[Mesa-dev] [PATCH 04/27] glsl: make a copy of the shader source for use with cache fallback
Jordan Justen
jordan.l.justen at intel.com
Sat Aug 19 07:44:20 UTC 2017
From: Timothy Arceri <timothy.arceri at collabora.com>
A number of things can happen that change the shader source after it is
compiled or linked.
For example:
- Source changed after it is first compiled
- Source changed after linking
- Shader detached after linking
In order to be able to fallback to a full rebuild on a cache miss we
make a copy of the shader source and store it in the new FallbackShaders
field when linking.
[jordan.l.justen at intel.com: fix 'Free previous fallback information']
Signed-off-by: Jordan Justen <jordan.l.justen at intel.com>
---
src/compiler/glsl/shader_cache.cpp | 29 +++++++++++++++++++++++++++++
src/mesa/main/mtypes.h | 2 ++
src/mesa/main/shaderobj.c | 4 ++++
src/mesa/program/ir_to_mesa.cpp | 8 +++++++-
4 files changed, 42 insertions(+), 1 deletion(-)
diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp
index 0d4a93c879..273c173725 100644
--- a/src/compiler/glsl/shader_cache.cpp
+++ b/src/compiler/glsl/shader_cache.cpp
@@ -1360,6 +1360,35 @@ shader_cache_read_program_metadata(struct gl_context *ctx,
if (!cache || prog->data->cache_fallback || prog->data->skip_cache)
return false;
+ /* Free previous fallback information */
+ if (prog->data->FallbackShaders != NULL) {
+ for (unsigned i = 0; i < prog->data->NumFallbackShaders; i++) {
+ ralloc_free(prog->data->FallbackShaders[i]);
+ prog->data->FallbackShaders[i] = NULL;
+ }
+ prog->data->NumFallbackShaders = 0;
+ }
+
+ /* Shaders could be recompiled using different source code after linking,
+ * or the shader could be detached from the program so store some
+ * information about the shader to be used in case of fallback.
+ */
+ prog->data->NumFallbackShaders = prog->NumShaders;
+ prog->data->FallbackShaders = (struct gl_shader **)
+ reralloc(NULL, prog->data->FallbackShaders, struct gl_shader *,
+ prog->NumShaders);
+ for (unsigned i = 0; i < prog->NumShaders; i++) {
+ prog->data->FallbackShaders[i] = rzalloc(prog->data->FallbackShaders,
+ struct gl_shader);
+ memcpy(prog->data->FallbackShaders[i]->sha1, prog->Shaders[i]->sha1,
+ sizeof(prog->Shaders[i]->sha1));
+ prog->data->FallbackShaders[i]->Stage = prog->Shaders[i]->Stage;
+ prog->data->FallbackShaders[i]->Source =
+ ralloc_strdup(prog->data->FallbackShaders, prog->Shaders[i]->Source);
+ prog->data->FallbackShaders[i]->InfoLog =
+ ralloc_strdup(prog->data->FallbackShaders, "");
+ }
+
/* Include bindings when creating sha1. These bindings change the resulting
* binary so they are just as important as the shader source.
*/
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index d7996a15bd..25e90bad53 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -2865,6 +2865,8 @@ struct gl_shader_program_data
union gl_constant_value *UniformDataSlots;
bool cache_fallback;
+ GLuint NumFallbackShaders;
+ struct gl_shader **FallbackShaders; /**< Shaders used for cache fallback */
/* TODO: This used by Gallium drivers to skip the cache on tgsi fallback.
* All structures (gl_program, uniform storage, etc) will get recreated
diff --git a/src/mesa/main/shaderobj.c b/src/mesa/main/shaderobj.c
index 999a389c53..f45ad850d9 100644
--- a/src/mesa/main/shaderobj.c
+++ b/src/mesa/main/shaderobj.c
@@ -427,10 +427,14 @@ _mesa_free_shader_program_data(struct gl_context *ctx,
_mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
}
shProg->NumShaders = 0;
+ shProg->data->NumFallbackShaders = 0;
free(shProg->Shaders);
shProg->Shaders = NULL;
+ ralloc_free(shProg->data->FallbackShaders);
+ shProg->data->FallbackShaders = NULL;
+
/* Transform feedback varying vars */
for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
free(shProg->TransformFeedback.VaryingNames[i]);
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
index 0e6a95ce99..e0a97478ab 100644
--- a/src/mesa/program/ir_to_mesa.cpp
+++ b/src/mesa/program/ir_to_mesa.cpp
@@ -3132,8 +3132,14 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
}
#ifdef ENABLE_SHADER_CACHE
- if (prog->data->LinkStatus)
+ if (prog->data->LinkStatus && !prog->data->cache_fallback) {
+ if (prog->data->FallbackShaders) {
+ prog->data->NumFallbackShaders = 0;
+ ralloc_free(prog->data->FallbackShaders);
+ prog->data->FallbackShaders = NULL;
+ }
shader_cache_write_program_metadata(ctx, prog);
+ }
#endif
}
--
2.14.0
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