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/*
* 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 <stdio.h>
#include <errno.h>
#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;
}
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;
const struct brw_base_prog_key *key = (const void *)keybox->data;
if (keybox->cache_id == cache_id &&
key->program_string_id == 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);
}
}
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