glsl: do not allow implicit casts of unsized array initializers
[mesa.git] / src / compiler / glsl / shader_cache.cpp
1 /*
2 * Copyright © 2014 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
22 */
23
24 /**
25 * \file shader_cache.cpp
26 *
27 * GLSL shader cache implementation
28 *
29 * This uses disk_cache.c to write out a serialization of various
30 * state that's required in order to successfully load and use a
31 * binary written out by a drivers backend, this state is referred to as
32 * "metadata" throughout the implementation.
33 *
34 * The hash key for glsl metadata is a hash of the hashes of each GLSL
35 * source string as well as some API settings that change the final program
36 * such as SSO, attribute bindings, frag data bindings, etc.
37 *
38 * In order to avoid caching any actual IR we use the put_key/get_key support
39 * in the disk_cache to put the SHA-1 hash for each successfully compiled
40 * shader into the cache, and optimisticly return early from glCompileShader
41 * (if the identical shader had been successfully compiled in the past),
42 * in the hope that the final linked shader will be found in the cache.
43 * If anything goes wrong (shader variant not found, backend cache item is
44 * corrupt, etc) we will use a fallback path to compile and link the IR.
45 */
46
47 #include "compiler/shader_info.h"
48 #include "glsl_symbol_table.h"
49 #include "glsl_parser_extras.h"
50 #include "ir.h"
51 #include "ir_optimization.h"
52 #include "ir_rvalue_visitor.h"
53 #include "ir_uniform.h"
54 #include "linker.h"
55 #include "link_varyings.h"
56 #include "nir.h"
57 #include "program.h"
58 #include "serialize.h"
59 #include "shader_cache.h"
60 #include "util/mesa-sha1.h"
61 #include "string_to_uint_map.h"
62 #include "main/mtypes.h"
63
64 extern "C" {
65 #include "main/enums.h"
66 #include "main/shaderobj.h"
67 #include "program/program.h"
68 }
69
70 static void
71 compile_shaders(struct gl_context *ctx, struct gl_shader_program *prog) {
72 for (unsigned i = 0; i < prog->NumShaders; i++) {
73 _mesa_glsl_compile_shader(ctx, prog->Shaders[i], false, false, true);
74 }
75 }
76
77 static void
78 create_binding_str(const char *key, unsigned value, void *closure)
79 {
80 char **bindings_str = (char **) closure;
81 ralloc_asprintf_append(bindings_str, "%s:%u,", key, value);
82 }
83
84 void
85 shader_cache_write_program_metadata(struct gl_context *ctx,
86 struct gl_shader_program *prog)
87 {
88 struct disk_cache *cache = ctx->Cache;
89 if (!cache)
90 return;
91
92 /* Exit early when we are dealing with a ff shader with no source file to
93 * generate a source from.
94 *
95 * TODO: In future we should use another method to generate a key for ff
96 * programs.
97 */
98 static const char zero[sizeof(prog->data->sha1)] = {0};
99 if (memcmp(prog->data->sha1, zero, sizeof(prog->data->sha1)) == 0)
100 return;
101
102 struct blob metadata;
103 blob_init(&metadata);
104
105 if (ctx->Driver.ShaderCacheSerializeDriverBlob) {
106 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
107 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
108 if (sh)
109 ctx->Driver.ShaderCacheSerializeDriverBlob(ctx, sh->Program);
110 }
111 }
112
113 serialize_glsl_program(&metadata, ctx, prog);
114
115 struct cache_item_metadata cache_item_metadata;
116 cache_item_metadata.type = CACHE_ITEM_TYPE_GLSL;
117 cache_item_metadata.keys =
118 (cache_key *) malloc(prog->NumShaders * sizeof(cache_key));
119 cache_item_metadata.num_keys = prog->NumShaders;
120
121 if (!cache_item_metadata.keys)
122 goto fail;
123
124 char sha1_buf[41];
125 for (unsigned i = 0; i < prog->NumShaders; i++) {
126 disk_cache_put_key(cache, prog->Shaders[i]->sha1);
127 memcpy(cache_item_metadata.keys[i], prog->Shaders[i]->sha1,
128 sizeof(cache_key));
129 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
130 _mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1);
131 fprintf(stderr, "marking shader: %s\n", sha1_buf);
132 }
133 }
134
135 disk_cache_put(cache, prog->data->sha1, metadata.data, metadata.size,
136 &cache_item_metadata);
137
138 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
139 _mesa_sha1_format(sha1_buf, prog->data->sha1);
140 fprintf(stderr, "putting program metadata in cache: %s\n", sha1_buf);
141 }
142
143 fail:
144 free(cache_item_metadata.keys);
145 blob_finish(&metadata);
146 }
147
148 bool
149 shader_cache_read_program_metadata(struct gl_context *ctx,
150 struct gl_shader_program *prog)
151 {
152 /* Fixed function programs generated by Mesa are not cached. So don't
153 * try to read metadata for them from the cache.
154 */
155 if (prog->Name == 0)
156 return false;
157
158 struct disk_cache *cache = ctx->Cache;
159 if (!cache)
160 return false;
161
162 /* Include bindings when creating sha1. These bindings change the resulting
163 * binary so they are just as important as the shader source.
164 */
165 char *buf = ralloc_strdup(NULL, "vb: ");
166 prog->AttributeBindings->iterate(create_binding_str, &buf);
167 ralloc_strcat(&buf, "fb: ");
168 prog->FragDataBindings->iterate(create_binding_str, &buf);
169 ralloc_strcat(&buf, "fbi: ");
170 prog->FragDataIndexBindings->iterate(create_binding_str, &buf);
171 ralloc_asprintf_append(&buf, "tf: %d ", prog->TransformFeedback.BufferMode);
172 for (unsigned int i = 0; i < prog->TransformFeedback.NumVarying; i++) {
173 ralloc_asprintf_append(&buf, "%s:%d ",
174 prog->TransformFeedback.VaryingNames[i],
175 prog->TransformFeedback.BufferStride[i]);
176 }
177
178 /* SSO has an effect on the linked program so include this when generating
179 * the sha also.
180 */
181 ralloc_asprintf_append(&buf, "sso: %s\n",
182 prog->SeparateShader ? "T" : "F");
183
184 /* A shader might end up producing different output depending on the glsl
185 * version supported by the compiler. For example a different path might be
186 * taken by the preprocessor, so add the version to the hash input.
187 */
188 ralloc_asprintf_append(&buf, "api: %d glsl: %d fglsl: %d\n",
189 ctx->API, ctx->Const.GLSLVersion,
190 ctx->Const.ForceGLSLVersion);
191
192 /* We run the preprocessor on shaders after hashing them, so we need to
193 * add any extension override vars to the hash. If we don't do this the
194 * preprocessor could result in different output and we could load the
195 * wrong shader.
196 */
197 char *ext_override = getenv("MESA_EXTENSION_OVERRIDE");
198 if (ext_override) {
199 ralloc_asprintf_append(&buf, "ext:%s", ext_override);
200 }
201
202 /* DRI config options may also change the output from the compiler so
203 * include them as an input to sha1 creation.
204 */
205 char sha1buf[41];
206 _mesa_sha1_format(sha1buf, ctx->Const.dri_config_options_sha1);
207 ralloc_strcat(&buf, sha1buf);
208
209 for (unsigned i = 0; i < prog->NumShaders; i++) {
210 struct gl_shader *sh = prog->Shaders[i];
211 _mesa_sha1_format(sha1buf, sh->sha1);
212 ralloc_asprintf_append(&buf, "%s: %s\n",
213 _mesa_shader_stage_to_abbrev(sh->Stage), sha1buf);
214 }
215 disk_cache_compute_key(cache, buf, strlen(buf), prog->data->sha1);
216 ralloc_free(buf);
217
218 size_t size;
219 uint8_t *buffer = (uint8_t *) disk_cache_get(cache, prog->data->sha1,
220 &size);
221 if (buffer == NULL) {
222 /* Cached program not found. We may have seen the individual shaders
223 * before and skipped compiling but they may not have been used together
224 * in this combination before. Fall back to linking shaders but first
225 * re-compile the shaders.
226 *
227 * We could probably only compile the shaders which were skipped here
228 * but we need to be careful because the source may also have been
229 * changed since the last compile so for now we just recompile
230 * everything.
231 */
232 compile_shaders(ctx, prog);
233 return false;
234 }
235
236 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
237 _mesa_sha1_format(sha1buf, prog->data->sha1);
238 fprintf(stderr, "loading shader program meta data from cache: %s\n",
239 sha1buf);
240 }
241
242 struct blob_reader metadata;
243 blob_reader_init(&metadata, buffer, size);
244
245 bool deserialized = deserialize_glsl_program(&metadata, ctx, prog);
246
247 if (!deserialized || metadata.current != metadata.end || metadata.overrun) {
248 /* Something has gone wrong discard the item from the cache and rebuild
249 * from source.
250 */
251 assert(!"Invalid GLSL shader disk cache item!");
252
253 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
254 fprintf(stderr, "Error reading program from cache (invalid GLSL "
255 "cache item)\n");
256 }
257
258 disk_cache_remove(cache, prog->data->sha1);
259 compile_shaders(ctx, prog);
260 free(buffer);
261 return false;
262 }
263
264 /* This is used to flag a shader retrieved from cache */
265 prog->data->LinkStatus = LINKING_SKIPPED;
266
267 /* Since the program load was successful, CompileStatus of all shaders at
268 * this point should normally be compile_skipped. However because of how
269 * the eviction works, it may happen that some of the individual shader keys
270 * have been evicted, resulting in unnecessary recompiles on this load, so
271 * mark them again to skip such recompiles next time.
272 */
273 char sha1_buf[41];
274 for (unsigned i = 0; i < prog->NumShaders; i++) {
275 if (prog->Shaders[i]->CompileStatus == COMPILED_NO_OPTS) {
276 disk_cache_put_key(cache, prog->Shaders[i]->sha1);
277 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
278 _mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1);
279 fprintf(stderr, "re-marking shader: %s\n", sha1_buf);
280 }
281 }
282 }
283
284 free (buffer);
285
286 return true;
287 }