/* * 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 "main/core.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" 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. * * TODO: In future we should use another method to generate a key for ff * programs. */ 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); 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; char sha1_buf[41]; for (unsigned i = 0; i < prog->NumShaders; i++) { disk_cache_put_key(cache, prog->Shaders[i]->sha1); memcpy(cache_item_metadata.keys[i], prog->Shaders[i]->sha1, sizeof(cache_key)); if (ctx->_Shader->Flags & GLSL_CACHE_INFO) { _mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1); fprintf(stderr, "marking shader: %s\n", sha1_buf); } } disk_cache_put(cache, prog->data->sha1, metadata.data, metadata.size, &cache_item_metadata); 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 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"); /* 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; /* Since the program load was successful, CompileStatus of all shaders at * this point should normally be compile_skipped. However because of how * the eviction works, it may happen that some of the individual shader keys * have been evicted, resulting in unnecessary recompiles on this load, so * mark them again to skip such recompiles next time. */ char sha1_buf[41]; for (unsigned i = 0; i < prog->NumShaders; i++) { if (prog->Shaders[i]->CompileStatus == COMPILED_NO_OPTS) { disk_cache_put_key(cache, prog->Shaders[i]->sha1); if (ctx->_Shader->Flags & GLSL_CACHE_INFO) { _mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1); fprintf(stderr, "re-marking shader: %s\n", sha1_buf); } } } free (buffer); return true; }