blob: aacaa46748e92b71873f4a71bb8ccdd9cf14f909 [file] [log] [blame]
/*
* 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 "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 "nir.h"
#include "program.h"
#include "serialize.h"
#include "shader_cache.h"
#include "util/mesa-sha1.h"
#include "string_to_uint_map.h"
#include "main/mtypes.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
create_binding_str(const char *key, unsigned value, void *closure)
{
char **bindings_str = (char **) closure;
ralloc_asprintf_append(bindings_str, "%s:%u,", key, value);
}
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, or with a SPIR-V shader.
*
* TODO: In future we should use another method to generate a key for ff
* programs, and SPIR-V shaders.
*/
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_init(&metadata);
if (ctx->Driver.ShaderCacheSerializeDriverBlob) {
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
if (sh)
ctx->Driver.ShaderCacheSerializeDriverBlob(ctx, sh->Program);
}
}
serialize_glsl_program(&metadata, ctx, prog);
struct cache_item_metadata cache_item_metadata;
cache_item_metadata.type = CACHE_ITEM_TYPE_GLSL;
cache_item_metadata.keys =
(cache_key *) malloc(prog->NumShaders * sizeof(cache_key));
cache_item_metadata.num_keys = prog->NumShaders;
if (!cache_item_metadata.keys)
goto fail;
for (unsigned i = 0; i < prog->NumShaders; i++) {
memcpy(cache_item_metadata.keys[i], prog->Shaders[i]->sha1,
sizeof(cache_key));
}
disk_cache_put(cache, prog->data->sha1, metadata.data, metadata.size,
&cache_item_metadata);
char sha1_buf[41];
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);
}
fail:
free(cache_item_metadata.keys);
blob_finish(&metadata);
}
bool
shader_cache_read_program_metadata(struct gl_context *ctx,
struct gl_shader_program *prog)
{
/* Fixed function programs generated by Mesa, or SPIR-V shaders, are not
* cached. So don't try to read metadata for them from the cache.
*/
if (prog->Name == 0 || prog->data->spirv)
return false;
struct disk_cache *cache = ctx->Cache;
if (!cache)
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);
ralloc_asprintf_append(&buf, "tf: %d ", prog->TransformFeedback.BufferMode);
for (unsigned int i = 0; i < prog->TransformFeedback.NumVarying; i++) {
ralloc_asprintf_append(&buf, "%s ",
prog->TransformFeedback.VaryingNames[i]);
}
/* 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);
/* We run the preprocessor on shaders after hashing them, so we need to
* add any extension override vars to the hash. If we don't do this the
* preprocessor could result in different output and we could load the
* wrong shader.
*/
char *ext_override = getenv("MESA_EXTENSION_OVERRIDE");
if (ext_override) {
ralloc_asprintf_append(&buf, "ext:%s", ext_override);
}
/* 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);
bool deserialized = deserialize_glsl_program(&metadata, ctx, prog);
if (!deserialized || 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;
free (buffer);
return true;
}