| Commit message (Collapse) | Author | Age | Files | Lines |
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This will be used for things such as adding driver specific environment
variables to the key. Allowing us to set environment vars that change
the shader and not have the driver ignore them if it finds existing
shaders in the cache.
Reviewed-by: Eduardo Lima Mitev <[email protected]>
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The more I think about it the more this seems like a bad idea.
When we were deleting old cache dirs this wasn't so bad as it
was unlikely we would ever hit the actual limit before things
were cleaned up. Now that we only start cleaning up old cache
items once the limit is reached the a percentage based max
cache limit is more risky.
For the inital release of shader cache I think its better to
stick to a more conservative cache limit, at least until we
have some way of cleaning up the cache more aggressively.
Cc: "17.1" <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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The majority of cache files are less than 1kb this resulted in us
greatly miscalculating the amount of disk space used by the cache.
Using the number of blocks allocated to the file is more
conservative and less likely to cause issues.
This change will result in cache sizes being miscalculated further
until old items added with the previous calculation have all been
removed. However I don't see anyway around that, the previous
patch should help limit that problem.
Cc: "17.1" <[email protected]>
Reviewed-and-Tested-by: Michel Dänzer <[email protected]>
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Modern disks are extremely large and are only going to get bigger.
Usage has shown frequent Mesa upgrades can result in the cache
growing very fast i.e. wasting a lot of disk space unnecessarily.
5% seems like a more reasonable default.
Cc: "17.1" <[email protected]>
Acked-by: Michel Dänzer <[email protected]>
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If we get EOF earlier than expected, the current read loops will
deadlock. This may easily happen if the disk cache gets corrupted.
Fix it by using a helper function that handles EOF.
Steps to reproduce (on a build with asserts disabled):
$ glxgears
$ find ~/.cache/mesa/ -type f -exec truncate -s 0 '{}' \;
$ glxgears # deadlock
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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This can be used to deal with key hash collisions from different
versions (should we find that to actually happen) and to find
which mesa version produced the cache entry.
V2: use blob created at cache creation.
v3: remove left over var from v1.
Reviewed-by: Grazvydas Ignotas <[email protected]>
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This allows to get rid of the arch and gpu name directories.
v2: (Timothy Arceri) don't use an opaque data type to store
pointer size and gpu name.
v3: (Timothy Arceri) use blob to store driver keys just make sure
to store null terminator for strings, and make sure blob is
defined by disk_cache and not it's users.
v4: (Timothy Arceri) fix typo, and make ptr_size a uint8_t.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Instead of using a directory, hash the timestamps into the cache keys
themselves. Since there is no more timestamp directory, there is no more
need for deleting the cache of other mesa versions and we rely on
eviction to clean up the old cache entries. This solves the problem of
using several incarnations of disk_cache at the same time, where one
deletes a directory belonging to the other, like when both OpenGL and
gallium nine are used simultaneously (or several different mesa
installations).
v2: using additional blob instead of trying to clone sha1 state
v3: (Timothy Arceri) don't use an opaque data type to store
timestamp.
V4: (Timothy Arceri) use blob to store driver keys just make sure
to store null terminator for strings, and make sure blob is
defined by disk_cache and not it's users.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100091
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Otherwise for apps that don't seed the regular rand() we will always
remove old cache entries from the same dirs.
V2: assume bits returned by rand are independent uniformly distributed
bits and grab our hex value without taking the modulus of the whole
value, this also fixes a bug where 'f' was always missing.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Simplifies the write code a bit and handles EINTR.
V2: (Timothy Arceri) Drop EINTR handling. To do it
properly we would need a retry limit but it's
probably best to just avoid trying to write if
we hit EINTR and try again next time we see
the program.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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This will allow to hash additional data into the cache keys or even
change the hashing algorithm easily, should we decide to do so.
v2: don't try to compute key (and crash) if cache is disabled
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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I haven't seen this causing problems in practice, but for correctness
we should also check if rename succeeded to avoid breaking accounting
and leaving a .tmp file behind.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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At the time of target file check, .tmp file is already created and file
lock is held, so we should remove the .tmp, like in other error paths.
With this, piglit no longer leaves large amount of empty .tmp files
behind, which waste directory entries and may interfere with eviction.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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It seems there is a bug because:
- 20 bytes are compared, but only 1 byte stored_keys step is used
- entries can overlap each other by 19 bytes
- index_mmap is ~1.3M in size, but only first 64K is used
With this fix for Deus Ex:
- startup time (from launch to Feral logo): ~38s -> ~16s
- disk_cache_has_key() hit rate: ~50% -> ~96%
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Since switching to LRU eviction the only user of these predicate
functions now resolves directory entry stats itself so pass them
directly saving calling fstat and strlen twice (and the
expensive strlen is skipped entirely if access time is newer).
v2: Update for empty cache dir detection changes
v3: Fix passing string length to predicate with the +1 for NULL
termination and also pass sb as pointer
v4: Missed ampersand for passing sb as pointer
Reviewed-by: Grazvydas Ignotas <[email protected]>
Acked-by: Timothy Arceri <[email protected]>
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cache_put() first creates a .tmp file and then tries to do eviction.
The recently added LRU eviction code selects non-empty directory with
the oldest access time, but that may easily be the one with just the
new .tmp file, especially on Linux where atime is updated lazily
(with "relatime" mount option, which is the default). So when cache is
small, if random doesn't hit another dir LRU keeps selecting the same
dir with just the .tmp and not deleting anything. To fix this (and the
tests), do eviction earlier.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Select higher of current 1G default or 10% of filesystem where
cache is located.
Acked-by: Timothy Arceri <[email protected]>
Reviewed-by: Grazvydas Ignotas <[email protected]>
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Currently only a one in one out eviction so if at max_size and
cache files were to constantly increase in size then so would the
cache. Restrict to limit of 8 evictions per new cache entry.
V2: (Timothy Arceri) fix make check tests
Reviewed-by: Grazvydas Ignotas <[email protected]>
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Still using fast random selection of two-character subdirectory in
which to check cache files rather than scanning entire cache.
v2: Factor out double strlen call
v3: C99 declaration of variables where used
Reviewed-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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If we fail to randomly select a two letter cache dir, don't select
an empty dir on fallback.
In real world use we should never hit the fallback path but it can
be hit by tests when the cache is set to a very small max value.
Reviewed-by: Grazvydas Ignotas <[email protected]>
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This should help reduce any overhead added by the shader cache
when programs are not found in the cache.
To avoid creating any special function just for the sake of the
tests we add a one second delay whenever we call dick_cache_put()
to give it time to finish.
V2: poll for file when waiting for thread in test
V3: fix poll delay to really be 100ms, and simplify the wait function
Reviewed-by: Grazvydas Ignotas <[email protected]>
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V2: Make a copy of the data so we don't have to worry about it being
freed before we are done compressing/writing.
Reviewed-by: Grazvydas Ignotas <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Grazvydas Ignotas <[email protected]>
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Negating size_t on 32bit produces a 32bit result. This was effectively
adding values close to UINT_MAX to the cache size (the files are usually
small) instead of intended subtraction.
Fixes 'make check' disk_cache failures on 32bit.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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It incorrectly doubles the size on each iteration.
Fixes: 85a9b1b5 "util/disk_cache: compress individual cache entries"
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Fixes make check after 11f0efec2e615f5233d which caused disk cache
to create an additional directory.
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This reverts commit 0f60c6616e93cba72bff4fbfedb72a753ef78e05.
Piglit and all games tested so far seem to be working without
issue. This change will allow wide user testing and we can decided
before the next release if we need to turn it off again.
Reviewed-by: Marek Olšák <[email protected]>
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Previously we were deleting the entire cache if a user switched
between 32 and 64 bit applications.
V2: make the check more generic, it should now work with any
platform we are likely to support.
V3: Use suggestion from Emil to make even more generic/fix issue
with __ILP32__ not being declared on gcc for regular 32-bit builds.
Tested-by: Grazvydas Ignotas <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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No functional changes.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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This reduces the cache size for Deus Ex from ~160M to ~30M for
radeonsi (these numbers differ from Grigori's results below
probably due to different graphics quality settings).
I'm also seeing the following improvements in minimum fps in the
Shadow of Mordor benchmark on an i5-6400 [email protected], with a HDD:
no-cache: ~10fps
with-cache-no-compression: ~15fps
with-cache-and-compression: ~20fps
Note: The with cache results are from the second run after closing
and opening the game to avoid the in-memory cache.
Since we mainly care about decompression I went with
Z_BEST_COMPRESSION as suggested on irc by Steinar H. Gunderson
who has benchmarked decompression speeds.
Grigori Goronzy provided the following stats for Deus Ex: Mankind
Divided start-up times on a Athlon X4 860k with a SSD:
No Cache 215 sec
Cold Cache zlib BEST_COMPRESSION 285 sec
Warm Cache zlib BEST_COMPRESSION 33 sec
Cold Cache zlib BEST_SPEED 264 sec
Warm Cache zlib BEST_SPEED 33 sec
Cold Cache no compression 266 sec
Warm Cache no compression 34 sec
The total cache size for that game is 48 MiB with BEST_COMPRESSION,
56 MiB with BEST_SPEED and 170 MiB with no compression.
These numbers suggest that it may be ok to go with Z_BEST_SPEED
but we should gather some actual decompression times before doing
so. Other options might be to do the compression in a separate
thread, this might allow us to use a higher compression algorithim
such as LZMA.
Reviewed-by: Grigori Goronzy <[email protected]>
Acked-by: Marek Olšák <[email protected]>
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V2: fix pointer increments for writing/reading crc
Acked-by: Marek Olšák <[email protected]>
Reviewed-by: Grigori Goronzy <[email protected]>
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If there was more than a single directory in the .cache/mesa dir
then it would only remove one (or none) of the directories.
Apparently Valgrind was also reporting:
Conditional jump or move depends on uninitialised value
Reviewed-by: Edward O'Callaghan <[email protected]>
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is used
The make check test is also updated to make sure these dirs are created.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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In order to avoid costly fallback recompiles when cache items are
created with an old version of Mesa or for a different gpu on the
same system we want to create directories that look like this:
./{TIMESTAMP}_{LLVM_TIMESTAMP}/{GPU_ID}
Note: The disk cache util will take a single timestamp string, it is
up to the backend to concatenate the llvm string with the mesa string
if applicable.
Reviewed-by: Nicolai Hähnle <[email protected]>
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No other env var used in mesa allows for space in the variable contents.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Timothy Arceri <[email protected]>
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I forgot to error check stat() and also I wasn't using the subdir in
is_two_character_sub_directory().
Fixes: d7b3707c612 "util/disk_cache: use stat() to check if entry is a directory"
Reviewed-by: Plamena Manolova <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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d_type is not supported on all systems.
Tested-by: Vinson Lee <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97967
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Fixes: f3d911463e8 "util/disk_cache: stop using ralloc_asprintf() unnecessarily"
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
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This will be used to remove cache items created with old versions
of Mesa or other invalid cache items from the cache.
V2: rename stub function (cache_* funtions were renamed disk_cache_*)
in master.
Reviewed-by: Anuj Phogat <[email protected]>
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The shader cache is expected to be developed incrementally over a
fairly long series of commits. For that period of instability, we
require users to opt into the shader cache by setting:
MESA_GLSL_CACHE_ENABLE=1
In the future, when the shader cache is complete, we can revert this
commit so that the cache will be on by default.
The user can always disable the cache with
MESA_GLSL_CACHE_DISABLE=1. That functionality is not affected by this
commit, (nor will it be affected by the future revert).
Reviewed-by: Eric Anholt <[email protected]>
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Earlier commit imported a SHA1 implementation and relaxed the SHA1 and
disk cache handling, broking the Windows builds.
Restrict things for now until we get to a proper fix.
Fixes: d1efa09d342 "util: import sha1 implementation from OpenBSD"
Signed-off-by: Emil Velikov <[email protected]>
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At the moment we support 5+ different implementations each with varying
amount of bugs - from thread safely problems [1], to outright broken
implementation(s) [2]
In order to accommodate these we have 150+ lines of configure script and
extra two configure toggles. Whist an actual implementation being
~200loc and our current compat wrapping ~250.
Let's not forget that different people use different code paths, thus
effectively makes it harder to test and debug since the default
implementation is automatically detected.
To minimise all these lovely experiences, import the "100% Public
Domain" OpenBSD sha1 implementation. Clearly document any changes needed
to get building correctly, since many/most of those can be upstreamed
making future syncs easier.
As an added bonus this will avoid all the 'fun' experiences trying to
integrate it with the Android and SCons builds.
v2: Manually expand __BEGIN_DECLS/__END_DECLS and document (Tapani).
Furthermore it seems that some games (or surrounding runtime) static
link against OpenSSL resulting in conflicts. For more information see
the discussion thread [3]
Bugzilla [1]: https://bugs.freedesktop.org/show_bug.cgi?id=94904
Bugzilla [2]: https://bugs.freedesktop.org/show_bug.cgi?id=97967
[3] https://lists.freedesktop.org/archives/mesa-dev/2017-January/140748.html
Cc: Mark Janes <[email protected]>
Cc: Vinson Lee <[email protected]>
Cc: Tapani Pälli <[email protected]>
Cc: Jonathan Gray <[email protected]>
Tested-by: Jonathan Gray <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Tapani Pälli <[email protected]> (v1)
Acked-by: Jason Ekstrand <[email protected]> (v1)
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We're missing the close() to the matching open().
CID 1373407
v2: Fixes from Emil Velikov's review
Update the teardown in reverse order of the setup/init.
Cc: "13.0" <[email protected]>
Signed-off-by: Mun Gwan-gyeong <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]> (v1)
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Reviewed-by: Emil Velikov <[email protected]>
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It's not dependent on GLSL and it can be useful for shader caches that don't
deal with GLSL.
v2: address review comments
v3: keep the other 3 lines in configure.ac
Reviewed-by: Emil Velikov <[email protected]>
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