Example #1
0
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);
}
Example #2
0
static void
radv_dump_shader(struct radv_pipeline *pipeline,
		 struct radv_shader_variant *shader, gl_shader_stage stage,
		 FILE *f)
{
	if (!shader)
		return;

	fprintf(f, "%s:\n\n", radv_get_shader_name(shader, stage));

	if (shader->spirv) {
		unsigned char sha1[21];
		char sha1buf[41];

		_mesa_sha1_compute(shader->spirv, shader->spirv_size, sha1);
		_mesa_sha1_format(sha1buf, sha1);

		fprintf(f, "SPIRV (sha1: %s):\n", sha1buf);
		radv_print_spirv(shader->spirv, shader->spirv_size, f);
	}

	if (shader->nir) {
		fprintf(f, "NIR:\n");
		nir_print_shader(shader->nir, f);
	}

	fprintf(f, "LLVM IR:\n%s\n", shader->llvm_ir_string);
	fprintf(f, "DISASM:\n%s\n", shader->disasm_string);

	radv_shader_dump_stats(pipeline->device, shader, stage, f);
}
Example #3
0
File: cache.c Project: etnaviv/mesa
/* Return a filename within the cache's directory corresponding to 'key'. The
 * returned filename is ralloced with 'cache' as the parent context.
 *
 * Returns NULL if out of memory.
 */
static char *
get_cache_file(struct program_cache *cache, cache_key key)
{
   char buf[41];

   _mesa_sha1_format(buf, key);

   return ralloc_asprintf(cache, "%s/%c%c/%s",
                          cache->path, buf[0], buf[1], buf + 2);
}
Example #4
0
File: cache.c Project: etnaviv/mesa
/* Create the directory that will be needed for the cache file for \key.
 *
 * Obviously, the implementation here must closely match
 * _get_cache_file above.
*/
static void
make_cache_file_directory(struct program_cache *cache, cache_key key)
{
   char *dir;
   char buf[41];

   _mesa_sha1_format(buf, key);

   dir = ralloc_asprintf(cache, "%s/%c%c", cache->path, buf[0], buf[1]);

   mkdir_if_needed(dir);

   ralloc_free(dir);
}
Example #5
0
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;
}