nvc0: Add shader disk caching

Adds shader disk caching for nvc0 to reduce the need to every time compile
shaders. Shaders are saved into disk_shader_cache from nvc0_screen structure.

It serializes the input nv50_ir_prog_info to compute the hash key and
also to do a byte compare between the original nv50_ir_prog_info and the one
saved in the cache. If keys match and also the byte compare returns they
are equal, shaders are same, and the compiled nv50_ir_prog_info_out from the
cache can be used instead of compiling input info.

Seems to be significantly improving loading times, these are the results
from running bunch of shaders:
cache off
real	2m58.574s
user	21m34.018s
sys	0m8.055s

cache on, first run
real	3m32.617s
user	24m52.701s
sys	0m20.400s

cache on, second run
real	0m23.745s
user	2m43.566s
sys	0m4.532s

Signed-off-by: Mark Menzynski <mmenzyns@redhat.com>
Reviewed-by: Karol Herbst <kherbst@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4264>
This commit is contained in:
Mark Menzynski 2020-01-28 13:36:27 +01:00 committed by Marge Bot
parent 82dd683a3c
commit da9d721323
4 changed files with 53 additions and 8 deletions

View file

@ -322,6 +322,7 @@ extern struct draw_stage *nvc0_draw_render_stage(struct nvc0_context *);
/* nvc0_program.c */
bool nvc0_program_translate(struct nvc0_program *, uint16_t chipset,
struct disk_cache *,
struct pipe_debug_callback *);
bool nvc0_program_upload(struct nvc0_context *, struct nvc0_program *);
void nvc0_program_destroy(struct nvc0_context *, struct nvc0_program *);

View file

@ -24,6 +24,7 @@
#include "compiler/nir/nir.h"
#include "tgsi/tgsi_ureg.h"
#include "util/blob.h"
#include "nvc0/nvc0_context.h"
@ -570,11 +571,17 @@ nvc0_program_dump(struct nvc0_program *prog)
bool
nvc0_program_translate(struct nvc0_program *prog, uint16_t chipset,
struct disk_cache *disk_shader_cache,
struct pipe_debug_callback *debug)
{
struct blob blob;
size_t cache_size;
struct nv50_ir_prog_info *info;
struct nv50_ir_prog_info_out info_out = {};
int ret;
int ret = 0;
cache_key key;
bool shader_loaded = false;
info = CALLOC_STRUCT(nv50_ir_prog_info);
if (!info)
@ -634,11 +641,45 @@ nvc0_program_translate(struct nvc0_program *prog, uint16_t chipset,
info->assignSlots = nvc0_program_assign_varying_slots;
ret = nv50_ir_generate_code(info, &info_out);
if (ret) {
NOUVEAU_ERR("shader translation failed: %i\n", ret);
goto out;
blob_init(&blob);
if (disk_shader_cache) {
if (nv50_ir_prog_info_serialize(&blob, info)) {
void *cached_data = NULL;
disk_cache_compute_key(disk_shader_cache, blob.data, blob.size, key);
cached_data = disk_cache_get(disk_shader_cache, key, &cache_size);
if (cached_data && cache_size >= blob.size) { // blob.size is the size of serialized "info"
/* Blob contains only "info". In disk cache, "info_out" comes right after it */
size_t offset = blob.size;
if (nv50_ir_prog_info_out_deserialize(cached_data, cache_size, offset, &info_out))
shader_loaded = true;
else
debug_printf("WARNING: Couldn't deserialize shaders");
}
free(cached_data);
} else {
debug_printf("WARNING: Couldn't serialize input shaders");
}
}
if (!shader_loaded) {
cache_size = 0;
ret = nv50_ir_generate_code(info, &info_out);
if (ret) {
NOUVEAU_ERR("shader translation failed: %i\n", ret);
goto out;
}
if (disk_shader_cache) {
if (nv50_ir_prog_info_out_serialize(&blob, &info_out)) {
disk_cache_put(disk_shader_cache, key, blob.data, blob.size, NULL);
cache_size = blob.size;
} else {
debug_printf("WARNING: Couldn't serialize shaders");
}
}
}
blob_finish(&blob);
prog->code = info_out.bin.code;
prog->code_size = info_out.bin.codeSize;
@ -711,10 +752,10 @@ nvc0_program_translate(struct nvc0_program *prog, uint16_t chipset,
&prog->pipe.stream_output);
pipe_debug_message(debug, SHADER_INFO,
"type: %d, local: %d, shared: %d, gpr: %d, inst: %d, bytes: %d",
"type: %d, local: %d, shared: %d, gpr: %d, inst: %d, bytes: %d, cached: %zd",
prog->type, info_out.bin.tlsSpace, info_out.bin.smemSize,
prog->num_gprs, info_out.bin.instructions,
info_out.bin.codeSize);
info_out.bin.codeSize, cache_size);
#ifndef NDEBUG
if (debug_get_option("NV50_PROG_CHIPSET", NULL) && info->dbgFlags)

View file

@ -54,7 +54,8 @@ nvc0_program_validate(struct nvc0_context *nvc0, struct nvc0_program *prog)
if (!prog->translated) {
prog->translated = nvc0_program_translate(
prog, nvc0->screen->base.device->chipset, &nvc0->base.debug);
prog, nvc0->screen->base.device->chipset,
nvc0->screen->base.disk_shader_cache, &nvc0->base.debug);
if (!prog->translated)
return false;
}

View file

@ -616,6 +616,7 @@ nvc0_sp_state_create(struct pipe_context *pipe,
prog->translated = nvc0_program_translate(
prog, nvc0_context(pipe)->screen->base.device->chipset,
nvc0_context(pipe)->screen->base.disk_shader_cache,
&nouveau_context(pipe)->debug);
return (void *)prog;
@ -755,6 +756,7 @@ nvc0_cp_state_create(struct pipe_context *pipe,
prog->translated = nvc0_program_translate(
prog, nvc0_context(pipe)->screen->base.device->chipset,
nvc0_context(pipe)->screen->base.disk_shader_cache,
&nouveau_context(pipe)->debug);
return (void *)prog;