blob: 000d1c2688b7dc4030594efdc8ee1ad359025b1c [file] [log] [blame]
/*
* Copyright © 2017 Timothy Arceri
*
* 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.
*/
#include <stdio.h>
#include "st_debug.h"
#include "st_program.h"
#include "st_shader_cache.h"
#include "st_util.h"
#include "compiler/glsl/program.h"
#include "compiler/nir/nir.h"
#include "compiler/nir/nir_serialize.h"
#include "pipe/p_shader_tokens.h"
#include "program/ir_to_mesa.h"
#include "tgsi/tgsi_parse.h"
#include "util/u_memory.h"
void
st_get_program_binary_driver_sha1(struct gl_context *ctx, uint8_t *sha1)
{
disk_cache_compute_key(ctx->Cache, NULL, 0, sha1);
}
static void
write_stream_out_to_cache(struct blob *blob,
struct pipe_shader_state *state)
{
blob_write_uint32(blob, state->stream_output.num_outputs);
if (state->stream_output.num_outputs) {
blob_write_bytes(blob, &state->stream_output.stride,
sizeof(state->stream_output.stride));
blob_write_bytes(blob, &state->stream_output.output,
sizeof(state->stream_output.output));
}
}
static void
copy_blob_to_driver_cache_blob(struct blob *blob, struct gl_program *prog)
{
prog->driver_cache_blob = ralloc_size(NULL, blob->size);
memcpy(prog->driver_cache_blob, blob->data, blob->size);
prog->driver_cache_blob_size = blob->size;
}
static void
write_tgsi_to_cache(struct blob *blob, const struct tgsi_token *tokens,
struct gl_program *prog)
{
unsigned num_tokens = tgsi_num_tokens(tokens);
blob_write_uint32(blob, num_tokens);
blob_write_bytes(blob, tokens, num_tokens * sizeof(struct tgsi_token));
copy_blob_to_driver_cache_blob(blob, prog);
}
static void
write_nir_to_cache(struct blob *blob, struct gl_program *prog)
{
struct st_program *stp = (struct st_program *)prog;
st_serialize_nir(stp);
blob_write_intptr(blob, stp->serialized_nir_size);
blob_write_bytes(blob, stp->serialized_nir, stp->serialized_nir_size);
copy_blob_to_driver_cache_blob(blob, prog);
}
static void
st_serialise_ir_program(struct gl_context *ctx, struct gl_program *prog,
bool nir)
{
if (prog->driver_cache_blob)
return;
struct st_program *stp = (struct st_program *)prog;
struct blob blob;
blob_init(&blob);
if (prog->info.stage == MESA_SHADER_VERTEX) {
struct st_vertex_program *stvp = (struct st_vertex_program *)stp;
blob_write_uint32(&blob, stvp->num_inputs);
blob_write_bytes(&blob, stvp->index_to_input,
sizeof(stvp->index_to_input));
blob_write_bytes(&blob, stvp->input_to_index,
sizeof(stvp->input_to_index));
blob_write_bytes(&blob, stvp->result_to_output,
sizeof(stvp->result_to_output));
}
if (prog->info.stage == MESA_SHADER_VERTEX ||
prog->info.stage == MESA_SHADER_TESS_EVAL ||
prog->info.stage == MESA_SHADER_GEOMETRY)
write_stream_out_to_cache(&blob, &stp->state);
if (nir)
write_nir_to_cache(&blob, prog);
else
write_tgsi_to_cache(&blob, stp->state.tokens, prog);
blob_finish(&blob);
}
/**
* Store TGSI or NIR and any other required state in on-disk shader cache.
*/
void
st_store_ir_in_disk_cache(struct st_context *st, struct gl_program *prog,
bool nir)
{
if (!st->ctx->Cache)
return;
/* Exit early when we are dealing with a ff shader with no source file to
* generate a source from.
*/
static const char zero[sizeof(prog->sh.data->sha1)] = {0};
if (memcmp(prog->sh.data->sha1, zero, sizeof(prog->sh.data->sha1)) == 0)
return;
st_serialise_ir_program(st->ctx, prog, nir);
if (st->ctx->_Shader->Flags & GLSL_CACHE_INFO) {
fprintf(stderr, "putting %s state tracker IR in cache\n",
_mesa_shader_stage_to_string(prog->info.stage));
}
}
static void
read_stream_out_from_cache(struct blob_reader *blob_reader,
struct pipe_shader_state *state)
{
memset(&state->stream_output, 0, sizeof(state->stream_output));
state->stream_output.num_outputs = blob_read_uint32(blob_reader);
if (state->stream_output.num_outputs) {
blob_copy_bytes(blob_reader, &state->stream_output.stride,
sizeof(state->stream_output.stride));
blob_copy_bytes(blob_reader, &state->stream_output.output,
sizeof(state->stream_output.output));
}
}
static void
read_tgsi_from_cache(struct blob_reader *blob_reader,
const struct tgsi_token **tokens)
{
unsigned num_tokens = blob_read_uint32(blob_reader);
unsigned tokens_size = num_tokens * sizeof(struct tgsi_token);
*tokens = (const struct tgsi_token*) MALLOC(tokens_size);
blob_copy_bytes(blob_reader, (uint8_t *) *tokens, tokens_size);
}
static void
st_deserialise_ir_program(struct gl_context *ctx,
struct gl_shader_program *shProg,
struct gl_program *prog, bool nir)
{
struct st_context *st = st_context(ctx);
size_t size = prog->driver_cache_blob_size;
uint8_t *buffer = (uint8_t *) prog->driver_cache_blob;
st_set_prog_affected_state_flags(prog);
_mesa_associate_uniform_storage(ctx, shProg, prog);
assert(prog->driver_cache_blob && prog->driver_cache_blob_size > 0);
struct st_program *stp = st_program(prog);
struct blob_reader blob_reader;
blob_reader_init(&blob_reader, buffer, size);
st_release_variants(st, stp);
if (prog->info.stage == MESA_SHADER_VERTEX) {
struct st_vertex_program *stvp = (struct st_vertex_program *)stp;
stvp->num_inputs = blob_read_uint32(&blob_reader);
blob_copy_bytes(&blob_reader, (uint8_t *) stvp->index_to_input,
sizeof(stvp->index_to_input));
blob_copy_bytes(&blob_reader, (uint8_t *) stvp->input_to_index,
sizeof(stvp->input_to_index));
blob_copy_bytes(&blob_reader, (uint8_t *) stvp->result_to_output,
sizeof(stvp->result_to_output));
}
if (prog->info.stage == MESA_SHADER_VERTEX ||
prog->info.stage == MESA_SHADER_TESS_EVAL ||
prog->info.stage == MESA_SHADER_GEOMETRY)
read_stream_out_from_cache(&blob_reader, &stp->state);
if (nir) {
assert(prog->nir == NULL);
assert(stp->serialized_nir == NULL);
stp->state.type = PIPE_SHADER_IR_NIR;
stp->serialized_nir_size = blob_read_intptr(&blob_reader);
stp->serialized_nir = malloc(stp->serialized_nir_size);
blob_copy_bytes(&blob_reader, stp->serialized_nir, stp->serialized_nir_size);
stp->shader_program = shProg;
} else {
read_tgsi_from_cache(&blob_reader, &stp->state.tokens);
}
/* Make sure we don't try to read more data than we wrote. This should
* never happen in release builds but its useful to have this check to
* catch development bugs.
*/
if (blob_reader.current != blob_reader.end || blob_reader.overrun) {
assert(!"Invalid TGSI shader disk cache item!");
if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
fprintf(stderr, "Error reading program from cache (invalid "
"TGSI cache item)\n");
}
}
st_finalize_program(st, prog);
}
bool
st_load_ir_from_disk_cache(struct gl_context *ctx,
struct gl_shader_program *prog,
bool nir)
{
if (!ctx->Cache)
return false;
/* If we didn't load the GLSL metadata from cache then we could not have
* loaded TGSI or NIR either.
*/
if (prog->data->LinkStatus != LINKING_SKIPPED)
return false;
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
struct gl_program *glprog = prog->_LinkedShaders[i]->Program;
st_deserialise_ir_program(ctx, prog, glprog, nir);
/* We don't need the cached blob anymore so free it */
ralloc_free(glprog->driver_cache_blob);
glprog->driver_cache_blob = NULL;
glprog->driver_cache_blob_size = 0;
if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
fprintf(stderr, "%s state tracker IR retrieved from cache\n",
_mesa_shader_stage_to_string(i));
}
}
return true;
}
void
st_serialise_tgsi_program(struct gl_context *ctx, struct gl_program *prog)
{
st_serialise_ir_program(ctx, prog, false);
}
void
st_serialise_tgsi_program_binary(struct gl_context *ctx,
struct gl_shader_program *shProg,
struct gl_program *prog)
{
st_serialise_ir_program(ctx, prog, false);
}
void
st_deserialise_tgsi_program(struct gl_context *ctx,
struct gl_shader_program *shProg,
struct gl_program *prog)
{
st_deserialise_ir_program(ctx, shProg, prog, false);
}
void
st_serialise_nir_program(struct gl_context *ctx, struct gl_program *prog)
{
st_serialise_ir_program(ctx, prog, true);
}
void
st_serialise_nir_program_binary(struct gl_context *ctx,
struct gl_shader_program *shProg,
struct gl_program *prog)
{
st_serialise_ir_program(ctx, prog, true);
}
void
st_deserialise_nir_program(struct gl_context *ctx,
struct gl_shader_program *shProg,
struct gl_program *prog)
{
st_deserialise_ir_program(ctx, shProg, prog, true);
}