diff options
author | Jason Ekstrand <[email protected]> | 2016-08-24 23:48:32 -0700 |
---|---|---|
committer | Jason Ekstrand <[email protected]> | 2016-08-30 15:08:23 -0700 |
commit | 689971847005219178f5a484dffecf9e5e515192 (patch) | |
tree | a6fd8840cc1a0e3977c20293cb2bea2b849946f6 /src/intel/vulkan/anv_pipeline_cache.c | |
parent | 13c09fdd0cfb62f3f45c39ad01a1c8f4b37c9c19 (diff) |
anv: Add a struct for storing a compiled shader
This new anv_shader_bin struct stores the compiled kernel (as an anv_state)
as well as all of the metadata that is generated at shader compile time.
The struct is very similar to the old cache_entry struct except that it
is reference counted and stores the actual pipeline_bind_map. Similarly to
cache_entry, much of the actual data is floating-size and stored after the
main struct. Unlike cache_entry, which was storred in GPU-accessable
memory, the storage for anv_shader_bin kernels comes from a state pool.
The struct itself is reference-counted so that it can be used by multiple
pipelines at a time without fear of allocation issues.
Signed-off-by: Jason Ekstrand <[email protected]>
Cc: "12.0" <[email protected]>
Acked-by: Kristian Høgsberg Kristensen <[email protected]>
Diffstat (limited to 'src/intel/vulkan/anv_pipeline_cache.c')
-rw-r--r-- | src/intel/vulkan/anv_pipeline_cache.c | 110 |
1 files changed, 110 insertions, 0 deletions
diff --git a/src/intel/vulkan/anv_pipeline_cache.c b/src/intel/vulkan/anv_pipeline_cache.c index 3f111a1e4b7..abca9fe3313 100644 --- a/src/intel/vulkan/anv_pipeline_cache.c +++ b/src/intel/vulkan/anv_pipeline_cache.c @@ -25,6 +25,116 @@ #include "util/debug.h" #include "anv_private.h" +struct shader_bin_key { + uint32_t size; + uint8_t data[0]; +}; + +static size_t +anv_shader_bin_size(uint32_t prog_data_size, uint32_t key_size, + uint32_t surface_count, uint32_t sampler_count) +{ + const uint32_t binding_data_size = + (surface_count + sampler_count) * sizeof(struct anv_pipeline_binding); + + return align_u32(sizeof(struct anv_shader_bin), 8) + + align_u32(prog_data_size, 8) + + align_u32(sizeof(uint32_t) + key_size, 8) + + align_u32(binding_data_size, 8); +} + +static inline const struct shader_bin_key * +anv_shader_bin_get_key(const struct anv_shader_bin *shader) +{ + const void *data = shader; + data += align_u32(sizeof(struct anv_shader_bin), 8); + data += align_u32(shader->prog_data_size, 8); + return data; +} + +struct anv_shader_bin * +anv_shader_bin_create(struct anv_device *device, + const void *key_data, uint32_t key_size, + const void *kernel_data, uint32_t kernel_size, + const void *prog_data, uint32_t prog_data_size, + const struct anv_pipeline_bind_map *bind_map) +{ + const size_t size = + anv_shader_bin_size(prog_data_size, key_size, + bind_map->surface_count, bind_map->sampler_count); + + struct anv_shader_bin *shader = + anv_alloc(&device->alloc, size, 8, VK_SYSTEM_ALLOCATION_SCOPE_DEVICE); + if (!shader) + return NULL; + + shader->ref_cnt = 1; + + shader->kernel = + anv_state_pool_alloc(&device->instruction_state_pool, kernel_size, 64); + memcpy(shader->kernel.map, kernel_data, kernel_size); + shader->kernel_size = kernel_size; + shader->bind_map = *bind_map; + shader->prog_data_size = prog_data_size; + + /* Now we fill out the floating data at the end */ + void *data = shader; + data += align_u32(sizeof(struct anv_shader_bin), 8); + + memcpy(data, prog_data, prog_data_size); + data += align_u32(prog_data_size, 8); + + struct shader_bin_key *key = data; + key->size = key_size; + memcpy(key->data, key_data, key_size); + data += align_u32(sizeof(*key) + key_size, 8); + + shader->bind_map.surface_to_descriptor = data; + memcpy(data, bind_map->surface_to_descriptor, + bind_map->surface_count * sizeof(struct anv_pipeline_binding)); + data += bind_map->surface_count * sizeof(struct anv_pipeline_binding); + + shader->bind_map.sampler_to_descriptor = data; + memcpy(data, bind_map->sampler_to_descriptor, + bind_map->sampler_count * sizeof(struct anv_pipeline_binding)); + + return shader; +} + +void +anv_shader_bin_destroy(struct anv_device *device, + struct anv_shader_bin *shader) +{ + assert(shader->ref_cnt == 0); + anv_state_pool_free(&device->instruction_state_pool, shader->kernel); + anv_free(&device->alloc, shader); +} + +static size_t +anv_shader_bin_data_size(const struct anv_shader_bin *shader) +{ + return anv_shader_bin_size(shader->prog_data_size, + anv_shader_bin_get_key(shader)->size, + shader->bind_map.surface_count, + shader->bind_map.sampler_count) + + align_u32(shader->kernel_size, 8); +} + +static void +anv_shader_bin_write_data(const struct anv_shader_bin *shader, void *data) +{ + size_t struct_size = + anv_shader_bin_size(shader->prog_data_size, + anv_shader_bin_get_key(shader)->size, + shader->bind_map.surface_count, + shader->bind_map.sampler_count); + + memcpy(data, shader, struct_size); + data += struct_size; + + memcpy(data, shader->kernel.map, shader->kernel_size); +} + /* Remaining work: * * - Compact binding table layout so it's tight and not dependent on |