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/*
* Copyright 2019 Advanced Micro Devices, Inc.
* All Rights Reserved.
*
* 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
* on the rights to use, copy, modify, merge, publish, distribute, sub
* license, 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 NON-INFRINGEMENT. IN NO EVENT SHALL
* THE AUTHOR(S) AND/OR THEIR SUPPLIERS 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.
*/
/* This deduplicates live shader CSOs, meaning that creating 2 shaders with
* the same IR will return the same CSO.
*
* How to use this:
*
* - create_xx_state should only call util_live_shader_cache_get.
*
* - delete_xx_state should only call util_shader_reference(&shader, NULL).
* This will decrease the reference count.
*
* - Driver shaders must inherit util_live_shader. They don't have to
* initialize it.
*
* - Declare struct util_live_shader_cache in your pipe_screen (no pointer) if
* you support shareable shaders. If not, declare it in your pipe_context.
*
* - Set your create_shader and destroy_shader driver callbacks with
* util_live_shader_cache_init. These are your driver versions of
* create_xx_state and delete_xx_state. There is no distinction between
* vs, tcs, tes, gs, fs. Instead, get the shader type from the IR.
*
* - Call util_live_shader_cache_deinit when you destroy your screen or context.
*/
#ifndef U_LIVE_SHADER_CACHE_H
#define U_LIVE_SHADER_CACHE_H
#include "util/simple_mtx.h"
#include "pipe/p_state.h"
struct util_live_shader_cache {
simple_mtx_t lock;
struct hash_table *hashtable;
void *(*create_shader)(struct pipe_context *,
const struct pipe_shader_state *state);
void (*destroy_shader)(struct pipe_context *, void *);
unsigned hits, misses;
};
struct util_live_shader {
struct pipe_reference reference;
unsigned char sha1[20];
};
void
util_live_shader_cache_init(struct util_live_shader_cache *cache,
void *(*create_shader)(struct pipe_context *,
const struct pipe_shader_state *state),
void (*destroy_shader)(struct pipe_context *, void *));
void
util_live_shader_cache_deinit(struct util_live_shader_cache *cache);
void *
util_live_shader_cache_get(struct pipe_context *ctx,
struct util_live_shader_cache *cache,
const struct pipe_shader_state *state,
bool* cache_hit);
void
util_shader_reference(struct pipe_context *ctx,
struct util_live_shader_cache *cache,
void **dst, void *src);
#endif