[Mesa-dev] [PATCH 05/40] glsl: add initial implementation of shader cache
Anuj Phogat
anuj.phogat at gmail.com
Wed Feb 8 23:33:00 UTC 2017
On Mon, Feb 6, 2017 at 7:42 PM, Timothy Arceri <tarceri at itsqueeze.com> wrote:
> From: Timothy Arceri <timothy.arceri at collabora.com>
>
> This uses disk_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 initial version is intended to work with all stages beside
> compute.
>
> This patch is based on the initial work done by Carl.
>
> V2: extend the file's doxygen comment to cover some of the
> design decisions.
>
> V3:
> - skip cache for fixed function shaders
> - add int64 support
> - fix glsl IR program parameter caching/restore and cache the
> parameter values which are used by gallium backends.
> - use new link status enum
> ---
> src/compiler/Makefile.glsl.am | 3 +-
> src/compiler/Makefile.sources | 4 +
> src/compiler/glsl/shader_cache.cpp | 601 +++++++++++++++++++++++++++++++++++++
> src/compiler/glsl/shader_cache.h | 38 +++
> 4 files changed, 645 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.glsl.am b/src/compiler/Makefile.glsl.am
> index f673196..41edb3c 100644
> --- a/src/compiler/Makefile.glsl.am
> +++ b/src/compiler/Makefile.glsl.am
> @@ -131,7 +131,8 @@ glsl_libglsl_la_LIBADD = \
>
> glsl_libglsl_la_SOURCES = \
> $(LIBGLSL_GENERATED_FILES) \
> - $(LIBGLSL_FILES)
> + $(LIBGLSL_FILES) \
> + $(LIBGLSL_SHADER_CACHE_FILES)
>
> glsl_libstandalone_la_SOURCES = \
> $(GLSL_COMPILER_CXX_FILES)
> diff --git a/src/compiler/Makefile.sources b/src/compiler/Makefile.sources
> index a8bb4d3..1e8edc0 100644
> --- a/src/compiler/Makefile.sources
> +++ b/src/compiler/Makefile.sources
> @@ -142,6 +142,10 @@ LIBGLSL_FILES = \
> glsl/s_expression.cpp \
> glsl/s_expression.h
>
> +LIBGLSL_SHADER_CACHE_FILES = \
> + glsl/shader_cache.cpp \
> + glsl/shader_cache.h
> +
> # glsl_compiler
>
> GLSL_COMPILER_CXX_FILES = \
> diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp
> new file mode 100644
> index 0000000..91f8d99
> --- /dev/null
> +++ b/src/compiler/glsl/shader_cache.cpp
> @@ -0,0 +1,601 @@
> +/*
> + * 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
s/shader_cache.c/shader_cache.cpp
> + *
> + * GLSL shader cache implementation
> + *
> + * This uses disk_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.
> + *
> + * The hash key for glsl metadata is a hash of the hashes of each GLSL
> + * source string as well as some API settings that change the final shader
> + * such as SSO, attribute binding, frag data bindins, etc.
> + *
> + * In order to avoid caching any actual IR we use the put_key/get_key support
> + * in the disk_cache to put the SHA-1 hash for each successfully compiled
> + * shader into the cache, and optimisticly return early from glCompileShader
> + * (if the identical shader had been successfully compiled in the past),
> + * in the hope that the final linked shader will be found in the cache.
> + * If anything goes wrong (shader variant not found, backend cache item is
> + * corrupt, etc) we will use a fallback path to compile and link the IR.
> + */
> +
> +#include "blob.h"
> +#include "compiler/shader_info.h"
> +#include "glsl_symbol_table.h"
> +#include "glsl_parser_extras.h"
> +#include "ir.h"
> +#include "ir_optimization.h"
> +#include "ir_rvalue_visitor.h"
> +#include "ir_uniform.h"
> +#include "linker.h"
> +#include "link_varyings.h"
> +#include "main/core.h"
> +#include "nir.h"
> +#include "program.h"
> +#include "util/disk_cache.h"
> +#include "util/mesa-sha1.h"
> +#include "util/string_to_uint_map.h"
> +
> +extern "C" {
> +#include "main/enums.h"
> +#include "main/shaderobj.h"
> +#include "program/program.h"
> +}
> +
> +static void
> +compile_shaders(struct gl_context *ctx, struct gl_shader_program *prog) {
> + for (unsigned i = 0; i < prog->NumShaders; i++) {
> + _mesa_glsl_compile_shader(ctx, prog->Shaders[i], false, false, true);
> + }
> +}
> +
> +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:
> + case GLSL_TYPE_DOUBLE:
> + case GLSL_TYPE_UINT64:
> + case GLSL_TYPE_INT64:
> + 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_SUBROUTINE:
> + encoding = type->base_type << 24;
> + blob_write_uint32(blob, encoding);
> + blob_write_string(blob, type->name);
> + return;
> + case GLSL_TYPE_IMAGE:
> + encoding = (type->base_type) << 24 |
> + (type->sampler_dimensionality << 3) |
> + (type->sampler_array << 2) |
> + (type->sampled_type);
> + break;
> + case GLSL_TYPE_ATOMIC_UINT:
> + encoding = (type->base_type << 24);
> + break;
> + case GLSL_TYPE_ARRAY:
> + blob_write_uint32(blob, (type->base_type) << 24);
> + blob_write_uint32(blob, type->length);
> + encode_type_to_blob(blob, type->fields.array);
> + return;
> + case GLSL_TYPE_STRUCT:
> + case GLSL_TYPE_INTERFACE:
> + blob_write_uint32(blob, (type->base_type) << 24);
> + blob_write_string(blob, type->name);
> + blob_write_uint32(blob, type->length);
> + blob_write_bytes(blob, type->fields.structure,
> + sizeof(glsl_struct_field) * type->length);
> + for (unsigned i = 0; i < type->length; i++) {
> + encode_type_to_blob(blob, type->fields.structure[i].type);
> + blob_write_string(blob, type->fields.structure[i].name);
> + }
> +
> + if (type->base_type == GLSL_TYPE_INTERFACE) {
> + blob_write_uint32(blob, type->interface_packing);
> + blob_write_uint32(blob, type->interface_row_major);
> + }
> + return;
> + 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:
> + case GLSL_TYPE_DOUBLE:
> + case GLSL_TYPE_UINT64:
> + case GLSL_TYPE_INT64:
> + 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_SUBROUTINE:
> + return glsl_type::get_subroutine_instance(blob_read_string(blob));
> + case GLSL_TYPE_IMAGE:
> + return glsl_type::get_image_instance((enum glsl_sampler_dim) ((u >> 3) & 0x07),
> + (u >> 2) & 0x01,
> + (glsl_base_type) ((u >> 0) & 0x03));
> + case GLSL_TYPE_ATOMIC_UINT:
> + return glsl_type::atomic_uint_type;
> + case GLSL_TYPE_ARRAY: {
> + unsigned length = blob_read_uint32(blob);
> + return glsl_type::get_array_instance(decode_type_from_blob(blob),
> + length);
> + }
> + case GLSL_TYPE_STRUCT:
> + case GLSL_TYPE_INTERFACE: {
> + char *name = blob_read_string(blob);
> + unsigned num_fields = blob_read_uint32(blob);
> + glsl_struct_field *fields = (glsl_struct_field *)
> + blob_read_bytes(blob, sizeof(glsl_struct_field) * num_fields);
> + for (unsigned i = 0; i < num_fields; i++) {
> + fields[i].type = decode_type_from_blob(blob);
> + fields[i].name = blob_read_string(blob);
> + }
> +
> + if (base_type == GLSL_TYPE_INTERFACE) {
> + enum glsl_interface_packing packing =
> + (glsl_interface_packing) blob_read_uint32(blob);
> + bool row_major = blob_read_uint32(blob);
> + return glsl_type::get_interface_instance(fields, num_fields,
> + packing, row_major, name);
> + } else {
> + return glsl_type::get_record_instance(fields, num_fields, name);
> + }
> + }
> + 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)
> +{
> + blob_write_uint32(metadata, prog->SamplersValidated);
> + blob_write_uint32(metadata, prog->data->NumUniformStorage);
> + blob_write_uint32(metadata, prog->data->NumUniformDataSlots);
> +
> + for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
> + encode_type_to_blob(metadata, prog->data->UniformStorage[i].type);
> + blob_write_uint32(metadata, prog->data->UniformStorage[i].array_elements);
> + blob_write_string(metadata, prog->data->UniformStorage[i].name);
> + blob_write_uint32(metadata, prog->data->UniformStorage[i].storage -
> + prog->data->UniformDataSlots);
> + blob_write_uint32(metadata, prog->data->UniformStorage[i].remap_location);
> + blob_write_uint32(metadata, prog->data->UniformStorage[i].block_index);
> + blob_write_uint32(metadata, prog->data->UniformStorage[i].atomic_buffer_index);
> + blob_write_uint32(metadata, prog->data->UniformStorage[i].offset);
> + blob_write_uint32(metadata, prog->data->UniformStorage[i].array_stride);
> + blob_write_uint32(metadata, prog->data->UniformStorage[i].matrix_stride);
> + blob_write_uint32(metadata, prog->data->UniformStorage[i].row_major);
> + blob_write_uint32(metadata,
> + prog->data->UniformStorage[i].num_compatible_subroutines);
> + blob_write_uint32(metadata,
> + prog->data->UniformStorage[i].top_level_array_size);
> + blob_write_uint32(metadata,
> + prog->data->UniformStorage[i].top_level_array_stride);
> + }
> +}
> +
> +static void
> +read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
> +{
> + struct gl_uniform_storage *uniforms;
> + union gl_constant_value *data;
> +
> + prog->SamplersValidated = blob_read_uint32(metadata);
> + prog->data->NumUniformStorage = blob_read_uint32(metadata);
> + prog->data->NumUniformDataSlots = blob_read_uint32(metadata);
> +
> + uniforms = rzalloc_array(prog, struct gl_uniform_storage,
> + prog->data->NumUniformStorage);
> + prog->data->UniformStorage = uniforms;
> +
> + data = rzalloc_array(uniforms, union gl_constant_value,
> + prog->data->NumUniformDataSlots);
> + prog->data->UniformDataSlots = data;
> +
> + prog->UniformHash = new string_to_uint_map;
> +
> + for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
> + uniforms[i].type = decode_type_from_blob(metadata);
> + uniforms[i].array_elements = blob_read_uint32(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 = blob_read_uint32(metadata);
> + uniforms[i].atomic_buffer_index = blob_read_uint32(metadata);
> + uniforms[i].offset = blob_read_uint32(metadata);
> + uniforms[i].array_stride = blob_read_uint32(metadata);
> + uniforms[i].matrix_stride = blob_read_uint32(metadata);
> + uniforms[i].row_major = blob_read_uint32(metadata);
> + uniforms[i].num_compatible_subroutines = blob_read_uint32(metadata);
> + uniforms[i].top_level_array_size = blob_read_uint32(metadata);
> + uniforms[i].top_level_array_stride = blob_read_uint32(metadata);
> + 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->data->UniformStorage);
> + }
> +}
> +
> +static void
> +read_uniform_remap_table(struct blob_reader *metadata,
> + struct gl_shader_program *prog)
> +{
> + prog->NumUniformRemapTable = blob_read_uint32(metadata);
> +
> + prog->UniformRemapTable =rzalloc_array(prog, struct gl_uniform_storage *,
> + prog->NumUniformRemapTable);
> +
> + for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
> + prog->UniformRemapTable[i] =
> + prog->data->UniformStorage + blob_read_uint32(metadata);
> + }
> +}
> +
> +static void
> +write_shader_parameters(struct blob *metadata,
> + struct gl_program_parameter_list *params)
> +{
> + blob_write_uint32(metadata, params->NumParameters);
> + uint32_t i = 0;
> +
> + while (i < params->NumParameters) {
> + struct gl_program_parameter *param = ¶ms->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));
> +
> + i += (param->Size + 3) / 4;
> + }
> +
> + blob_write_bytes(metadata, params->ParameterValues,
> + sizeof(gl_constant_value) * 4 * params->NumParameters);
> +
> + blob_write_uint32(metadata, params->StateFlags);
> +}
> +
> +static void
> +read_shader_parameters(struct blob_reader *metadata,
> + struct gl_program_parameter_list *params)
> +{
> + gl_state_index state_indexes[STATE_LENGTH];
> + uint32_t i = 0;
> + uint32_t num_parameters = blob_read_uint32(metadata);
> +
> + while (i < num_parameters) {
> + gl_register_file type = (gl_register_file) blob_read_uint32(metadata);
> + const char *name = blob_read_string(metadata);
> + unsigned size = blob_read_uint32(metadata);
> + unsigned 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);
> +
> + i += (size + 3) / 4;
> + }
> +
> + blob_copy_bytes(metadata, (uint8_t *) params->ParameterValues,
> + sizeof(gl_constant_value) * 4 * params->NumParameters);
> +
> + params->StateFlags = blob_read_uint32(metadata);
> +}
> +
> +static void
> +write_shader_metadata(struct blob *metadata, gl_linked_shader *shader)
> +{
> + assert(shader->Program);
> + struct gl_program *glprog = shader->Program;
> +
> + blob_write_bytes(metadata, glprog->TexturesUsed,
> + sizeof(glprog->TexturesUsed));
> + blob_write_uint64(metadata, glprog->SamplersUsed);
> +
> + write_shader_parameters(metadata, glprog->Parameters);
> +}
> +
> +static void
> +read_shader_metadata(struct blob_reader *metadata,
> + struct gl_program *glprog,
> + gl_linked_shader *linked)
> +{
> + blob_copy_bytes(metadata, (uint8_t *) glprog->TexturesUsed,
> + sizeof(glprog->TexturesUsed));
> + glprog->SamplersUsed = blob_read_uint64(metadata);
> +
> + glprog->Parameters = _mesa_new_parameter_list();
> + read_shader_parameters(metadata, glprog->Parameters);
> +}
> +
> +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 = rzalloc(NULL, struct gl_linked_shader);
> + linked->Stage = stage;
> +
> + glprog = ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
> + prog->Name, false);
> + glprog->info.stage = stage;
> + linked->Program = glprog;
> +
> + read_shader_metadata(metadata, glprog, linked);
> +
> + /* Restore shader info */
> + blob_copy_bytes(metadata, (uint8_t *) &glprog->info, sizeof(shader_info));
> + if (glprog->info.name)
> + glprog->info.name = ralloc_strdup(glprog, blob_read_string(metadata));
> + if (glprog->info.label)
> + glprog->info.label = ralloc_strdup(glprog, blob_read_string(metadata));
> +
> + _mesa_reference_shader_program_data(ctx, &glprog->sh.data, prog->data);
> + _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 disk_cache *cache = ctx->Cache;
> + if (!cache)
> + return;
> +
> + /* Exit early when we are dealing with a ff shader with no source file to
> + * generate a source from.
> + *
> + * TODO: In future we should use another method to generate a key for ff
> + * programs.
> + */
> + if (*prog->data->sha1 == 0)
> + return;
> +
> + /* Currently we don't support caching compute shaders. */
> + if (prog->_LinkedShaders[MESA_SHADER_COMPUTE])
> + return;
> +
> + struct blob *metadata = blob_create(NULL);
> +
> + write_uniforms(metadata, prog);
> +
> + blob_write_uint32(metadata, prog->data->Version);
> + blob_write_uint32(metadata, prog->data->linked_stages);
> +
> + for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
> + struct gl_linked_shader *sh = prog->_LinkedShaders[i];
> + if (sh) {
> + write_shader_metadata(metadata, sh);
> +
> + /* Store nir shader info */
> + blob_write_bytes(metadata, &sh->Program->info, sizeof(shader_info));
> +
> + if (sh->Program->info.name)
> + blob_write_string(metadata, sh->Program->info.name);
> +
> + if (sh->Program->info.label)
> + blob_write_string(metadata, sh->Program->info.label);
> + }
> + }
> +
> + write_uniform_remap_table(metadata, prog);
> +
> + char sha1_buf[41];
> + for (unsigned i = 0; i < prog->NumShaders; i++) {
> + disk_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));
> + }
> + }
> +
> + disk_cache_put(cache, prog->data->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->data->sha1));
> + }
> +}
> +
> +bool
> +shader_cache_read_program_metadata(struct gl_context *ctx,
> + struct gl_shader_program *prog)
> +{
> + /* Don't try to cache programs genereated by Mesa. Fixed function programs
> + * for example have no shader source so we would need a special way to
> + * generate the a sha for them.
> + */
> + if (prog->Name == 0)
> + return false;
> +
> + struct disk_cache *cache = ctx->Cache;
> + if (!cache)
> + return false;
> +
> + for (unsigned i = 0; i < prog->NumShaders; i++) {
> + if (prog->Shaders[i]->Stage == MESA_SHADER_COMPUTE) {
> + compile_shaders(ctx, prog);
> + return false;
> + }
> + }
> +
> + /* Include bindings when creating sha1. These bindings change the resulting
> + * binary so they are just as important as the shader source.
> + */
> + char *buf = ralloc_strdup(NULL, "vb: ");
> + prog->AttributeBindings->iterate(create_binding_str, &buf);
> + ralloc_strcat(&buf, "fb: ");
> + prog->FragDataBindings->iterate(create_binding_str, &buf);
> + ralloc_strcat(&buf, "fbi: ");
> + prog->FragDataIndexBindings->iterate(create_binding_str, &buf);
> +
> + /* SSO has an effect on the linked program so include this when generating
> + * the sha also.
> + */
> + ralloc_asprintf_append(&buf, "sso: %s\n",
> + prog->SeparateShader ? "T" : "F");
> +
> + char sha1buf[41];
> + for (unsigned i = 0; i < prog->NumShaders; i++) {
> + struct gl_shader *sh = prog->Shaders[i];
> + ralloc_asprintf_append(&buf, "%s: %s\n",
> + _mesa_shader_stage_to_abbrev(sh->Stage),
> + _mesa_sha1_format(sha1buf, sh->sha1));
> + }
> + _mesa_sha1_compute(buf, strlen(buf), prog->data->sha1);
> + ralloc_free(buf);
> +
> + size_t size;
> + uint8_t *buffer = (uint8_t *) disk_cache_get(cache, prog->data->sha1,
> + &size);
> + if (buffer == NULL) {
> + /* Cached program not found. We may have seen the individual shaders
> + * before and skipped compiling but they may not have been used together
> + * in this combination before. Fall back to linking shaders but first
> + * re-compile the shaders.
> + *
> + * We could probably only compile the shaders which were skipped here
> + * but we need to be careful because the source may also have been
> + * changed since the last compile so for now we just recompile
> + * everything.
> + */
> + compile_shaders(ctx, prog);
> + 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->data->sha1));
> + }
> +
> + struct blob_reader metadata;
> + blob_reader_init(&metadata, buffer, size);
> +
> + assert(prog->data->UniformStorage == NULL);
> +
> + read_uniforms(&metadata, prog);
> +
> + prog->data->Version = blob_read_uint32(&metadata);
> + prog->data->linked_stages = blob_read_uint32(&metadata);
> +
> + unsigned mask = prog->data->linked_stages;
> + while (mask) {
> + const int j = u_bit_scan(&mask);
> + create_linked_shader_and_program(ctx, (gl_shader_stage) j, prog,
> + &metadata);
> + }
> +
> + read_uniform_remap_table(&metadata, prog);
> +
> + if (metadata.current != metadata.end || metadata.overrun) {
> + /* Something very bad has gone wrong discard the item from the cache and
> + * rebuild from source.
> + */
> + assert(!"Invalid GLSL shader disk cache item!");
> +
> + if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
> + fprintf(stderr, "Error reading program from cache (invalid GLSL "
> + "cache item)\n");
> + }
> +
> + disk_cache_remove(cache, prog->data->sha1);
> + compile_shaders(ctx, prog);
> + free(buffer);
> + return false;
> + }
> +
> + /* This is used to flag a shader retrieved from cache */
> + prog->data->LinkStatus = linking_skipped;
> +
> + 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..8bd0a3c
> --- /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 "util/disk_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 */
> --
> 2.9.3
>
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