On Mon, Feb 6, 2017 at 7:42 PM, Timothy Arceri <tarc...@itsqueeze.com> wrote: > From: Timothy Arceri <timothy.arc...@collabora.com> > > 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. > > This initial version is intended to work with all stages beside > compute. > > This patch is based on the initial work done by Carl. > > V2: extend the file's doxygen comment to cover some of the > design decisions. > > V3: > - skip cache for fixed function shaders > - add int64 support > - fix glsl IR program parameter caching/restore and cache the > parameter values which are used by gallium backends. > - use new link status enum > --- > src/compiler/Makefile.glsl.am | 3 +- > src/compiler/Makefile.sources | 4 + > src/compiler/glsl/shader_cache.cpp | 601 > +++++++++++++++++++++++++++++++++++++ > src/compiler/glsl/shader_cache.h | 38 +++ > 4 files changed, 645 insertions(+), 1 deletion(-) > create mode 100644 src/compiler/glsl/shader_cache.cpp > create mode 100644 src/compiler/glsl/shader_cache.h > > diff --git a/src/compiler/Makefile.glsl.am b/src/compiler/Makefile.glsl.am > index f673196..41edb3c 100644 > --- a/src/compiler/Makefile.glsl.am > +++ b/src/compiler/Makefile.glsl.am > @@ -131,7 +131,8 @@ glsl_libglsl_la_LIBADD = \ > > glsl_libglsl_la_SOURCES = \ > $(LIBGLSL_GENERATED_FILES) \ > - $(LIBGLSL_FILES) > + $(LIBGLSL_FILES) \ > + $(LIBGLSL_SHADER_CACHE_FILES) > > glsl_libstandalone_la_SOURCES = \ > $(GLSL_COMPILER_CXX_FILES) > diff --git a/src/compiler/Makefile.sources b/src/compiler/Makefile.sources > index a8bb4d3..1e8edc0 100644 > --- a/src/compiler/Makefile.sources > +++ b/src/compiler/Makefile.sources > @@ -142,6 +142,10 @@ LIBGLSL_FILES = \ > glsl/s_expression.cpp \ > glsl/s_expression.h > > +LIBGLSL_SHADER_CACHE_FILES = \ > + glsl/shader_cache.cpp \ > + glsl/shader_cache.h > + > # glsl_compiler > > GLSL_COMPILER_CXX_FILES = \ > diff --git a/src/compiler/glsl/shader_cache.cpp > b/src/compiler/glsl/shader_cache.cpp > new file mode 100644 > index 0000000..91f8d99 > --- /dev/null > +++ b/src/compiler/glsl/shader_cache.cpp > @@ -0,0 +1,601 @@ > +/* > + * Copyright © 2014 Intel Corporation 2017 > + * > + * 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.c > + * > + * 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 shader > + * such as SSO, attribute binding, frag data bindins, etc. s/bindins/bindings > + * > + * 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 "util/disk_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_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].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].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); > + } > +} > + > +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].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].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); > + } > +} > + > + > +static void > +write_uniform_remap_table(struct blob *metadata, > + struct gl_shader_program *prog) > +{ > + blob_write_uint32(metadata, prog->NumUniformRemapTable); > + > + for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) { > + blob_write_uint32(metadata, prog->UniformRemapTable[i] - > + prog->data->UniformStorage); > + } > +} > + > +static void > +read_uniform_remap_table(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++) { > + prog->UniformRemapTable[i] = > + prog->data->UniformStorage + blob_read_uint32(metadata); > + } > +} > + > +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 = ¶ms->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); > + > + 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); > + > + 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); > + > + 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. > + */ > + if (*prog->data->sha1 == 0) > + return; > + > + /* Currently we don't support caching compute shaders. */ > + if (prog->_LinkedShaders[MESA_SHADER_COMPUTE]) > + return; > + > + struct blob *metadata = blob_create(NULL); > + > + write_uniforms(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_uniform_remap_table(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) { > + fprintf(stderr, "marking shader: %s\n", > + _mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1)); > + } > + } > + > + disk_cache_put(cache, prog->data->sha1, metadata->data, metadata->size); > + > + ralloc_free(metadata); > + > + if (ctx->_Shader->Flags & GLSL_CACHE_INFO) { > + fprintf(stderr, "putting program metadata in cache: %s\n", > + _mesa_sha1_format(sha1_buf, prog->data->sha1)); > + } > +} > + > +bool > +shader_cache_read_program_metadata(struct gl_context *ctx, > + struct gl_shader_program *prog) > +{ > + /* Don't try to cache programs genereated by Mesa. Fixed function programs > + * for example have no shader source so we would need a special way to > + * generate the a sha for them. > + */ We are trying to read data in this function. So, you can simplify above comment by saying: /* Fixed function programs generated by Mesa are not cached. So, Don't try to read data for them from cache. */ > + if (prog->Name == 0) > + return false; > + > + struct disk_cache *cache = ctx->Cache; > + if (!cache) > + return false; > + > + for (unsigned i = 0; i < prog->NumShaders; i++) { > + if (prog->Shaders[i]->Stage == MESA_SHADER_COMPUTE) { > + compile_shaders(ctx, prog); > + 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"); > + > + char sha1buf[41]; > + for (unsigned i = 0; i < prog->NumShaders; i++) { > + struct gl_shader *sh = prog->Shaders[i]; > + ralloc_asprintf_append(&buf, "%s: %s\n", > + _mesa_shader_stage_to_abbrev(sh->Stage), > + _mesa_sha1_format(sha1buf, sh->sha1)); > + } > + _mesa_sha1_compute(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) { > + fprintf(stderr, "loading shader program meta data from cache: %s\n", > + _mesa_sha1_format(sha1buf, prog->data->sha1)); > + } > + > + struct blob_reader metadata; > + blob_reader_init(&metadata, buffer, size); > + > + assert(prog->data->UniformStorage == NULL); > + > + read_uniforms(&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_uniform_remap_table(&metadata, prog); > + > + if (metadata.current != metadata.end || metadata.overrun) { > + /* Something very bad has gone wrong discard the item from the cache > and > + * rebuild from source. > + */ /* 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; > + > + free (buffer); > + > + return true; > +} > diff --git a/src/compiler/glsl/shader_cache.h > b/src/compiler/glsl/shader_cache.h > new file mode 100644 > index 0000000..8bd0a3c > --- /dev/null > +++ b/src/compiler/glsl/shader_cache.h > @@ -0,0 +1,38 @@ > +/* > + * Copyright © 2014 Intel Corporation 2017 > + * > + * 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. > + */ > + > +#pragma once > +#ifndef SHADER_CACHE > +#define SHADER_CACHE > + > +#include "util/disk_cache.h" > + > +void > +shader_cache_write_program_metadata(struct gl_context *ctx, > + struct gl_shader_program *prog); > + > +bool > +shader_cache_read_program_metadata(struct gl_context *ctx, > + struct gl_shader_program *prog); > + > +#endif /* GLSL_SYMBOL_TABLE */ > -- > 2.9.3 > > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > https://lists.freedesktop.org/mailman/listinfo/mesa-dev _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev