diff options
-rw-r--r-- | src/compiler/Makefile.glsl.am | 3 | ||||
-rw-r--r-- | src/compiler/Makefile.sources | 4 | ||||
-rw-r--r-- | src/compiler/glsl/shader_cache.cpp | 589 | ||||
-rw-r--r-- | src/compiler/glsl/shader_cache.h | 38 |
4 files changed, 633 insertions, 1 deletions
diff --git a/src/compiler/Makefile.glsl.am b/src/compiler/Makefile.glsl.am index f67319622a0..41edb3cf4d9 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 a8bb4d3dda6..1e8edc08743 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 00000000000..5064dc308d6 --- /dev/null +++ b/src/compiler/glsl/shader_cache.cpp @@ -0,0 +1,589 @@ +/* + * 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 "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; + + 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) +{ + /* Fixed function programs generated by Mesa are not cached. So don't + * try to read metadata for them from the cache. + */ + if (prog->Name == 0) + 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); + + /* 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 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 00000000000..8bd0a3ce282 --- /dev/null +++ b/src/compiler/glsl/shader_cache.h @@ -0,0 +1,38 @@ +/* + * 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. + */ + +#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 */ |