/* * Copyright © 2017 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 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 iris_program_cache.c * * The in-memory program cache. This is basically a hash table mapping * API-specified shaders and a state key to a compiled variant. It also * takes care of uploading shader assembly into a BO for use on the GPU. */ #include #include #include "pipe/p_defines.h" #include "pipe/p_state.h" #include "pipe/p_context.h" #include "pipe/p_screen.h" #include "util/u_atomic.h" #include "util/u_upload_mgr.h" #include "compiler/nir/nir.h" #include "compiler/nir/nir_builder.h" #include "intel/compiler/brw_compiler.h" #include "intel/compiler/brw_eu.h" #include "intel/compiler/brw_nir.h" #include "iris_context.h" #include "iris_resource.h" struct keybox { uint16_t size; enum iris_program_cache_id cache_id; uint8_t data[0]; }; static struct keybox * make_keybox(void *mem_ctx, enum iris_program_cache_id cache_id, const void *key, uint32_t key_size) { struct keybox *keybox = ralloc_size(mem_ctx, sizeof(struct keybox) + key_size); keybox->cache_id = cache_id; keybox->size = key_size; memcpy(keybox->data, key, key_size); return keybox; } static uint32_t keybox_hash(const void *void_key) { const struct keybox *key = void_key; return _mesa_hash_data(&key->cache_id, key->size + sizeof(key->cache_id)); } static bool keybox_equals(const void *void_a, const void *void_b) { const struct keybox *a = void_a, *b = void_b; if (a->size != b->size) return false; return memcmp(a->data, b->data, a->size) == 0; } static unsigned get_program_string_id(enum iris_program_cache_id cache_id, const void *key) { switch (cache_id) { case IRIS_CACHE_VS: return ((struct brw_vs_prog_key *) key)->program_string_id; case IRIS_CACHE_TCS: return ((struct brw_tcs_prog_key *) key)->program_string_id; case IRIS_CACHE_TES: return ((struct brw_tes_prog_key *) key)->program_string_id; case IRIS_CACHE_GS: return ((struct brw_gs_prog_key *) key)->program_string_id; case IRIS_CACHE_CS: return ((struct brw_cs_prog_key *) key)->program_string_id; case IRIS_CACHE_FS: return ((struct brw_wm_prog_key *) key)->program_string_id; default: unreachable("no program string id for this kind of program"); } } struct iris_compiled_shader * iris_find_cached_shader(struct iris_context *ice, enum iris_program_cache_id cache_id, uint32_t key_size, const void *key) { struct keybox *keybox = make_keybox(ice->shaders.cache, cache_id, key, key_size); struct hash_entry *entry = _mesa_hash_table_search(ice->shaders.cache, keybox); ralloc_free(keybox); return entry ? entry->data : NULL; } const void * iris_find_previous_compile(const struct iris_context *ice, enum iris_program_cache_id cache_id, unsigned program_string_id) { hash_table_foreach(ice->shaders.cache, entry) { const struct keybox *keybox = entry->key; if (keybox->cache_id == cache_id && get_program_string_id(cache_id, keybox->data) == program_string_id) { return keybox->data; } } return NULL; } /** * Look for an existing entry in the cache that has identical assembly code. * * This is useful for programs generating shaders at runtime, where multiple * distinct shaders (from an API perspective) may compile to the same assembly * in our backend. This saves space in the program cache buffer. */ static const struct iris_compiled_shader * find_existing_assembly(struct hash_table *cache, const void *assembly, unsigned assembly_size) { hash_table_foreach(cache, entry) { const struct iris_compiled_shader *existing = entry->data; if (existing->prog_data->program_size == assembly_size && memcmp(existing->map, assembly, assembly_size) == 0) return existing; } return NULL; } struct iris_compiled_shader * iris_upload_shader(struct iris_context *ice, enum iris_program_cache_id cache_id, uint32_t key_size, const void *key, const void *assembly, struct brw_stage_prog_data *prog_data, uint32_t *streamout, enum brw_param_builtin *system_values, unsigned num_system_values, unsigned num_cbufs, const struct iris_binding_table *bt) { struct hash_table *cache = ice->shaders.cache; struct iris_compiled_shader *shader = rzalloc_size(cache, sizeof(struct iris_compiled_shader) + ice->vtbl.derived_program_state_size(cache_id)); const struct iris_compiled_shader *existing = find_existing_assembly(cache, assembly, prog_data->program_size); /* If we can find a matching prog in the cache already, then reuse the * existing stuff without creating new copy into the underlying buffer * object. This is notably useful for programs generating shaders at * runtime, where multiple shaders may compile to the same thing in our * backend. */ if (existing) { pipe_resource_reference(&shader->assembly.res, existing->assembly.res); shader->assembly.offset = existing->assembly.offset; shader->map = existing->map; } else { shader->assembly.res = NULL; u_upload_alloc(ice->shaders.uploader, 0, prog_data->program_size, 64, &shader->assembly.offset, &shader->assembly.res, &shader->map); memcpy(shader->map, assembly, prog_data->program_size); } shader->prog_data = prog_data; shader->streamout = streamout; shader->system_values = system_values; shader->num_system_values = num_system_values; shader->num_cbufs = num_cbufs; shader->bt = *bt; ralloc_steal(shader, shader->prog_data); ralloc_steal(shader->prog_data, prog_data->param); ralloc_steal(shader->prog_data, prog_data->pull_param); ralloc_steal(shader, shader->streamout); ralloc_steal(shader, shader->system_values); /* Store the 3DSTATE shader packets and other derived state. */ ice->vtbl.store_derived_program_state(ice, cache_id, shader); struct keybox *keybox = make_keybox(cache, cache_id, key, key_size); _mesa_hash_table_insert(ice->shaders.cache, keybox, shader); return shader; } bool iris_blorp_lookup_shader(struct blorp_batch *blorp_batch, const void *key, uint32_t key_size, uint32_t *kernel_out, void *prog_data_out) { struct blorp_context *blorp = blorp_batch->blorp; struct iris_context *ice = blorp->driver_ctx; struct iris_batch *batch = blorp_batch->driver_batch; struct iris_compiled_shader *shader = iris_find_cached_shader(ice, IRIS_CACHE_BLORP, key_size, key); if (!shader) return false; struct iris_bo *bo = iris_resource_bo(shader->assembly.res); *kernel_out = iris_bo_offset_from_base_address(bo) + shader->assembly.offset; *((void **) prog_data_out) = shader->prog_data; iris_use_pinned_bo(batch, bo, false); return true; } bool iris_blorp_upload_shader(struct blorp_batch *blorp_batch, const void *key, uint32_t key_size, const void *kernel, UNUSED uint32_t kernel_size, const struct brw_stage_prog_data *prog_data_templ, UNUSED uint32_t prog_data_size, uint32_t *kernel_out, void *prog_data_out) { struct blorp_context *blorp = blorp_batch->blorp; struct iris_context *ice = blorp->driver_ctx; struct iris_batch *batch = blorp_batch->driver_batch; void *prog_data = ralloc_size(NULL, prog_data_size); memcpy(prog_data, prog_data_templ, prog_data_size); struct iris_binding_table bt; memset(&bt, 0, sizeof(bt)); struct iris_compiled_shader *shader = iris_upload_shader(ice, IRIS_CACHE_BLORP, key_size, key, kernel, prog_data, NULL, NULL, 0, 0, &bt); struct iris_bo *bo = iris_resource_bo(shader->assembly.res); *kernel_out = iris_bo_offset_from_base_address(bo) + shader->assembly.offset; *((void **) prog_data_out) = shader->prog_data; iris_use_pinned_bo(batch, bo, false); return true; } void iris_init_program_cache(struct iris_context *ice) { ice->shaders.cache = _mesa_hash_table_create(ice, keybox_hash, keybox_equals); ice->shaders.uploader = u_upload_create(&ice->ctx, 16384, PIPE_BIND_CUSTOM, PIPE_USAGE_IMMUTABLE, IRIS_RESOURCE_FLAG_SHADER_MEMZONE); } void iris_destroy_program_cache(struct iris_context *ice) { for (int i = 0; i < MESA_SHADER_STAGES; i++) { ice->shaders.prog[i] = NULL; } hash_table_foreach(ice->shaders.cache, entry) { struct iris_compiled_shader *shader = entry->data; pipe_resource_reference(&shader->assembly.res, NULL); } u_upload_destroy(ice->shaders.uploader); ralloc_free(ice->shaders.cache); } static const char * cache_name(enum iris_program_cache_id cache_id) { if (cache_id == IRIS_CACHE_BLORP) return "BLORP"; return _mesa_shader_stage_to_string(cache_id); } void iris_print_program_cache(struct iris_context *ice) { struct iris_screen *screen = (struct iris_screen *)ice->ctx.screen; const struct gen_device_info *devinfo = &screen->devinfo; hash_table_foreach(ice->shaders.cache, entry) { const struct keybox *keybox = entry->key; struct iris_compiled_shader *shader = entry->data; fprintf(stderr, "%s:\n", cache_name(keybox->cache_id)); brw_disassemble(devinfo, shader->map, 0, shader->prog_data->program_size, stderr); } }