[Mesa-dev] [PATCH 1/2] radeonsi: add support for an on-disk shader cache
Timothy Arceri
tarceri at itsqueeze.com
Fri Feb 24 02:18:11 UTC 2017
On 24/02/17 08:49, Timothy Arceri wrote:
>
>
> On 24/02/17 05:12, Marek Olšák wrote:
>> On Thu, Feb 23, 2017 at 3:09 AM, Timothy Arceri
>> <tarceri at itsqueeze.com> wrote:
>>> From: kdj0c <kdj0c at djinvi.net>
>>>
>>> V2 (Timothy Arceri):
>>> - when loading from disk cache also binary insert into memory cache.
>>> - check that the binary loaded from disk is the correct size. If not
>>> delete the cache item and skip loading from cache.
>>> ---
>>> src/gallium/drivers/radeonsi/si_state_shaders.c | 69
>>> ++++++++++++++++++++++---
>>> 1 file changed, 62 insertions(+), 7 deletions(-)
>>>
>>> diff --git a/src/gallium/drivers/radeonsi/si_state_shaders.c
>>> b/src/gallium/drivers/radeonsi/si_state_shaders.c
>>> index f615aa8..71556f9 100644
>>> --- a/src/gallium/drivers/radeonsi/si_state_shaders.c
>>> +++ b/src/gallium/drivers/radeonsi/si_state_shaders.c
>>> @@ -36,6 +36,9 @@
>>> #include "util/u_memory.h"
>>> #include "util/u_prim.h"
>>>
>>> +#include "util/disk_cache.h"
>>> +#include "util/mesa-sha1.h"
>>> +
>>> /* SHADER_CACHE */
>>>
>>> /**
>>> @@ -182,10 +185,12 @@ static bool si_load_shader_binary(struct
>>> si_shader *shader, void *binary)
>>> */
>>> static bool si_shader_cache_insert_shader(struct si_screen *sscreen,
>>> void *tgsi_binary,
>>> - struct si_shader *shader)
>>> + struct si_shader *shader,
>>> + bool insert_into_disk_cache)
>>> {
>>> void *hw_binary;
>>> struct hash_entry *entry;
>>> + uint8_t key[CACHE_KEY_SIZE];
>>>
>>> entry = _mesa_hash_table_search(sscreen->shader_cache,
>>> tgsi_binary);
>>> if (entry)
>>> @@ -201,6 +206,12 @@ static bool si_shader_cache_insert_shader(struct
>>> si_screen *sscreen,
>>> return false;
>>> }
>>>
>>> + if (sscreen->b.disk_shader_cache && insert_into_disk_cache) {
>>> + _mesa_sha1_compute(tgsi_binary, *((uint32_t
>>> *)tgsi_binary), key);
>>
>> What happens if we randomly get a sha1 collision?
>
> You should stop playing your game which will be rendering incorrectly
> and by a lotto ticket.
>
>> Shouldn't we store the whole key as well?
>
> Sure I can add that, its cheap to check here anyway. Although the other
> cache stages rely on a collision being improbable.
For some reason I thought the key was simpler than it is. It seems
excessive to store and compare the tgsi again. I don't think git even
worries about the possibility of a collision and we will be dealing with
much smaller amounts of cache items then commits in a git repository.
Thoughts?
>
>>
>>> + disk_cache_put(sscreen->b.disk_shader_cache, key,
>>> hw_binary,
>>> + *((uint32_t *) hw_binary));
>>> + }
>>> +
>>> return true;
>>> }
>>>
>>> @@ -210,12 +221,56 @@ static bool si_shader_cache_load_shader(struct
>>> si_screen *sscreen,
>>> {
>>> struct hash_entry *entry =
>>> _mesa_hash_table_search(sscreen->shader_cache,
>>> tgsi_binary);
>>> - if (!entry)
>>> - return false;
>>> + if (!entry) {
>>> + if (sscreen->b.disk_shader_cache) {
>>> + unsigned char sha1[CACHE_KEY_SIZE];
>>> + size_t tg_size = *((uint32_t *) tgsi_binary);
>>> +
>>> + _mesa_sha1_compute(tgsi_binary, tg_size, sha1);
>>> +
>>> + size_t binary_size;
>>> + uint8_t *buffer =
>>> +
>>> disk_cache_get(sscreen->b.disk_shader_cache,
>>> + sha1, &binary_size);
>>> + if (!buffer)
>>> + return false;
>>>
>>> - if (!si_load_shader_binary(shader, entry->data))
>>> - return false;
>>> + uint32_t stored_binary_size;
>>
>> It looks like you don't need this variable.
>
>
> Right, I'll tidy that up thanks.
>
>>
>> Marek
>>
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