Until now we were always doing a two-step cache lookup, as we were
using the NIR shaders to fill up the key to lookup for the compiled
shaders. But since we were already generating the sha1 key with the
original SPIR-V shader (or its internal NIR representation) any info
we were collecting from from NIR is already implicit in the original
shader, so we can avoid using the NIR in most cases.
Because the v3d_key that is used to compile a shader is populated with
data coming directly from the NIR shader or produced during NIR
lowerings, we can't use it directly as part of the pipeline cache
entry. We could split them, but that would be confusing, so we add a
new struct, v3dv_pipeline_key used specifically to search for the
compiled shaders on the pipeline cache. v3d_key would be still used to
compile the shaders.
As we are using the same sha1 key for all compiled shaders in a
pipeline, we can also group all of them in the same cache entry, so we
don't need a lookup for each stage. This also allows to cache pipeline
data shared by all the stages (like the descriptor maps).
While we are here, we also create a single BO to store the assembly
for all the pipeline stages.
Finally, we remove the link to the variant on the pipeline stage
struct, to avoid the confusion of having two links to the same
data. This mostly means that we stop to use the pipeline stage
structures after the pipeline is created, so we can freed them.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9403>
We stopped to re-use them after pippeline creation long ago, so let's
reduce the size of both structs, and avoid serialize/deserialize for
the variant case.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9403>
We tweak a little some of the individual messages, and add a new
option to dump the stats when the pipeline destroy.
As we are here we also we also tweak the names of the global options
to make it more clear.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9403>
Used as reference Hyujun's commit
5d3fdbc52b, that does the same for
turnip.
This commit also replaces in several cases alloc for zalloc, and adds
checks on more Destroy methods if the object to be free is NULL or
not. Most of them were needed to avoid crashes/weird behaviour due
trying to use un-initialized data. Note that now that vk_object_free
iterates over a array, making it more against un-initialized or just
NULL data.
Additionally, using zalloc we can also remove some memset to 0. In
fact we needed to remove them, as if not, they would override the
vk_object_base object to 0 (the alternative would me doing a memset
computing a pointer offset, but that's is not needed as we can just
use zalloc).
v2:
* Call memset(0) on reused descriptor sets when calling
ResetDescriptorPool, not when reallocating them (Iago)
* Add null check when calling DestroyImageView (detected by a full CTS run)
v3: Fixed rebase conflicts after last meta copy/clear changes
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7627>
We don't want to let the default pipeline cache grow without limit. We
choose a maximum number of entries that should work for all real world
applications. CTS will exceed that limit, but that is okay, as it will
prevent us from running out of memory.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
So far, when checking for a variant fulfilling a specific v3d key, we
were checking the caches, and if that failed, we compiled a new
variant, and update the current variant.
But we could check first if the current variant fullfils that. This
was not really problematic so far, as checking on the caches was fast,
but now that we could be without any kind of shader cache using
V3DV_ENABLE_PIPELINE_CACHE, it is far better to check first current
variant.
Without this vkQuake3 at 720p drops to 1fps when disabling the cache.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
That it would be used as fallback. Three advantages:
* Having a cache for user operations even if the user doesn't
provide it.
* Having a cache for internal operations. v3dv_meta_copy creates
pipelines for some copy path, so it is interesting to have them
cached.
* Testing: so now the pipeline cache is tested by more CTS tests.
As any other pipeline cache, it can be disabled with the
V3DV_ENABLE_PIPELINE_CACHE. It was suggested that would make sense to
have a specific envvar for the default pipeline cache, but for now
just one envvar is enough.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
This also includes being able to serialize them as part of
GetPipelineCacheData and to deserialize it as part of
CreatePipelineCache.
So now we can also upload the assembly of the variant as part of the
PipelineCache creation.
Note that from all this the tricky part was the prog_data
serialization. v3d_compile allocates and fill a new prog_data, with
rzalloc. Among other things because it also allocates internally the
uniform list. So we needed to replicate that when deserializating the
prog_data. Ideally we would like to avoid that, and allocate as much
resources as possible using vk_alloc, but that would mean a somewhat
deep change on the v3d_compiler, that we want to avoid as much
possible for now.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Heavily based on anv nir caching. One of the bigger difference is that
we don't create the nir shader using a ralloc_context local to the
main compile graphics method. On anv, after compiling the shader, they
discard the nir shader. We need it as we could need it to build shader
variants later.
As anv, we introduce a environment variable to disable the cache:
V3DV_ENABLE_PIPELINE_CACHE
By default is enabled. The main purpose for this envvar is debugging,
in order to provide a easy way to discard a bug on the cache.
It is pending to serialize/deserialize the NIR shaders as part of
GetPipelineCacheData and PipelineCacheCreate. We also plan is to cache
too shader variants. We would do that on following patches.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
And this means providing a proper cache object, and being able to
load/retrieve a cache data with a proper header. Not really caching
anything yet. That would be tackle on following patches.
Note that this no-op cache got all the specific pipeline_cache and
pipeline.cache tests passing on the rpi4.
The following tests are still crashing when using the simulator:
dEQP-VK.synchronization.internally_synchronized_objects.pipeline_cache_compute
dEQP-VK.synchronization.internally_synchronized_objects.pipeline_cache_graphics
But those are an issue of synchronization tests on the simulator, and
not related with the pipeline cache itself. In general synchronization
tests should be tested on the rpi4.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Asserting on them makes it easier to identify applications and tests that
try to use unimplemented features.
Also, there are some APIs that relate to optional features we don't
(or can't) support, such as sparse, so for these we just provide
the trivial implementation.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>