mesa/src/compiler/glsl/shader_cache.cpp
Grazvydas Ignotas b97faea162 glsl, st/shader_cache: check the whole sha1 for zero
The checks were only looking at the first byte, while the intention
seems to be to check if the whole sha1 is zero. This prevented all
shaders with first byte zero in their sha1 from being saved.

This shaves around a second from Deus Ex load time on a hot cache.

Signed-off-by: Grazvydas Ignotas <notasas@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
2017-03-27 15:05:10 +11:00

1433 lines
51 KiB
C++

/*
* 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.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 program
* such as SSO, attribute bindings, frag data bindings, 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 "shader_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_subroutines(struct blob *metadata, struct gl_shader_program *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;
blob_write_uint32(metadata, glprog->sh.NumSubroutineUniforms);
blob_write_uint32(metadata, glprog->sh.MaxSubroutineFunctionIndex);
blob_write_uint32(metadata, glprog->sh.NumSubroutineFunctions);
for (unsigned j = 0; j < glprog->sh.NumSubroutineFunctions; j++) {
int num_types = glprog->sh.SubroutineFunctions[j].num_compat_types;
blob_write_string(metadata, glprog->sh.SubroutineFunctions[j].name);
blob_write_uint32(metadata, glprog->sh.SubroutineFunctions[j].index);
blob_write_uint32(metadata, num_types);
for (int k = 0; k < num_types; k++) {
encode_type_to_blob(metadata,
glprog->sh.SubroutineFunctions[j].types[k]);
}
}
}
}
static void
read_subroutines(struct blob_reader *metadata, struct gl_shader_program *prog)
{
struct gl_subroutine_function *subs;
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->sh.NumSubroutineUniforms = blob_read_uint32(metadata);
glprog->sh.MaxSubroutineFunctionIndex = blob_read_uint32(metadata);
glprog->sh.NumSubroutineFunctions = blob_read_uint32(metadata);
subs = rzalloc_array(prog, struct gl_subroutine_function,
glprog->sh.NumSubroutineFunctions);
glprog->sh.SubroutineFunctions = subs;
for (unsigned j = 0; j < glprog->sh.NumSubroutineFunctions; j++) {
subs[j].name = ralloc_strdup(prog, blob_read_string (metadata));
subs[j].index = (int) blob_read_uint32(metadata);
subs[j].num_compat_types = (int) blob_read_uint32(metadata);
subs[j].types = rzalloc_array(prog, const struct glsl_type *,
subs[j].num_compat_types);
for (int k = 0; k < subs[j].num_compat_types; k++) {
subs[j].types[k] = decode_type_from_blob(metadata);
}
}
}
}
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_atomic_buffers(struct blob *metadata, struct gl_shader_program *prog)
{
blob_write_uint32(metadata, prog->data->NumAtomicBuffers);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i]) {
struct gl_program *glprog = prog->_LinkedShaders[i]->Program;
blob_write_uint32(metadata, glprog->info.num_abos);
}
}
for (unsigned i = 0; i < prog->data->NumAtomicBuffers; i++) {
blob_write_uint32(metadata, prog->data->AtomicBuffers[i].Binding);
blob_write_uint32(metadata, prog->data->AtomicBuffers[i].MinimumSize);
blob_write_uint32(metadata, prog->data->AtomicBuffers[i].NumUniforms);
blob_write_bytes(metadata, prog->data->AtomicBuffers[i].StageReferences,
sizeof(prog->data->AtomicBuffers[i].StageReferences));
for (unsigned j = 0; j < prog->data->AtomicBuffers[i].NumUniforms; j++) {
blob_write_uint32(metadata, prog->data->AtomicBuffers[i].Uniforms[j]);
}
}
}
static void
read_atomic_buffers(struct blob_reader *metadata,
struct gl_shader_program *prog)
{
prog->data->NumAtomicBuffers = blob_read_uint32(metadata);
prog->data->AtomicBuffers =
rzalloc_array(prog, gl_active_atomic_buffer,
prog->data->NumAtomicBuffers);
struct gl_active_atomic_buffer **stage_buff_list[MESA_SHADER_STAGES];
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i]) {
struct gl_program *glprog = prog->_LinkedShaders[i]->Program;
glprog->info.num_abos = blob_read_uint32(metadata);
glprog->sh.AtomicBuffers =
rzalloc_array(glprog, gl_active_atomic_buffer *,
glprog->info.num_abos);
stage_buff_list[i] = glprog->sh.AtomicBuffers;
}
}
for (unsigned i = 0; i < prog->data->NumAtomicBuffers; i++) {
prog->data->AtomicBuffers[i].Binding = blob_read_uint32(metadata);
prog->data->AtomicBuffers[i].MinimumSize = blob_read_uint32(metadata);
prog->data->AtomicBuffers[i].NumUniforms = blob_read_uint32(metadata);
blob_copy_bytes(metadata,
(uint8_t *) &prog->data->AtomicBuffers[i].StageReferences,
sizeof(prog->data->AtomicBuffers[i].StageReferences));
prog->data->AtomicBuffers[i].Uniforms = rzalloc_array(prog, unsigned,
prog->data->AtomicBuffers[i].NumUniforms);
for (unsigned j = 0; j < prog->data->AtomicBuffers[i].NumUniforms; j++) {
prog->data->AtomicBuffers[i].Uniforms[j] = blob_read_uint32(metadata);
}
for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
if (prog->data->AtomicBuffers[i].StageReferences[j]) {
*stage_buff_list[j] = &prog->data->AtomicBuffers[i];
stage_buff_list[j]++;
}
}
}
}
static void
write_xfb(struct blob *metadata, struct gl_shader_program *shProg)
{
struct gl_program *prog = shProg->last_vert_prog;
if (!prog) {
blob_write_uint32(metadata, ~0u);
return;
}
struct gl_transform_feedback_info *ltf = prog->sh.LinkedTransformFeedback;
blob_write_uint32(metadata, prog->info.stage);
blob_write_uint32(metadata, ltf->NumOutputs);
blob_write_uint32(metadata, ltf->ActiveBuffers);
blob_write_uint32(metadata, ltf->NumVarying);
blob_write_bytes(metadata, ltf->Outputs,
sizeof(struct gl_transform_feedback_output) *
ltf->NumOutputs);
for (int i = 0; i < ltf->NumVarying; i++) {
blob_write_string(metadata, ltf->Varyings[i].Name);
blob_write_uint32(metadata, ltf->Varyings[i].Type);
blob_write_uint32(metadata, ltf->Varyings[i].BufferIndex);
blob_write_uint32(metadata, ltf->Varyings[i].Size);
blob_write_uint32(metadata, ltf->Varyings[i].Offset);
}
blob_write_bytes(metadata, ltf->Buffers,
sizeof(struct gl_transform_feedback_buffer) *
MAX_FEEDBACK_BUFFERS);
}
static void
read_xfb(struct blob_reader *metadata, struct gl_shader_program *shProg)
{
unsigned xfb_stage = blob_read_uint32(metadata);
if (xfb_stage == ~0u)
return;
struct gl_program *prog = shProg->_LinkedShaders[xfb_stage]->Program;
struct gl_transform_feedback_info *ltf =
rzalloc(prog, struct gl_transform_feedback_info);
prog->sh.LinkedTransformFeedback = ltf;
shProg->last_vert_prog = prog;
ltf->NumOutputs = blob_read_uint32(metadata);
ltf->ActiveBuffers = blob_read_uint32(metadata);
ltf->NumVarying = blob_read_uint32(metadata);
ltf->Outputs = rzalloc_array(prog, struct gl_transform_feedback_output,
ltf->NumOutputs);
blob_copy_bytes(metadata, (uint8_t *) ltf->Outputs,
sizeof(struct gl_transform_feedback_output) *
ltf->NumOutputs);
ltf->Varyings = rzalloc_array(prog,
struct gl_transform_feedback_varying_info,
ltf->NumVarying);
for (int i = 0; i < ltf->NumVarying; i++) {
ltf->Varyings[i].Name = ralloc_strdup(prog, blob_read_string(metadata));
ltf->Varyings[i].Type = blob_read_uint32(metadata);
ltf->Varyings[i].BufferIndex = blob_read_uint32(metadata);
ltf->Varyings[i].Size = blob_read_uint32(metadata);
ltf->Varyings[i].Offset = blob_read_uint32(metadata);
}
blob_copy_bytes(metadata, (uint8_t *) ltf->Buffers,
sizeof(struct gl_transform_feedback_buffer) *
MAX_FEEDBACK_BUFFERS);
}
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].builtin);
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].hidden);
blob_write_uint32(metadata, prog->data->UniformStorage[i].is_shader_storage);
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);
blob_write_bytes(metadata, prog->data->UniformStorage[i].opaque,
sizeof(prog->data->UniformStorage[i].opaque));
}
/* Here we cache all uniform values. We do this to retain values for
* uniforms with initialisers and also hidden uniforms that may be lowered
* constant arrays. We could possibly just store the values we need but for
* now we just store everything.
*/
blob_write_uint32(metadata, prog->data->NumHiddenUniforms);
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
if (!prog->data->UniformStorage[i].builtin &&
!prog->data->UniformStorage[i].is_shader_storage &&
prog->data->UniformStorage[i].block_index == -1) {
unsigned vec_size =
values_for_type(prog->data->UniformStorage[i].type) *
MAX2(prog->data->UniformStorage[i].array_elements, 1);
blob_write_bytes(metadata, prog->data->UniformStorage[i].storage,
sizeof(union gl_constant_value) * vec_size);
}
}
}
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].builtin = 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].hidden = blob_read_uint32(metadata);
uniforms[i].is_shader_storage = 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);
memcpy(uniforms[i].opaque,
blob_read_bytes(metadata, sizeof(uniforms[i].opaque)),
sizeof(uniforms[i].opaque));
}
/* Restore uniform values. */
prog->data->NumHiddenUniforms = blob_read_uint32(metadata);
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
if (!prog->data->UniformStorage[i].builtin &&
!prog->data->UniformStorage[i].is_shader_storage &&
prog->data->UniformStorage[i].block_index == -1) {
unsigned vec_size =
values_for_type(prog->data->UniformStorage[i].type) *
MAX2(prog->data->UniformStorage[i].array_elements, 1);
blob_copy_bytes(metadata,
(uint8_t *) prog->data->UniformStorage[i].storage,
sizeof(union gl_constant_value) * vec_size);
assert(vec_size + prog->data->UniformStorage[i].storage <=
data + prog->data->NumUniformDataSlots);
}
}
}
enum uniform_remap_type
{
remap_type_inactive_explicit_location,
remap_type_null_ptr,
remap_type_uniform_offset
};
static void
write_uniform_remap_table_entry(struct blob *metadata,
gl_uniform_storage *uniform_storage,
gl_uniform_storage *entry)
{
if (entry == INACTIVE_UNIFORM_EXPLICIT_LOCATION) {
blob_write_uint32(metadata, remap_type_inactive_explicit_location);
} else if (entry == NULL) {
blob_write_uint32(metadata, remap_type_null_ptr);
} else {
blob_write_uint32(metadata, remap_type_uniform_offset);
uint32_t offset = entry - uniform_storage;
blob_write_uint32(metadata, offset);
}
}
static void
write_uniform_remap_tables(struct blob *metadata,
struct gl_shader_program *prog)
{
blob_write_uint32(metadata, prog->NumUniformRemapTable);
for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
write_uniform_remap_table_entry(metadata, prog->data->UniformStorage,
prog->UniformRemapTable[i]);
}
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
if (sh) {
struct gl_program *glprog = sh->Program;
blob_write_uint32(metadata, glprog->sh.NumSubroutineUniformRemapTable);
for (unsigned j = 0; j < glprog->sh.NumSubroutineUniformRemapTable; j++) {
write_uniform_remap_table_entry(metadata,
prog->data->UniformStorage,
glprog->sh.SubroutineUniformRemapTable[j]);
}
}
}
}
static void
read_uniform_remap_table_entry(struct blob_reader *metadata,
gl_uniform_storage *uniform_storage,
gl_uniform_storage **entry,
enum uniform_remap_type type)
{
if (type == remap_type_inactive_explicit_location) {
*entry = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
} else if (type == remap_type_null_ptr) {
*entry = NULL;
} else {
uint32_t uni_offset = blob_read_uint32(metadata);
*entry = uniform_storage + uni_offset;
}
}
static void
read_uniform_remap_tables(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++) {
enum uniform_remap_type type =
(enum uniform_remap_type) blob_read_uint32(metadata);
read_uniform_remap_table_entry(metadata, prog->data->UniformStorage,
&prog->UniformRemapTable[i], type);
}
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
if (sh) {
struct gl_program *glprog = sh->Program;
glprog->sh.NumSubroutineUniformRemapTable = blob_read_uint32(metadata);
glprog->sh.SubroutineUniformRemapTable =
rzalloc_array(glprog, struct gl_uniform_storage *,
glprog->sh.NumSubroutineUniformRemapTable);
for (unsigned j = 0; j < glprog->sh.NumSubroutineUniformRemapTable; j++) {
enum uniform_remap_type type =
(enum uniform_remap_type) blob_read_uint32(metadata);
read_uniform_remap_table_entry(metadata,
prog->data->UniformStorage,
&glprog->sh.SubroutineUniformRemapTable[j],
type);
}
}
}
}
struct whte_closure
{
struct blob *blob;
size_t num_entries;
};
static void
write_hash_table_entry(const char *key, unsigned value, void *closure)
{
struct whte_closure *whte = (struct whte_closure *) closure;
blob_write_string(whte->blob, key);
blob_write_uint32(whte->blob, value);
whte->num_entries++;
}
static void
write_hash_table(struct blob *metadata, struct string_to_uint_map *hash)
{
size_t offset;
struct whte_closure whte;
whte.blob = metadata;
whte.num_entries = 0;
offset = metadata->size;
/* Write a placeholder for the hashtable size. */
blob_write_uint32 (metadata, 0);
hash->iterate(write_hash_table_entry, &whte);
/* Overwrite with the computed number of entries written. */
blob_overwrite_uint32 (metadata, offset, whte.num_entries);
}
static void
read_hash_table(struct blob_reader *metadata, struct string_to_uint_map *hash)
{
size_t i, num_entries;
const char *key;
uint32_t value;
num_entries = blob_read_uint32 (metadata);
for (i = 0; i < num_entries; i++) {
key = blob_read_string(metadata);
value = blob_read_uint32(metadata);
hash->put(value, key);
}
}
static void
write_hash_tables(struct blob *metadata, struct gl_shader_program *prog)
{
write_hash_table(metadata, prog->AttributeBindings);
write_hash_table(metadata, prog->FragDataBindings);
write_hash_table(metadata, prog->FragDataIndexBindings);
}
static void
read_hash_tables(struct blob_reader *metadata, struct gl_shader_program *prog)
{
read_hash_table(metadata, prog->AttributeBindings);
read_hash_table(metadata, prog->FragDataBindings);
read_hash_table(metadata, prog->FragDataIndexBindings);
}
static void
write_shader_subroutine_index(struct blob *metadata,
struct gl_linked_shader *sh,
struct gl_program_resource *res)
{
assert(sh);
for (unsigned j = 0; j < sh->Program->sh.NumSubroutineFunctions; j++) {
if (strcmp(((gl_subroutine_function *)res->Data)->name,
sh->Program->sh.SubroutineFunctions[j].name) == 0) {
blob_write_uint32(metadata, j);
break;
}
}
}
static void
write_program_resource_data(struct blob *metadata,
struct gl_shader_program *prog,
struct gl_program_resource *res)
{
struct gl_linked_shader *sh;
switch(res->Type) {
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT: {
const gl_shader_variable *var = (gl_shader_variable *)res->Data;
blob_write_bytes(metadata, var, sizeof(gl_shader_variable));
encode_type_to_blob(metadata, var->type);
if (var->interface_type)
encode_type_to_blob(metadata, var->interface_type);
if (var->outermost_struct_type)
encode_type_to_blob(metadata, var->outermost_struct_type);
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:
case GL_FRAGMENT_SUBROUTINE_UNIFORM:
case GL_COMPUTE_SUBROUTINE_UNIFORM:
case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
case GL_UNIFORM:
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
if (strcmp(((gl_uniform_storage *)res->Data)->name,
prog->data->UniformStorage[i].name) == 0) {
blob_write_uint32(metadata, i);
break;
}
}
break;
case GL_ATOMIC_COUNTER_BUFFER:
for (unsigned i = 0; i < prog->data->NumAtomicBuffers; i++) {
if (((gl_active_atomic_buffer *)res->Data)->Binding ==
prog->data->AtomicBuffers[i].Binding) {
blob_write_uint32(metadata, i);
break;
}
}
break;
case GL_TRANSFORM_FEEDBACK_BUFFER:
for (unsigned i = 0; i < MAX_FEEDBACK_BUFFERS; i++) {
if (((gl_transform_feedback_buffer *)res->Data)->Binding ==
prog->last_vert_prog->sh.LinkedTransformFeedback->Buffers[i].Binding) {
blob_write_uint32(metadata, i);
break;
}
}
break;
case GL_TRANSFORM_FEEDBACK_VARYING:
for (int i = 0; i < prog->last_vert_prog->sh.LinkedTransformFeedback->NumVarying; i++) {
if (strcmp(((gl_transform_feedback_varying_info *)res->Data)->Name,
prog->last_vert_prog->sh.LinkedTransformFeedback->Varyings[i].Name) == 0) {
blob_write_uint32(metadata, i);
break;
}
}
break;
case GL_VERTEX_SUBROUTINE:
case GL_TESS_CONTROL_SUBROUTINE:
case GL_TESS_EVALUATION_SUBROUTINE:
case GL_GEOMETRY_SUBROUTINE:
case GL_FRAGMENT_SUBROUTINE:
case GL_COMPUTE_SUBROUTINE:
sh =
prog->_LinkedShaders[_mesa_shader_stage_from_subroutine(res->Type)];
write_shader_subroutine_index(metadata, sh, res);
break;
default:
assert(!"Support for writing resource not yet implemented.");
}
}
static void
read_program_resource_data(struct blob_reader *metadata,
struct gl_shader_program *prog,
struct gl_program_resource *res)
{
struct gl_linked_shader *sh;
switch(res->Type) {
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT: {
gl_shader_variable *var = ralloc(prog, struct gl_shader_variable);
blob_copy_bytes(metadata, (uint8_t *) var, sizeof(gl_shader_variable));
var->type = decode_type_from_blob(metadata);
if (var->interface_type)
var->interface_type = decode_type_from_blob(metadata);
if (var->outermost_struct_type)
var->outermost_struct_type = decode_type_from_blob(metadata);
var->name = ralloc_strdup(prog, blob_read_string(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:
case GL_FRAGMENT_SUBROUTINE_UNIFORM:
case GL_COMPUTE_SUBROUTINE_UNIFORM:
case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
case GL_UNIFORM:
res->Data = &prog->data->UniformStorage[blob_read_uint32(metadata)];
break;
case GL_ATOMIC_COUNTER_BUFFER:
res->Data = &prog->data->AtomicBuffers[blob_read_uint32(metadata)];
break;
case GL_TRANSFORM_FEEDBACK_BUFFER:
res->Data = &prog->last_vert_prog->
sh.LinkedTransformFeedback->Buffers[blob_read_uint32(metadata)];
break;
case GL_TRANSFORM_FEEDBACK_VARYING:
res->Data = &prog->last_vert_prog->
sh.LinkedTransformFeedback->Varyings[blob_read_uint32(metadata)];
break;
case GL_VERTEX_SUBROUTINE:
case GL_TESS_CONTROL_SUBROUTINE:
case GL_TESS_EVALUATION_SUBROUTINE:
case GL_GEOMETRY_SUBROUTINE:
case GL_FRAGMENT_SUBROUTINE:
case GL_COMPUTE_SUBROUTINE:
sh =
prog->_LinkedShaders[_mesa_shader_stage_from_subroutine(res->Type)];
res->Data =
&sh->Program->sh.SubroutineFunctions[blob_read_uint32(metadata)];
break;
default:
assert(!"Support for reading resource not yet implemented.");
}
}
static void
write_program_resource_list(struct blob *metadata,
struct gl_shader_program *prog)
{
blob_write_uint32(metadata, prog->data->NumProgramResourceList);
for (unsigned i = 0; i < prog->data->NumProgramResourceList; i++) {
blob_write_uint32(metadata, prog->data->ProgramResourceList[i].Type);
write_program_resource_data(metadata, prog,
&prog->data->ProgramResourceList[i]);
blob_write_bytes(metadata,
&prog->data->ProgramResourceList[i].StageReferences,
sizeof(prog->data->ProgramResourceList[i].StageReferences));
}
}
static void
read_program_resource_list(struct blob_reader *metadata,
struct gl_shader_program *prog)
{
prog->data->NumProgramResourceList = blob_read_uint32(metadata);
prog->data->ProgramResourceList =
ralloc_array(prog, gl_program_resource,
prog->data->NumProgramResourceList);
for (unsigned i = 0; i < prog->data->NumProgramResourceList; i++) {
prog->data->ProgramResourceList[i].Type = blob_read_uint32(metadata);
read_program_resource_data(metadata, prog,
&prog->data->ProgramResourceList[i]);
blob_copy_bytes(metadata,
(uint8_t *) &prog->data->ProgramResourceList[i].StageReferences,
sizeof(prog->data->ProgramResourceList[i].StageReferences));
}
}
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 = &params->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);
_mesa_reserve_parameter_storage(params, num_parameters);
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);
blob_write_bytes(metadata, glprog->SamplerUnits,
sizeof(glprog->SamplerUnits));
blob_write_bytes(metadata, glprog->sh.SamplerTargets,
sizeof(glprog->sh.SamplerTargets));
blob_write_uint32(metadata, glprog->ShadowSamplers);
blob_write_bytes(metadata, glprog->sh.ImageAccess,
sizeof(glprog->sh.ImageAccess));
blob_write_bytes(metadata, glprog->sh.ImageUnits,
sizeof(glprog->sh.ImageUnits));
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);
blob_copy_bytes(metadata, (uint8_t *) glprog->SamplerUnits,
sizeof(glprog->SamplerUnits));
blob_copy_bytes(metadata, (uint8_t *) glprog->sh.SamplerTargets,
sizeof(glprog->sh.SamplerTargets));
glprog->ShadowSamplers = blob_read_uint32(metadata);
blob_copy_bytes(metadata, (uint8_t *) glprog->sh.ImageAccess,
sizeof(glprog->sh.ImageAccess));
blob_copy_bytes(metadata, (uint8_t *) glprog->sh.ImageUnits,
sizeof(glprog->sh.ImageUnits));
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.
*/
static const char zero[sizeof(prog->data->sha1)] = {0};
if (memcmp(prog->data->sha1, zero, sizeof(prog->data->sha1)) == 0)
return;
struct blob *metadata = blob_create();
write_uniforms(metadata, prog);
write_hash_tables(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_xfb(metadata, prog);
write_uniform_remap_tables(metadata, prog);
write_atomic_buffers(metadata, prog);
write_buffer_blocks(metadata, prog);
write_subroutines(metadata, prog);
write_program_resource_list(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) {
_mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1);
fprintf(stderr, "marking shader: %s\n", sha1_buf);
}
}
disk_cache_put(cache, prog->data->sha1, metadata->data, metadata->size);
free(metadata);
if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
_mesa_sha1_format(sha1_buf, prog->data->sha1);
fprintf(stderr, "putting program metadata in cache: %s\n", sha1_buf);
}
}
bool
shader_cache_read_program_metadata(struct gl_context *ctx,
struct gl_shader_program *prog)
{
/* Fixed function programs generated by Mesa are not cached. So don't
* try to read metadata for them from the cache.
*/
if (prog->Name == 0)
return false;
struct disk_cache *cache = ctx->Cache;
if (!cache || prog->data->cache_fallback)
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");
/* A shader might end up producing different output depending on the glsl
* version supported by the compiler. For example a different path might be
* taken by the preprocessor, so add the version to the hash input.
*/
ralloc_asprintf_append(&buf, "api: %d glsl: %d fglsl: %d\n",
ctx->API, ctx->Const.GLSLVersion,
ctx->Const.ForceGLSLVersion);
/* DRI config options may also change the output from the compiler so
* include them as an input to sha1 creation.
*/
char sha1buf[41];
_mesa_sha1_format(sha1buf, ctx->Const.dri_config_options_sha1);
ralloc_strcat(&buf, sha1buf);
for (unsigned i = 0; i < prog->NumShaders; i++) {
struct gl_shader *sh = prog->Shaders[i];
_mesa_sha1_format(sha1buf, sh->sha1);
ralloc_asprintf_append(&buf, "%s: %s\n",
_mesa_shader_stage_to_abbrev(sh->Stage), sha1buf);
}
disk_cache_compute_key(cache, 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) {
_mesa_sha1_format(sha1buf, prog->data->sha1);
fprintf(stderr, "loading shader program meta data from cache: %s\n",
sha1buf);
}
struct blob_reader metadata;
blob_reader_init(&metadata, buffer, size);
assert(prog->data->UniformStorage == NULL);
read_uniforms(&metadata, prog);
read_hash_tables(&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_xfb(&metadata, prog);
read_uniform_remap_tables(&metadata, prog);
read_atomic_buffers(&metadata, prog);
read_buffer_blocks(&metadata, prog);
read_subroutines(&metadata, prog);
read_program_resource_list(&metadata, prog);
if (metadata.current != metadata.end || metadata.overrun) {
/* Something 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;
/* Since the program load was successful, CompileStatus of all shaders at
* this point should normally be compile_skipped. However because of how
* the eviction works, it may happen that some of the individual shader keys
* have been evicted, resulting in unnecessary recompiles on this load, so
* mark them again to skip such recompiles next time.
*/
char sha1_buf[41];
for (unsigned i = 0; i < prog->NumShaders; i++) {
if (prog->Shaders[i]->CompileStatus == compile_success) {
disk_cache_put_key(cache, prog->Shaders[i]->sha1);
if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
_mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1);
fprintf(stderr, "re-marking shader: %s\n", sha1_buf);
}
}
}
free (buffer);
return true;
}