any valid combinations of shaders, but
+    * for now we only support vs and fs.
+    */
+   if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] ||
+       prog->_LinkedShaders[MESA_SHADER_TESS_EVAL] ||
+       prog->_LinkedShaders[MESA_SHADER_TESS_CTRL] ||
+       prog->_LinkedShaders[MESA_SHADER_COMPUTE])
+      return;
+
+   metadata = blob_create(NULL);
+
+   write_uniforms(metadata, prog);
+
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      if (prog->_LinkedShaders[i])
+         write_shader_metadata(metadata, prog->_LinkedShaders[i]);
+   }
+
+   write_uniform_remap_table(metadata, prog);
+
+   for (unsigned i = 0; i < prog->NumShaders; i++) {
+      cache_put_key(cache, prog->Shaders[i]->sha1);
+      if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
+         fprintf(stderr, "marking shader: %s\n",
+                 _mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1));
+      }
+   }
+
+   cache_put(cache, prog->sha1, metadata->data, metadata->size);
+
+   ralloc_free(metadata);
+
+   if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
+      fprintf(stderr, "putting program metadata in cache: %s\n",
+              _mesa_sha1_format(sha1_buf, prog->sha1));
+   }
+}
+
+bool
+shader_cache_read_program_metadata(struct gl_context *ctx,
+                                   struct gl_shader_program *prog)
+{
+   const char *stage_name[] = { "vs", "tcs", "tes", "gs", "fs", "cs" };
+   char *buf, sha1buf[41];
+   unsigned char sha1[20];
+   uint8_t *buffer;
+   struct program_cache *cache;
+   size_t size;
+   struct blob_reader metadata;
+
+   cache = ctx->Cache;
+   if (!cache)
+      return false;
+
+
+   /* Include bindings when creating sha1. These bindings change the resulting
+    * binary so they are just as important as the shader source.
+    */
+   char *bindings_str = ralloc_strdup(NULL, "vb: ");
+   prog->AttributeBindings->iterate(create_binding_str, &bindings_str);
+   ralloc_strcat(&bindings_str, "fb: ");
+   prog->FragDataBindings->iterate(create_binding_str, &bindings_str);
+   ralloc_strcat(&bindings_str, "fbi: ");
+   prog->FragDataIndexBindings->iterate(create_binding_str, &bindings_str);
+   _mesa_sha1_compute(bindings_str, strlen(bindings_str), sha1);
+   ralloc_free(bindings_str);
+
+   buf = ralloc_strdup(NULL, "bindings: ");
+   ralloc_asprintf_append(&buf, "%s\n", _mesa_sha1_format(sha1buf, sha1));
+
+   for (unsigned i = 0; i < prog->NumShaders; i++) {
+      ralloc_asprintf_append(&buf, "%s: %s\n",
+                             stage_name[prog->Shaders[i]->Stage],
+                             _mesa_sha1_format(sha1buf,
+                                               prog->Shaders[i]->sha1));
+   }
+   _mesa_sha1_compute(buf, strlen(buf), prog->sha1);
+   ralloc_free(buf);
+
+   buffer = (uint8_t *) cache_get(cache, prog->sha1, &size);
+   if (buffer == NULL) {
+      /* FIXME: Fall back and link shaders here, if necessary, compile any
+       * shaders we didn't compile earlier.
+       */
+      return false;
+   }
+
+   if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
+      fprintf(stderr, "loading shader program meta data from cache: %s\n",
+              _mesa_sha1_format(sha1buf, prog->sha1));
+   }
+
+   blob_reader_init(&metadata, buffer, size);
+
+   assert(prog->UniformStorage == NULL);
+
+   read_uniforms(&metadata, prog);
+
+   /* Find stages used in the program */
+   bool linked_stages[MESA_SHADER_STAGES] = { 0 };
+   for (unsigned i = 0; i < prog->NumShaders; i++) {
+      linked_stages[prog->Shaders[i]->Stage] = true;
+   }
+
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      if (linked_stages[i]) {
+         create_linked_shader_and_program(ctx, (gl_shader_stage) i,
+                                          prog, &metadata);
+      }
+   }
+
+   read_uniform_remap_table(&metadata, prog);
+
+   if (metadata.current != metadata.end || metadata.overrun) {
+      /* FIXME: At this point, we should discard the item from the cache and
+       * rebuild from source.
+       */
+   }
+
+   prog->LinkStatus = true;
+
+   free (buffer);
+
+   return true;
+}
diff --git a/src/compiler/glsl/shader_cache.h b/src/compiler/glsl/shader_cache.h
new file mode 100644
index 0000000..ffcf4f8
--- /dev/null
+++ b/src/compiler/glsl/shader_cache.h
@@ -0,0 +1,38 @@
+/*
+ * Copyright © 2014 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
+ */
+
+#pragma once
+#ifndef SHADER_CACHE
+#define SHADER_CACHE
+
+#include "cache.h"
+
+void
+shader_cache_write_program_metadata(struct gl_context *ctx,
+                                    struct gl_shader_program *prog);
+
+bool
+shader_cache_read_program_metadata(struct gl_context *ctx,
+                                   struct gl_shader_program *prog);
+
+#endif /* GLSL_SYMBOL_TABLE */
-- 
2.7.4



More information about the mesa-dev mailing list