[Mesa-dev] [PATCH 15/40] glsl: add shader cache support for buffer blocks
Nicolai Hähnle
nhaehnle at gmail.com
Fri Feb 10 11:54:37 UTC 2017
Reviewed-by: Nicolai Hähnle <nicolai.haehnle at amd.com>
On 07.02.2017 04:42, Timothy Arceri wrote:
> From: Timothy Arceri <timothy.arceri at collabora.com>
>
> ---
> src/compiler/glsl/shader_cache.cpp | 163 +++++++++++++++++++++++++++++++++++++
> 1 file changed, 163 insertions(+)
>
> diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp
> index deabc2a..530bdad 100644
> --- a/src/compiler/glsl/shader_cache.cpp
> +++ b/src/compiler/glsl/shader_cache.cpp
> @@ -270,6 +270,141 @@ 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->data->NumUniformBlocks);
> + blob_write_uint32(metadata, prog->data->NumShaderStorageBlocks);
> +
> + for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
> + write_buffer_block(metadata, &prog->data->UniformBlocks[i]);
> + }
> +
> + for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
> + write_buffer_block(metadata, &prog->data->ShaderStorageBlocks[i]);
> + }
> +
> + for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
> + struct gl_linked_shader *sh = prog->_LinkedShaders[i];
> + if (!sh)
> + continue;
> +
> + struct gl_program *glprog = sh->Program;
> +
> + blob_write_uint32(metadata, glprog->info.num_ubos);
> + blob_write_uint32(metadata, glprog->info.num_ssbos);
> +
> + for (unsigned j = 0; j < glprog->info.num_ubos; j++) {
> + uint32_t offset =
> + glprog->sh.UniformBlocks[j] - prog->data->UniformBlocks;
> + blob_write_uint32(metadata, offset);
> + }
> +
> + for (unsigned j = 0; j < glprog->info.num_ssbos; j++) {
> + uint32_t offset = glprog->sh.ShaderStorageBlocks[j] -
> + prog->data->ShaderStorageBlocks;
> + blob_write_uint32(metadata, offset);
> + }
> + }
> +}
> +
> +static void
> +read_buffer_block(struct blob_reader *metadata, struct gl_uniform_block *b,
> + struct gl_shader_program *prog)
> +{
> + b->Name = ralloc_strdup(prog->data, 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->data, struct gl_uniform_buffer_variable,
> + b->NumUniforms);
> + for (unsigned j = 0; j < b->NumUniforms; j++) {
> + b->Uniforms[j].Name = ralloc_strdup(prog->data,
> + 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->data, 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->data->NumUniformBlocks = blob_read_uint32(metadata);
> + prog->data->NumShaderStorageBlocks = blob_read_uint32(metadata);
> +
> + prog->data->UniformBlocks =
> + rzalloc_array(prog->data, struct gl_uniform_block,
> + prog->data->NumUniformBlocks);
> +
> + prog->data->ShaderStorageBlocks =
> + rzalloc_array(prog->data, struct gl_uniform_block,
> + prog->data->NumShaderStorageBlocks);
> +
> + for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
> + read_buffer_block(metadata, &prog->data->UniformBlocks[i], prog);
> + }
> +
> + for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
> + read_buffer_block(metadata, &prog->data->ShaderStorageBlocks[i], prog);
> + }
> +
> + for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
> + struct gl_linked_shader *sh = prog->_LinkedShaders[i];
> + if (!sh)
> + continue;
> +
> + struct gl_program *glprog = sh->Program;
> +
> + glprog->info.num_ubos = blob_read_uint32(metadata);
> + glprog->info.num_ssbos = blob_read_uint32(metadata);
> +
> + glprog->sh.UniformBlocks =
> + rzalloc_array(glprog, gl_uniform_block *, glprog->info.num_ubos);
> + glprog->sh.ShaderStorageBlocks =
> + rzalloc_array(glprog, gl_uniform_block *, glprog->info.num_ssbos);
> +
> + for (unsigned j = 0; j < glprog->info.num_ubos; j++) {
> + uint32_t offset = blob_read_uint32(metadata);
> + glprog->sh.UniformBlocks[j] = prog->data->UniformBlocks + offset;
> + }
> +
> + for (unsigned j = 0; j < glprog->info.num_ssbos; j++) {
> + uint32_t offset = blob_read_uint32(metadata);
> + glprog->sh.ShaderStorageBlocks[j] =
> + prog->data->ShaderStorageBlocks + offset;
> + }
> + }
> +}
> +
> +static void
> write_xfb(struct blob *metadata, struct gl_shader_program *shProg)
> {
> struct gl_program *prog = shProg->last_vert_prog;
> @@ -621,6 +756,24 @@ write_program_resource_data(struct blob *metadata,
> blob_write_string(metadata, var->name);
> break;
> }
> + case GL_UNIFORM_BLOCK:
> + for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
> + if (strcmp(((gl_uniform_block *)res->Data)->Name,
> + prog->data->UniformBlocks[i].Name) == 0) {
> + blob_write_uint32(metadata, i);
> + break;
> + }
> + }
> + break;
> + case GL_SHADER_STORAGE_BLOCK:
> + for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
> + if (strcmp(((gl_uniform_block *)res->Data)->Name,
> + prog->data->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:
> @@ -696,6 +849,12 @@ read_program_resource_data(struct blob_reader *metadata,
> res->Data = var;
> break;
> }
> + case GL_UNIFORM_BLOCK:
> + res->Data = &prog->data->UniformBlocks[blob_read_uint32(metadata)];
> + break;
> + case GL_SHADER_STORAGE_BLOCK:
> + res->Data = &prog->data->ShaderStorageBlocks[blob_read_uint32(metadata)];
> + break;
> case GL_BUFFER_VARIABLE:
> case GL_VERTEX_SUBROUTINE_UNIFORM:
> case GL_GEOMETRY_SUBROUTINE_UNIFORM:
> @@ -945,6 +1104,8 @@ 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);
> @@ -1062,6 +1223,8 @@ 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);
>
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