6c878dae37e0cfab9db9fba4a831b4fa8340096b
[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 "blob.h"
48 #include "compiler/shader_info.h"
49 #include "glsl_symbol_table.h"
50 #include "glsl_parser_extras.h"
51 #include "ir.h"
52 #include "ir_optimization.h"
53 #include "ir_rvalue_visitor.h"
54 #include "ir_uniform.h"
55 #include "linker.h"
56 #include "link_varyings.h"
57 #include "main/core.h"
58 #include "nir.h"
59 #include "program.h"
60 #include "shader_cache.h"
61 #include "util/mesa-sha1.h"
62 #include "util/string_to_uint_map.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 get_struct_type_field_and_pointer_sizes(size_t *s_field_size,
79 size_t *s_field_ptrs,
80 unsigned num_fields)
81 {
82 *s_field_size = sizeof(glsl_struct_field) * num_fields;
83 *s_field_ptrs =
84 sizeof(((glsl_struct_field *)0)->type) +
85 sizeof(((glsl_struct_field *)0)->name);
86 }
87
88 static void
89 encode_type_to_blob(struct blob *blob, const glsl_type *type)
90 {
91 uint32_t encoding;
92
93 if (!type) {
94 blob_write_uint32(blob, 0);
95 return;
96 }
97
98 switch (type->base_type) {
99 case GLSL_TYPE_UINT:
100 case GLSL_TYPE_INT:
101 case GLSL_TYPE_FLOAT:
102 case GLSL_TYPE_BOOL:
103 case GLSL_TYPE_DOUBLE:
104 case GLSL_TYPE_UINT64:
105 case GLSL_TYPE_INT64:
106 encoding = (type->base_type << 24) |
107 (type->vector_elements << 4) |
108 (type->matrix_columns);
109 break;
110 case GLSL_TYPE_SAMPLER:
111 encoding = (type->base_type) << 24 |
112 (type->sampler_dimensionality << 4) |
113 (type->sampler_shadow << 3) |
114 (type->sampler_array << 2) |
115 (type->sampled_type);
116 break;
117 case GLSL_TYPE_SUBROUTINE:
118 encoding = type->base_type << 24;
119 blob_write_uint32(blob, encoding);
120 blob_write_string(blob, type->name);
121 return;
122 case GLSL_TYPE_IMAGE:
123 encoding = (type->base_type) << 24 |
124 (type->sampler_dimensionality << 3) |
125 (type->sampler_array << 2) |
126 (type->sampled_type);
127 break;
128 case GLSL_TYPE_ATOMIC_UINT:
129 encoding = (type->base_type << 24);
130 break;
131 case GLSL_TYPE_ARRAY:
132 blob_write_uint32(blob, (type->base_type) << 24);
133 blob_write_uint32(blob, type->length);
134 encode_type_to_blob(blob, type->fields.array);
135 return;
136 case GLSL_TYPE_STRUCT:
137 case GLSL_TYPE_INTERFACE:
138 blob_write_uint32(blob, (type->base_type) << 24);
139 blob_write_string(blob, type->name);
140 blob_write_uint32(blob, type->length);
141
142 size_t s_field_size, s_field_ptrs;
143 get_struct_type_field_and_pointer_sizes(&s_field_size, &s_field_ptrs,
144 type->length);
145
146 for (unsigned i = 0; i < type->length; i++) {
147 encode_type_to_blob(blob, type->fields.structure[i].type);
148 blob_write_string(blob, type->fields.structure[i].name);
149
150 /* Write the struct field skipping the pointers */
151 blob_write_bytes(blob,
152 ((char *)&type->fields.structure[i]) + s_field_ptrs,
153 s_field_size - s_field_ptrs);
154 }
155
156 if (type->is_interface()) {
157 blob_write_uint32(blob, type->interface_packing);
158 blob_write_uint32(blob, type->interface_row_major);
159 }
160 return;
161 case GLSL_TYPE_VOID:
162 case GLSL_TYPE_ERROR:
163 default:
164 assert(!"Cannot encode type!");
165 encoding = 0;
166 break;
167 }
168
169 blob_write_uint32(blob, encoding);
170 }
171
172 static const glsl_type *
173 decode_type_from_blob(struct blob_reader *blob)
174 {
175 uint32_t u = blob_read_uint32(blob);
176
177 if (u == 0) {
178 return NULL;
179 }
180
181 glsl_base_type base_type = (glsl_base_type) (u >> 24);
182
183 switch (base_type) {
184 case GLSL_TYPE_UINT:
185 case GLSL_TYPE_INT:
186 case GLSL_TYPE_FLOAT:
187 case GLSL_TYPE_BOOL:
188 case GLSL_TYPE_DOUBLE:
189 case GLSL_TYPE_UINT64:
190 case GLSL_TYPE_INT64:
191 return glsl_type::get_instance(base_type, (u >> 4) & 0x0f, u & 0x0f);
192 case GLSL_TYPE_SAMPLER:
193 return glsl_type::get_sampler_instance((enum glsl_sampler_dim) ((u >> 4) & 0x07),
194 (u >> 3) & 0x01,
195 (u >> 2) & 0x01,
196 (glsl_base_type) ((u >> 0) & 0x03));
197 case GLSL_TYPE_SUBROUTINE:
198 return glsl_type::get_subroutine_instance(blob_read_string(blob));
199 case GLSL_TYPE_IMAGE:
200 return glsl_type::get_image_instance((enum glsl_sampler_dim) ((u >> 3) & 0x07),
201 (u >> 2) & 0x01,
202 (glsl_base_type) ((u >> 0) & 0x03));
203 case GLSL_TYPE_ATOMIC_UINT:
204 return glsl_type::atomic_uint_type;
205 case GLSL_TYPE_ARRAY: {
206 unsigned length = blob_read_uint32(blob);
207 return glsl_type::get_array_instance(decode_type_from_blob(blob),
208 length);
209 }
210 case GLSL_TYPE_STRUCT:
211 case GLSL_TYPE_INTERFACE: {
212 char *name = blob_read_string(blob);
213 unsigned num_fields = blob_read_uint32(blob);
214
215 size_t s_field_size, s_field_ptrs;
216 get_struct_type_field_and_pointer_sizes(&s_field_size, &s_field_ptrs,
217 num_fields);
218
219 glsl_struct_field *fields =
220 (glsl_struct_field *) malloc(s_field_size * num_fields);
221 for (unsigned i = 0; i < num_fields; i++) {
222 fields[i].type = decode_type_from_blob(blob);
223 fields[i].name = blob_read_string(blob);
224
225 blob_copy_bytes(blob, ((uint8_t *) &fields[i]) + s_field_ptrs,
226 s_field_size - s_field_ptrs);
227 }
228
229 const glsl_type *t;
230 if (base_type == GLSL_TYPE_INTERFACE) {
231 enum glsl_interface_packing packing =
232 (glsl_interface_packing) blob_read_uint32(blob);
233 bool row_major = blob_read_uint32(blob);
234 t = glsl_type::get_interface_instance(fields, num_fields, packing,
235 row_major, name);
236 } else {
237 t = glsl_type::get_record_instance(fields, num_fields, name);
238 }
239
240 free(fields);
241 return t;
242 }
243 case GLSL_TYPE_VOID:
244 case GLSL_TYPE_ERROR:
245 default:
246 assert(!"Cannot decode type!");
247 return NULL;
248 }
249 }
250
251 static void
252 write_subroutines(struct blob *metadata, struct gl_shader_program *prog)
253 {
254 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
255 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
256 if (!sh)
257 continue;
258
259 struct gl_program *glprog = sh->Program;
260
261 blob_write_uint32(metadata, glprog->sh.NumSubroutineUniforms);
262 blob_write_uint32(metadata, glprog->sh.MaxSubroutineFunctionIndex);
263 blob_write_uint32(metadata, glprog->sh.NumSubroutineFunctions);
264 for (unsigned j = 0; j < glprog->sh.NumSubroutineFunctions; j++) {
265 int num_types = glprog->sh.SubroutineFunctions[j].num_compat_types;
266
267 blob_write_string(metadata, glprog->sh.SubroutineFunctions[j].name);
268 blob_write_uint32(metadata, glprog->sh.SubroutineFunctions[j].index);
269 blob_write_uint32(metadata, num_types);
270
271 for (int k = 0; k < num_types; k++) {
272 encode_type_to_blob(metadata,
273 glprog->sh.SubroutineFunctions[j].types[k]);
274 }
275 }
276 }
277 }
278
279 static void
280 read_subroutines(struct blob_reader *metadata, struct gl_shader_program *prog)
281 {
282 struct gl_subroutine_function *subs;
283
284 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
285 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
286 if (!sh)
287 continue;
288
289 struct gl_program *glprog = sh->Program;
290
291 glprog->sh.NumSubroutineUniforms = blob_read_uint32(metadata);
292 glprog->sh.MaxSubroutineFunctionIndex = blob_read_uint32(metadata);
293 glprog->sh.NumSubroutineFunctions = blob_read_uint32(metadata);
294
295 subs = rzalloc_array(prog, struct gl_subroutine_function,
296 glprog->sh.NumSubroutineFunctions);
297 glprog->sh.SubroutineFunctions = subs;
298
299 for (unsigned j = 0; j < glprog->sh.NumSubroutineFunctions; j++) {
300 subs[j].name = ralloc_strdup(prog, blob_read_string (metadata));
301 subs[j].index = (int) blob_read_uint32(metadata);
302 subs[j].num_compat_types = (int) blob_read_uint32(metadata);
303
304 subs[j].types = rzalloc_array(prog, const struct glsl_type *,
305 subs[j].num_compat_types);
306 for (int k = 0; k < subs[j].num_compat_types; k++) {
307 subs[j].types[k] = decode_type_from_blob(metadata);
308 }
309 }
310 }
311 }
312
313 static void
314 write_buffer_block(struct blob *metadata, struct gl_uniform_block *b)
315 {
316 blob_write_string(metadata, b->Name);
317 blob_write_uint32(metadata, b->NumUniforms);
318 blob_write_uint32(metadata, b->Binding);
319 blob_write_uint32(metadata, b->UniformBufferSize);
320 blob_write_uint32(metadata, b->stageref);
321
322 for (unsigned j = 0; j < b->NumUniforms; j++) {
323 blob_write_string(metadata, b->Uniforms[j].Name);
324 blob_write_string(metadata, b->Uniforms[j].IndexName);
325 encode_type_to_blob(metadata, b->Uniforms[j].Type);
326 blob_write_uint32(metadata, b->Uniforms[j].Offset);
327 }
328 }
329
330 static void
331 write_buffer_blocks(struct blob *metadata, struct gl_shader_program *prog)
332 {
333 blob_write_uint32(metadata, prog->data->NumUniformBlocks);
334 blob_write_uint32(metadata, prog->data->NumShaderStorageBlocks);
335
336 for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
337 write_buffer_block(metadata, &prog->data->UniformBlocks[i]);
338 }
339
340 for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
341 write_buffer_block(metadata, &prog->data->ShaderStorageBlocks[i]);
342 }
343
344 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
345 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
346 if (!sh)
347 continue;
348
349 struct gl_program *glprog = sh->Program;
350
351 blob_write_uint32(metadata, glprog->info.num_ubos);
352 blob_write_uint32(metadata, glprog->info.num_ssbos);
353
354 for (unsigned j = 0; j < glprog->info.num_ubos; j++) {
355 uint32_t offset =
356 glprog->sh.UniformBlocks[j] - prog->data->UniformBlocks;
357 blob_write_uint32(metadata, offset);
358 }
359
360 for (unsigned j = 0; j < glprog->info.num_ssbos; j++) {
361 uint32_t offset = glprog->sh.ShaderStorageBlocks[j] -
362 prog->data->ShaderStorageBlocks;
363 blob_write_uint32(metadata, offset);
364 }
365 }
366 }
367
368 static void
369 read_buffer_block(struct blob_reader *metadata, struct gl_uniform_block *b,
370 struct gl_shader_program *prog)
371 {
372 b->Name = ralloc_strdup(prog->data, blob_read_string (metadata));
373 b->NumUniforms = blob_read_uint32(metadata);
374 b->Binding = blob_read_uint32(metadata);
375 b->UniformBufferSize = blob_read_uint32(metadata);
376 b->stageref = blob_read_uint32(metadata);
377
378 b->Uniforms =
379 rzalloc_array(prog->data, struct gl_uniform_buffer_variable,
380 b->NumUniforms);
381 for (unsigned j = 0; j < b->NumUniforms; j++) {
382 b->Uniforms[j].Name = ralloc_strdup(prog->data,
383 blob_read_string (metadata));
384
385 char *index_name = blob_read_string(metadata);
386 if (strcmp(b->Uniforms[j].Name, index_name) == 0) {
387 b->Uniforms[j].IndexName = b->Uniforms[j].Name;
388 } else {
389 b->Uniforms[j].IndexName = ralloc_strdup(prog->data, index_name);
390 }
391
392 b->Uniforms[j].Type = decode_type_from_blob(metadata);
393 b->Uniforms[j].Offset = blob_read_uint32(metadata);
394 }
395 }
396
397 static void
398 read_buffer_blocks(struct blob_reader *metadata,
399 struct gl_shader_program *prog)
400 {
401 prog->data->NumUniformBlocks = blob_read_uint32(metadata);
402 prog->data->NumShaderStorageBlocks = blob_read_uint32(metadata);
403
404 prog->data->UniformBlocks =
405 rzalloc_array(prog->data, struct gl_uniform_block,
406 prog->data->NumUniformBlocks);
407
408 prog->data->ShaderStorageBlocks =
409 rzalloc_array(prog->data, struct gl_uniform_block,
410 prog->data->NumShaderStorageBlocks);
411
412 for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
413 read_buffer_block(metadata, &prog->data->UniformBlocks[i], prog);
414 }
415
416 for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
417 read_buffer_block(metadata, &prog->data->ShaderStorageBlocks[i], prog);
418 }
419
420 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
421 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
422 if (!sh)
423 continue;
424
425 struct gl_program *glprog = sh->Program;
426
427 glprog->info.num_ubos = blob_read_uint32(metadata);
428 glprog->info.num_ssbos = blob_read_uint32(metadata);
429
430 glprog->sh.UniformBlocks =
431 rzalloc_array(glprog, gl_uniform_block *, glprog->info.num_ubos);
432 glprog->sh.ShaderStorageBlocks =
433 rzalloc_array(glprog, gl_uniform_block *, glprog->info.num_ssbos);
434
435 for (unsigned j = 0; j < glprog->info.num_ubos; j++) {
436 uint32_t offset = blob_read_uint32(metadata);
437 glprog->sh.UniformBlocks[j] = prog->data->UniformBlocks + offset;
438 }
439
440 for (unsigned j = 0; j < glprog->info.num_ssbos; j++) {
441 uint32_t offset = blob_read_uint32(metadata);
442 glprog->sh.ShaderStorageBlocks[j] =
443 prog->data->ShaderStorageBlocks + offset;
444 }
445 }
446 }
447
448 static void
449 write_atomic_buffers(struct blob *metadata, struct gl_shader_program *prog)
450 {
451 blob_write_uint32(metadata, prog->data->NumAtomicBuffers);
452
453 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
454 if (prog->_LinkedShaders[i]) {
455 struct gl_program *glprog = prog->_LinkedShaders[i]->Program;
456 blob_write_uint32(metadata, glprog->info.num_abos);
457 }
458 }
459
460 for (unsigned i = 0; i < prog->data->NumAtomicBuffers; i++) {
461 blob_write_uint32(metadata, prog->data->AtomicBuffers[i].Binding);
462 blob_write_uint32(metadata, prog->data->AtomicBuffers[i].MinimumSize);
463 blob_write_uint32(metadata, prog->data->AtomicBuffers[i].NumUniforms);
464
465 blob_write_bytes(metadata, prog->data->AtomicBuffers[i].StageReferences,
466 sizeof(prog->data->AtomicBuffers[i].StageReferences));
467
468 for (unsigned j = 0; j < prog->data->AtomicBuffers[i].NumUniforms; j++) {
469 blob_write_uint32(metadata, prog->data->AtomicBuffers[i].Uniforms[j]);
470 }
471 }
472 }
473
474 static void
475 read_atomic_buffers(struct blob_reader *metadata,
476 struct gl_shader_program *prog)
477 {
478 prog->data->NumAtomicBuffers = blob_read_uint32(metadata);
479 prog->data->AtomicBuffers =
480 rzalloc_array(prog, gl_active_atomic_buffer,
481 prog->data->NumAtomicBuffers);
482
483 struct gl_active_atomic_buffer **stage_buff_list[MESA_SHADER_STAGES];
484 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
485 if (prog->_LinkedShaders[i]) {
486 struct gl_program *glprog = prog->_LinkedShaders[i]->Program;
487
488 glprog->info.num_abos = blob_read_uint32(metadata);
489 glprog->sh.AtomicBuffers =
490 rzalloc_array(glprog, gl_active_atomic_buffer *,
491 glprog->info.num_abos);
492 stage_buff_list[i] = glprog->sh.AtomicBuffers;
493 }
494 }
495
496 for (unsigned i = 0; i < prog->data->NumAtomicBuffers; i++) {
497 prog->data->AtomicBuffers[i].Binding = blob_read_uint32(metadata);
498 prog->data->AtomicBuffers[i].MinimumSize = blob_read_uint32(metadata);
499 prog->data->AtomicBuffers[i].NumUniforms = blob_read_uint32(metadata);
500
501 blob_copy_bytes(metadata,
502 (uint8_t *) &prog->data->AtomicBuffers[i].StageReferences,
503 sizeof(prog->data->AtomicBuffers[i].StageReferences));
504
505 prog->data->AtomicBuffers[i].Uniforms = rzalloc_array(prog, unsigned,
506 prog->data->AtomicBuffers[i].NumUniforms);
507
508 for (unsigned j = 0; j < prog->data->AtomicBuffers[i].NumUniforms; j++) {
509 prog->data->AtomicBuffers[i].Uniforms[j] = blob_read_uint32(metadata);
510 }
511
512 for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
513 if (prog->data->AtomicBuffers[i].StageReferences[j]) {
514 *stage_buff_list[j] = &prog->data->AtomicBuffers[i];
515 stage_buff_list[j]++;
516 }
517 }
518 }
519 }
520
521 static void
522 write_xfb(struct blob *metadata, struct gl_shader_program *shProg)
523 {
524 struct gl_program *prog = shProg->last_vert_prog;
525
526 if (!prog) {
527 blob_write_uint32(metadata, ~0u);
528 return;
529 }
530
531 struct gl_transform_feedback_info *ltf = prog->sh.LinkedTransformFeedback;
532
533 blob_write_uint32(metadata, prog->info.stage);
534
535 blob_write_uint32(metadata, ltf->NumOutputs);
536 blob_write_uint32(metadata, ltf->ActiveBuffers);
537 blob_write_uint32(metadata, ltf->NumVarying);
538
539 blob_write_bytes(metadata, ltf->Outputs,
540 sizeof(struct gl_transform_feedback_output) *
541 ltf->NumOutputs);
542
543 for (int i = 0; i < ltf->NumVarying; i++) {
544 blob_write_string(metadata, ltf->Varyings[i].Name);
545 blob_write_uint32(metadata, ltf->Varyings[i].Type);
546 blob_write_uint32(metadata, ltf->Varyings[i].BufferIndex);
547 blob_write_uint32(metadata, ltf->Varyings[i].Size);
548 blob_write_uint32(metadata, ltf->Varyings[i].Offset);
549 }
550
551 blob_write_bytes(metadata, ltf->Buffers,
552 sizeof(struct gl_transform_feedback_buffer) *
553 MAX_FEEDBACK_BUFFERS);
554 }
555
556 static void
557 read_xfb(struct blob_reader *metadata, struct gl_shader_program *shProg)
558 {
559 unsigned xfb_stage = blob_read_uint32(metadata);
560
561 if (xfb_stage == ~0u)
562 return;
563
564 struct gl_program *prog = shProg->_LinkedShaders[xfb_stage]->Program;
565 struct gl_transform_feedback_info *ltf =
566 rzalloc(prog, struct gl_transform_feedback_info);
567
568 prog->sh.LinkedTransformFeedback = ltf;
569 shProg->last_vert_prog = prog;
570
571 ltf->NumOutputs = blob_read_uint32(metadata);
572 ltf->ActiveBuffers = blob_read_uint32(metadata);
573 ltf->NumVarying = blob_read_uint32(metadata);
574
575 ltf->Outputs = rzalloc_array(prog, struct gl_transform_feedback_output,
576 ltf->NumOutputs);
577
578 blob_copy_bytes(metadata, (uint8_t *) ltf->Outputs,
579 sizeof(struct gl_transform_feedback_output) *
580 ltf->NumOutputs);
581
582 ltf->Varyings = rzalloc_array(prog,
583 struct gl_transform_feedback_varying_info,
584 ltf->NumVarying);
585
586 for (int i = 0; i < ltf->NumVarying; i++) {
587 ltf->Varyings[i].Name = ralloc_strdup(prog, blob_read_string(metadata));
588 ltf->Varyings[i].Type = blob_read_uint32(metadata);
589 ltf->Varyings[i].BufferIndex = blob_read_uint32(metadata);
590 ltf->Varyings[i].Size = blob_read_uint32(metadata);
591 ltf->Varyings[i].Offset = blob_read_uint32(metadata);
592 }
593
594 blob_copy_bytes(metadata, (uint8_t *) ltf->Buffers,
595 sizeof(struct gl_transform_feedback_buffer) *
596 MAX_FEEDBACK_BUFFERS);
597 }
598
599 static void
600 write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
601 {
602 blob_write_uint32(metadata, prog->SamplersValidated);
603 blob_write_uint32(metadata, prog->data->NumUniformStorage);
604 blob_write_uint32(metadata, prog->data->NumUniformDataSlots);
605
606 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
607 encode_type_to_blob(metadata, prog->data->UniformStorage[i].type);
608 blob_write_uint32(metadata, prog->data->UniformStorage[i].array_elements);
609 blob_write_string(metadata, prog->data->UniformStorage[i].name);
610 blob_write_uint32(metadata, prog->data->UniformStorage[i].storage -
611 prog->data->UniformDataSlots);
612 blob_write_uint32(metadata, prog->data->UniformStorage[i].builtin);
613 blob_write_uint32(metadata, prog->data->UniformStorage[i].remap_location);
614 blob_write_uint32(metadata, prog->data->UniformStorage[i].block_index);
615 blob_write_uint32(metadata, prog->data->UniformStorage[i].atomic_buffer_index);
616 blob_write_uint32(metadata, prog->data->UniformStorage[i].offset);
617 blob_write_uint32(metadata, prog->data->UniformStorage[i].array_stride);
618 blob_write_uint32(metadata, prog->data->UniformStorage[i].hidden);
619 blob_write_uint32(metadata, prog->data->UniformStorage[i].is_shader_storage);
620 blob_write_uint32(metadata, prog->data->UniformStorage[i].active_shader_mask);
621 blob_write_uint32(metadata, prog->data->UniformStorage[i].matrix_stride);
622 blob_write_uint32(metadata, prog->data->UniformStorage[i].row_major);
623 blob_write_uint32(metadata, prog->data->UniformStorage[i].is_bindless);
624 blob_write_uint32(metadata,
625 prog->data->UniformStorage[i].num_compatible_subroutines);
626 blob_write_uint32(metadata,
627 prog->data->UniformStorage[i].top_level_array_size);
628 blob_write_uint32(metadata,
629 prog->data->UniformStorage[i].top_level_array_stride);
630 blob_write_bytes(metadata, prog->data->UniformStorage[i].opaque,
631 sizeof(prog->data->UniformStorage[i].opaque));
632 }
633
634 /* Here we cache all uniform values. We do this to retain values for
635 * uniforms with initialisers and also hidden uniforms that may be lowered
636 * constant arrays. We could possibly just store the values we need but for
637 * now we just store everything.
638 */
639 blob_write_uint32(metadata, prog->data->NumHiddenUniforms);
640 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
641 if (!prog->data->UniformStorage[i].builtin &&
642 !prog->data->UniformStorage[i].is_shader_storage &&
643 prog->data->UniformStorage[i].block_index == -1) {
644 unsigned vec_size =
645 prog->data->UniformStorage[i].type->component_slots() *
646 MAX2(prog->data->UniformStorage[i].array_elements, 1);
647 blob_write_bytes(metadata, prog->data->UniformStorage[i].storage,
648 sizeof(union gl_constant_value) * vec_size);
649 }
650 }
651 }
652
653 static void
654 read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
655 {
656 struct gl_uniform_storage *uniforms;
657 union gl_constant_value *data;
658
659 prog->SamplersValidated = blob_read_uint32(metadata);
660 prog->data->NumUniformStorage = blob_read_uint32(metadata);
661 prog->data->NumUniformDataSlots = blob_read_uint32(metadata);
662
663 uniforms = rzalloc_array(prog, struct gl_uniform_storage,
664 prog->data->NumUniformStorage);
665 prog->data->UniformStorage = uniforms;
666
667 data = rzalloc_array(uniforms, union gl_constant_value,
668 prog->data->NumUniformDataSlots);
669 prog->data->UniformDataSlots = data;
670
671 prog->UniformHash = new string_to_uint_map;
672
673 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
674 uniforms[i].type = decode_type_from_blob(metadata);
675 uniforms[i].array_elements = blob_read_uint32(metadata);
676 uniforms[i].name = ralloc_strdup(prog, blob_read_string (metadata));
677 uniforms[i].storage = data + blob_read_uint32(metadata);
678 uniforms[i].builtin = blob_read_uint32(metadata);
679 uniforms[i].remap_location = blob_read_uint32(metadata);
680 uniforms[i].block_index = blob_read_uint32(metadata);
681 uniforms[i].atomic_buffer_index = blob_read_uint32(metadata);
682 uniforms[i].offset = blob_read_uint32(metadata);
683 uniforms[i].array_stride = blob_read_uint32(metadata);
684 uniforms[i].hidden = blob_read_uint32(metadata);
685 uniforms[i].is_shader_storage = blob_read_uint32(metadata);
686 uniforms[i].active_shader_mask = blob_read_uint32(metadata);
687 uniforms[i].matrix_stride = blob_read_uint32(metadata);
688 uniforms[i].row_major = blob_read_uint32(metadata);
689 uniforms[i].is_bindless = blob_read_uint32(metadata);
690 uniforms[i].num_compatible_subroutines = blob_read_uint32(metadata);
691 uniforms[i].top_level_array_size = blob_read_uint32(metadata);
692 uniforms[i].top_level_array_stride = blob_read_uint32(metadata);
693 prog->UniformHash->put(i, uniforms[i].name);
694
695 memcpy(uniforms[i].opaque,
696 blob_read_bytes(metadata, sizeof(uniforms[i].opaque)),
697 sizeof(uniforms[i].opaque));
698 }
699
700 /* Restore uniform values. */
701 prog->data->NumHiddenUniforms = blob_read_uint32(metadata);
702 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
703 if (!prog->data->UniformStorage[i].builtin &&
704 !prog->data->UniformStorage[i].is_shader_storage &&
705 prog->data->UniformStorage[i].block_index == -1) {
706 unsigned vec_size =
707 prog->data->UniformStorage[i].type->component_slots() *
708 MAX2(prog->data->UniformStorage[i].array_elements, 1);
709 blob_copy_bytes(metadata,
710 (uint8_t *) prog->data->UniformStorage[i].storage,
711 sizeof(union gl_constant_value) * vec_size);
712
713 assert(vec_size + prog->data->UniformStorage[i].storage <=
714 data + prog->data->NumUniformDataSlots);
715 }
716 }
717 }
718
719 enum uniform_remap_type
720 {
721 remap_type_inactive_explicit_location,
722 remap_type_null_ptr,
723 remap_type_uniform_offset
724 };
725
726 static void
727 write_uniform_remap_table_entry(struct blob *metadata,
728 gl_uniform_storage *uniform_storage,
729 gl_uniform_storage *entry)
730 {
731 if (entry == INACTIVE_UNIFORM_EXPLICIT_LOCATION) {
732 blob_write_uint32(metadata, remap_type_inactive_explicit_location);
733 } else if (entry == NULL) {
734 blob_write_uint32(metadata, remap_type_null_ptr);
735 } else {
736 blob_write_uint32(metadata, remap_type_uniform_offset);
737
738 uint32_t offset = entry - uniform_storage;
739 blob_write_uint32(metadata, offset);
740 }
741 }
742
743 static void
744 write_uniform_remap_tables(struct blob *metadata,
745 struct gl_shader_program *prog)
746 {
747 blob_write_uint32(metadata, prog->NumUniformRemapTable);
748
749 for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
750 write_uniform_remap_table_entry(metadata, prog->data->UniformStorage,
751 prog->UniformRemapTable[i]);
752 }
753
754 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
755 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
756 if (sh) {
757 struct gl_program *glprog = sh->Program;
758 blob_write_uint32(metadata, glprog->sh.NumSubroutineUniformRemapTable);
759
760 for (unsigned j = 0; j < glprog->sh.NumSubroutineUniformRemapTable; j++) {
761 write_uniform_remap_table_entry(metadata,
762 prog->data->UniformStorage,
763 glprog->sh.SubroutineUniformRemapTable[j]);
764 }
765 }
766 }
767 }
768
769 static void
770 read_uniform_remap_table_entry(struct blob_reader *metadata,
771 gl_uniform_storage *uniform_storage,
772 gl_uniform_storage **entry,
773 enum uniform_remap_type type)
774 {
775 if (type == remap_type_inactive_explicit_location) {
776 *entry = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
777 } else if (type == remap_type_null_ptr) {
778 *entry = NULL;
779 } else {
780 uint32_t uni_offset = blob_read_uint32(metadata);
781 *entry = uniform_storage + uni_offset;
782 }
783 }
784
785 static void
786 read_uniform_remap_tables(struct blob_reader *metadata,
787 struct gl_shader_program *prog)
788 {
789 prog->NumUniformRemapTable = blob_read_uint32(metadata);
790
791 prog->UniformRemapTable = rzalloc_array(prog, struct gl_uniform_storage *,
792 prog->NumUniformRemapTable);
793
794 for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
795 enum uniform_remap_type type =
796 (enum uniform_remap_type) blob_read_uint32(metadata);
797
798 read_uniform_remap_table_entry(metadata, prog->data->UniformStorage,
799 &prog->UniformRemapTable[i], type);
800 }
801
802 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
803 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
804 if (sh) {
805 struct gl_program *glprog = sh->Program;
806 glprog->sh.NumSubroutineUniformRemapTable = blob_read_uint32(metadata);
807
808 glprog->sh.SubroutineUniformRemapTable =
809 rzalloc_array(glprog, struct gl_uniform_storage *,
810 glprog->sh.NumSubroutineUniformRemapTable);
811
812 for (unsigned j = 0; j < glprog->sh.NumSubroutineUniformRemapTable; j++) {
813 enum uniform_remap_type type =
814 (enum uniform_remap_type) blob_read_uint32(metadata);
815
816 read_uniform_remap_table_entry(metadata,
817 prog->data->UniformStorage,
818 &glprog->sh.SubroutineUniformRemapTable[j],
819 type);
820 }
821 }
822 }
823 }
824
825 struct whte_closure
826 {
827 struct blob *blob;
828 size_t num_entries;
829 };
830
831 static void
832 write_hash_table_entry(const char *key, unsigned value, void *closure)
833 {
834 struct whte_closure *whte = (struct whte_closure *) closure;
835
836 blob_write_string(whte->blob, key);
837 blob_write_uint32(whte->blob, value);
838
839 whte->num_entries++;
840 }
841
842 static void
843 write_hash_table(struct blob *metadata, struct string_to_uint_map *hash)
844 {
845 size_t offset;
846 struct whte_closure whte;
847
848 whte.blob = metadata;
849 whte.num_entries = 0;
850
851 offset = metadata->size;
852
853 /* Write a placeholder for the hashtable size. */
854 blob_write_uint32 (metadata, 0);
855
856 hash->iterate(write_hash_table_entry, &whte);
857
858 /* Overwrite with the computed number of entries written. */
859 blob_overwrite_uint32 (metadata, offset, whte.num_entries);
860 }
861
862 static void
863 read_hash_table(struct blob_reader *metadata, struct string_to_uint_map *hash)
864 {
865 size_t i, num_entries;
866 const char *key;
867 uint32_t value;
868
869 num_entries = blob_read_uint32 (metadata);
870
871 for (i = 0; i < num_entries; i++) {
872 key = blob_read_string(metadata);
873 value = blob_read_uint32(metadata);
874
875 hash->put(value, key);
876 }
877 }
878
879 static void
880 write_hash_tables(struct blob *metadata, struct gl_shader_program *prog)
881 {
882 write_hash_table(metadata, prog->AttributeBindings);
883 write_hash_table(metadata, prog->FragDataBindings);
884 write_hash_table(metadata, prog->FragDataIndexBindings);
885 }
886
887 static void
888 read_hash_tables(struct blob_reader *metadata, struct gl_shader_program *prog)
889 {
890 read_hash_table(metadata, prog->AttributeBindings);
891 read_hash_table(metadata, prog->FragDataBindings);
892 read_hash_table(metadata, prog->FragDataIndexBindings);
893 }
894
895 static void
896 write_shader_subroutine_index(struct blob *metadata,
897 struct gl_linked_shader *sh,
898 struct gl_program_resource *res)
899 {
900 assert(sh);
901
902 for (unsigned j = 0; j < sh->Program->sh.NumSubroutineFunctions; j++) {
903 if (strcmp(((gl_subroutine_function *)res->Data)->name,
904 sh->Program->sh.SubroutineFunctions[j].name) == 0) {
905 blob_write_uint32(metadata, j);
906 break;
907 }
908 }
909 }
910
911 static void
912 get_shader_var_and_pointer_sizes(size_t *s_var_size, size_t *s_var_ptrs,
913 const gl_shader_variable *var)
914 {
915 *s_var_size = sizeof(gl_shader_variable);
916 *s_var_ptrs =
917 sizeof(var->type) +
918 sizeof(var->interface_type) +
919 sizeof(var->outermost_struct_type) +
920 sizeof(var->name);
921 }
922
923 static void
924 write_program_resource_data(struct blob *metadata,
925 struct gl_shader_program *prog,
926 struct gl_program_resource *res)
927 {
928 struct gl_linked_shader *sh;
929
930 switch(res->Type) {
931 case GL_PROGRAM_INPUT:
932 case GL_PROGRAM_OUTPUT: {
933 const gl_shader_variable *var = (gl_shader_variable *)res->Data;
934
935 encode_type_to_blob(metadata, var->type);
936 encode_type_to_blob(metadata, var->interface_type);
937 encode_type_to_blob(metadata, var->outermost_struct_type);
938
939 blob_write_string(metadata, var->name);
940
941 size_t s_var_size, s_var_ptrs;
942 get_shader_var_and_pointer_sizes(&s_var_size, &s_var_ptrs, var);
943
944 /* Write gl_shader_variable skipping over the pointers */
945 blob_write_bytes(metadata, ((char *)var) + s_var_ptrs,
946 s_var_size - s_var_ptrs);
947 break;
948 }
949 case GL_UNIFORM_BLOCK:
950 for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
951 if (strcmp(((gl_uniform_block *)res->Data)->Name,
952 prog->data->UniformBlocks[i].Name) == 0) {
953 blob_write_uint32(metadata, i);
954 break;
955 }
956 }
957 break;
958 case GL_SHADER_STORAGE_BLOCK:
959 for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
960 if (strcmp(((gl_uniform_block *)res->Data)->Name,
961 prog->data->ShaderStorageBlocks[i].Name) == 0) {
962 blob_write_uint32(metadata, i);
963 break;
964 }
965 }
966 break;
967 case GL_BUFFER_VARIABLE:
968 case GL_VERTEX_SUBROUTINE_UNIFORM:
969 case GL_GEOMETRY_SUBROUTINE_UNIFORM:
970 case GL_FRAGMENT_SUBROUTINE_UNIFORM:
971 case GL_COMPUTE_SUBROUTINE_UNIFORM:
972 case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
973 case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
974 case GL_UNIFORM:
975 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
976 if (strcmp(((gl_uniform_storage *)res->Data)->name,
977 prog->data->UniformStorage[i].name) == 0) {
978 blob_write_uint32(metadata, i);
979 break;
980 }
981 }
982 break;
983 case GL_ATOMIC_COUNTER_BUFFER:
984 for (unsigned i = 0; i < prog->data->NumAtomicBuffers; i++) {
985 if (((gl_active_atomic_buffer *)res->Data)->Binding ==
986 prog->data->AtomicBuffers[i].Binding) {
987 blob_write_uint32(metadata, i);
988 break;
989 }
990 }
991 break;
992 case GL_TRANSFORM_FEEDBACK_BUFFER:
993 for (unsigned i = 0; i < MAX_FEEDBACK_BUFFERS; i++) {
994 if (((gl_transform_feedback_buffer *)res->Data)->Binding ==
995 prog->last_vert_prog->sh.LinkedTransformFeedback->Buffers[i].Binding) {
996 blob_write_uint32(metadata, i);
997 break;
998 }
999 }
1000 break;
1001 case GL_TRANSFORM_FEEDBACK_VARYING:
1002 for (int i = 0; i < prog->last_vert_prog->sh.LinkedTransformFeedback->NumVarying; i++) {
1003 if (strcmp(((gl_transform_feedback_varying_info *)res->Data)->Name,
1004 prog->last_vert_prog->sh.LinkedTransformFeedback->Varyings[i].Name) == 0) {
1005 blob_write_uint32(metadata, i);
1006 break;
1007 }
1008 }
1009 break;
1010 case GL_VERTEX_SUBROUTINE:
1011 case GL_TESS_CONTROL_SUBROUTINE:
1012 case GL_TESS_EVALUATION_SUBROUTINE:
1013 case GL_GEOMETRY_SUBROUTINE:
1014 case GL_FRAGMENT_SUBROUTINE:
1015 case GL_COMPUTE_SUBROUTINE:
1016 sh =
1017 prog->_LinkedShaders[_mesa_shader_stage_from_subroutine(res->Type)];
1018 write_shader_subroutine_index(metadata, sh, res);
1019 break;
1020 default:
1021 assert(!"Support for writing resource not yet implemented.");
1022 }
1023 }
1024
1025 static void
1026 read_program_resource_data(struct blob_reader *metadata,
1027 struct gl_shader_program *prog,
1028 struct gl_program_resource *res)
1029 {
1030 struct gl_linked_shader *sh;
1031
1032 switch(res->Type) {
1033 case GL_PROGRAM_INPUT:
1034 case GL_PROGRAM_OUTPUT: {
1035 gl_shader_variable *var = ralloc(prog, struct gl_shader_variable);
1036
1037 var->type = decode_type_from_blob(metadata);
1038 var->interface_type = decode_type_from_blob(metadata);
1039 var->outermost_struct_type = decode_type_from_blob(metadata);
1040
1041 var->name = ralloc_strdup(prog, blob_read_string(metadata));
1042
1043 size_t s_var_size, s_var_ptrs;
1044 get_shader_var_and_pointer_sizes(&s_var_size, &s_var_ptrs, var);
1045
1046 blob_copy_bytes(metadata, ((uint8_t *) var) + s_var_ptrs,
1047 s_var_size - s_var_ptrs);
1048
1049 res->Data = var;
1050 break;
1051 }
1052 case GL_UNIFORM_BLOCK:
1053 res->Data = &prog->data->UniformBlocks[blob_read_uint32(metadata)];
1054 break;
1055 case GL_SHADER_STORAGE_BLOCK:
1056 res->Data = &prog->data->ShaderStorageBlocks[blob_read_uint32(metadata)];
1057 break;
1058 case GL_BUFFER_VARIABLE:
1059 case GL_VERTEX_SUBROUTINE_UNIFORM:
1060 case GL_GEOMETRY_SUBROUTINE_UNIFORM:
1061 case GL_FRAGMENT_SUBROUTINE_UNIFORM:
1062 case GL_COMPUTE_SUBROUTINE_UNIFORM:
1063 case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
1064 case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
1065 case GL_UNIFORM:
1066 res->Data = &prog->data->UniformStorage[blob_read_uint32(metadata)];
1067 break;
1068 case GL_ATOMIC_COUNTER_BUFFER:
1069 res->Data = &prog->data->AtomicBuffers[blob_read_uint32(metadata)];
1070 break;
1071 case GL_TRANSFORM_FEEDBACK_BUFFER:
1072 res->Data = &prog->last_vert_prog->
1073 sh.LinkedTransformFeedback->Buffers[blob_read_uint32(metadata)];
1074 break;
1075 case GL_TRANSFORM_FEEDBACK_VARYING:
1076 res->Data = &prog->last_vert_prog->
1077 sh.LinkedTransformFeedback->Varyings[blob_read_uint32(metadata)];
1078 break;
1079 case GL_VERTEX_SUBROUTINE:
1080 case GL_TESS_CONTROL_SUBROUTINE:
1081 case GL_TESS_EVALUATION_SUBROUTINE:
1082 case GL_GEOMETRY_SUBROUTINE:
1083 case GL_FRAGMENT_SUBROUTINE:
1084 case GL_COMPUTE_SUBROUTINE:
1085 sh =
1086 prog->_LinkedShaders[_mesa_shader_stage_from_subroutine(res->Type)];
1087 res->Data =
1088 &sh->Program->sh.SubroutineFunctions[blob_read_uint32(metadata)];
1089 break;
1090 default:
1091 assert(!"Support for reading resource not yet implemented.");
1092 }
1093 }
1094
1095 static void
1096 write_program_resource_list(struct blob *metadata,
1097 struct gl_shader_program *prog)
1098 {
1099 blob_write_uint32(metadata, prog->data->NumProgramResourceList);
1100
1101 for (unsigned i = 0; i < prog->data->NumProgramResourceList; i++) {
1102 blob_write_uint32(metadata, prog->data->ProgramResourceList[i].Type);
1103 write_program_resource_data(metadata, prog,
1104 &prog->data->ProgramResourceList[i]);
1105 blob_write_bytes(metadata,
1106 &prog->data->ProgramResourceList[i].StageReferences,
1107 sizeof(prog->data->ProgramResourceList[i].StageReferences));
1108 }
1109 }
1110
1111 static void
1112 read_program_resource_list(struct blob_reader *metadata,
1113 struct gl_shader_program *prog)
1114 {
1115 prog->data->NumProgramResourceList = blob_read_uint32(metadata);
1116
1117 prog->data->ProgramResourceList =
1118 ralloc_array(prog, gl_program_resource,
1119 prog->data->NumProgramResourceList);
1120
1121 for (unsigned i = 0; i < prog->data->NumProgramResourceList; i++) {
1122 prog->data->ProgramResourceList[i].Type = blob_read_uint32(metadata);
1123 read_program_resource_data(metadata, prog,
1124 &prog->data->ProgramResourceList[i]);
1125 blob_copy_bytes(metadata,
1126 (uint8_t *) &prog->data->ProgramResourceList[i].StageReferences,
1127 sizeof(prog->data->ProgramResourceList[i].StageReferences));
1128 }
1129 }
1130
1131 static void
1132 write_shader_parameters(struct blob *metadata,
1133 struct gl_program_parameter_list *params)
1134 {
1135 blob_write_uint32(metadata, params->NumParameters);
1136 uint32_t i = 0;
1137
1138 while (i < params->NumParameters) {
1139 struct gl_program_parameter *param = &params->Parameters[i];
1140
1141 blob_write_uint32(metadata, param->Type);
1142 blob_write_string(metadata, param->Name);
1143 blob_write_uint32(metadata, param->Size);
1144 blob_write_uint32(metadata, param->DataType);
1145 blob_write_bytes(metadata, param->StateIndexes,
1146 sizeof(param->StateIndexes));
1147
1148 i += (param->Size + 3) / 4;
1149 }
1150
1151 blob_write_bytes(metadata, params->ParameterValues,
1152 sizeof(gl_constant_value) * 4 * params->NumParameters);
1153
1154 blob_write_uint32(metadata, params->StateFlags);
1155 }
1156
1157 static void
1158 read_shader_parameters(struct blob_reader *metadata,
1159 struct gl_program_parameter_list *params)
1160 {
1161 gl_state_index state_indexes[STATE_LENGTH];
1162 uint32_t i = 0;
1163 uint32_t num_parameters = blob_read_uint32(metadata);
1164
1165 _mesa_reserve_parameter_storage(params, num_parameters);
1166 while (i < num_parameters) {
1167 gl_register_file type = (gl_register_file) blob_read_uint32(metadata);
1168 const char *name = blob_read_string(metadata);
1169 unsigned size = blob_read_uint32(metadata);
1170 unsigned data_type = blob_read_uint32(metadata);
1171 blob_copy_bytes(metadata, (uint8_t *) state_indexes,
1172 sizeof(state_indexes));
1173
1174 _mesa_add_parameter(params, type, name, size, data_type,
1175 NULL, state_indexes);
1176
1177 i += (size + 3) / 4;
1178 }
1179
1180 blob_copy_bytes(metadata, (uint8_t *) params->ParameterValues,
1181 sizeof(gl_constant_value) * 4 * params->NumParameters);
1182
1183 params->StateFlags = blob_read_uint32(metadata);
1184 }
1185
1186 static void
1187 write_shader_metadata(struct blob *metadata, gl_linked_shader *shader)
1188 {
1189 assert(shader->Program);
1190 struct gl_program *glprog = shader->Program;
1191 unsigned i;
1192
1193 blob_write_bytes(metadata, glprog->TexturesUsed,
1194 sizeof(glprog->TexturesUsed));
1195 blob_write_uint64(metadata, glprog->SamplersUsed);
1196
1197 blob_write_bytes(metadata, glprog->SamplerUnits,
1198 sizeof(glprog->SamplerUnits));
1199 blob_write_bytes(metadata, glprog->sh.SamplerTargets,
1200 sizeof(glprog->sh.SamplerTargets));
1201 blob_write_uint32(metadata, glprog->ShadowSamplers);
1202
1203 blob_write_bytes(metadata, glprog->sh.ImageAccess,
1204 sizeof(glprog->sh.ImageAccess));
1205 blob_write_bytes(metadata, glprog->sh.ImageUnits,
1206 sizeof(glprog->sh.ImageUnits));
1207
1208 blob_write_uint32(metadata, glprog->sh.NumBindlessSamplers);
1209 blob_write_uint32(metadata, glprog->sh.HasBoundBindlessSampler);
1210 for (i = 0; i < glprog->sh.NumBindlessSamplers; i++) {
1211 blob_write_bytes(metadata, &glprog->sh.BindlessSamplers[i],
1212 sizeof(struct gl_bindless_sampler));
1213 }
1214
1215 blob_write_uint32(metadata, glprog->sh.NumBindlessImages);
1216 blob_write_uint32(metadata, glprog->sh.HasBoundBindlessImage);
1217 for (i = 0; i < glprog->sh.NumBindlessImages; i++) {
1218 blob_write_bytes(metadata, &glprog->sh.BindlessImages[i],
1219 sizeof(struct gl_bindless_image));
1220 }
1221
1222 write_shader_parameters(metadata, glprog->Parameters);
1223 }
1224
1225 static void
1226 read_shader_metadata(struct blob_reader *metadata,
1227 struct gl_program *glprog,
1228 gl_linked_shader *linked)
1229 {
1230 unsigned i;
1231
1232 blob_copy_bytes(metadata, (uint8_t *) glprog->TexturesUsed,
1233 sizeof(glprog->TexturesUsed));
1234 glprog->SamplersUsed = blob_read_uint64(metadata);
1235
1236 blob_copy_bytes(metadata, (uint8_t *) glprog->SamplerUnits,
1237 sizeof(glprog->SamplerUnits));
1238 blob_copy_bytes(metadata, (uint8_t *) glprog->sh.SamplerTargets,
1239 sizeof(glprog->sh.SamplerTargets));
1240 glprog->ShadowSamplers = blob_read_uint32(metadata);
1241
1242 blob_copy_bytes(metadata, (uint8_t *) glprog->sh.ImageAccess,
1243 sizeof(glprog->sh.ImageAccess));
1244 blob_copy_bytes(metadata, (uint8_t *) glprog->sh.ImageUnits,
1245 sizeof(glprog->sh.ImageUnits));
1246
1247 glprog->sh.NumBindlessSamplers = blob_read_uint32(metadata);
1248 glprog->sh.HasBoundBindlessSampler = blob_read_uint32(metadata);
1249 if (glprog->sh.NumBindlessSamplers > 0) {
1250 glprog->sh.BindlessSamplers =
1251 rzalloc_array(glprog, gl_bindless_sampler,
1252 glprog->sh.NumBindlessSamplers);
1253
1254 for (i = 0; i < glprog->sh.NumBindlessSamplers; i++) {
1255 blob_copy_bytes(metadata, (uint8_t *) &glprog->sh.BindlessSamplers[i],
1256 sizeof(struct gl_bindless_sampler));
1257 }
1258 }
1259
1260 glprog->sh.NumBindlessImages = blob_read_uint32(metadata);
1261 glprog->sh.HasBoundBindlessImage = blob_read_uint32(metadata);
1262 if (glprog->sh.NumBindlessImages > 0) {
1263 glprog->sh.BindlessImages =
1264 rzalloc_array(glprog, gl_bindless_image,
1265 glprog->sh.NumBindlessImages);
1266
1267 for (i = 0; i < glprog->sh.NumBindlessImages; i++) {
1268 blob_copy_bytes(metadata, (uint8_t *) &glprog->sh.BindlessImages[i],
1269 sizeof(struct gl_bindless_image));
1270 }
1271 }
1272
1273 glprog->Parameters = _mesa_new_parameter_list();
1274 read_shader_parameters(metadata, glprog->Parameters);
1275 }
1276
1277 static void
1278 create_binding_str(const char *key, unsigned value, void *closure)
1279 {
1280 char **bindings_str = (char **) closure;
1281 ralloc_asprintf_append(bindings_str, "%s:%u,", key, value);
1282 }
1283
1284 static void
1285 create_linked_shader_and_program(struct gl_context *ctx,
1286 gl_shader_stage stage,
1287 struct gl_shader_program *prog,
1288 struct blob_reader *metadata)
1289 {
1290 struct gl_program *glprog;
1291
1292 struct gl_linked_shader *linked = rzalloc(NULL, struct gl_linked_shader);
1293 linked->Stage = stage;
1294
1295 glprog = ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
1296 prog->Name, false);
1297 glprog->info.stage = stage;
1298 linked->Program = glprog;
1299
1300 read_shader_metadata(metadata, glprog, linked);
1301
1302 /* Restore shader info */
1303 blob_copy_bytes(metadata, (uint8_t *) &glprog->info, sizeof(shader_info));
1304 if (glprog->info.name)
1305 glprog->info.name = ralloc_strdup(glprog, blob_read_string(metadata));
1306 if (glprog->info.label)
1307 glprog->info.label = ralloc_strdup(glprog, blob_read_string(metadata));
1308
1309 _mesa_reference_shader_program_data(ctx, &glprog->sh.data, prog->data);
1310 _mesa_reference_program(ctx, &linked->Program, glprog);
1311 prog->_LinkedShaders[stage] = linked;
1312 }
1313
1314 void
1315 shader_cache_write_program_metadata(struct gl_context *ctx,
1316 struct gl_shader_program *prog)
1317 {
1318 struct disk_cache *cache = ctx->Cache;
1319 if (!cache)
1320 return;
1321
1322 /* Exit early when we are dealing with a ff shader with no source file to
1323 * generate a source from.
1324 *
1325 * TODO: In future we should use another method to generate a key for ff
1326 * programs.
1327 */
1328 static const char zero[sizeof(prog->data->sha1)] = {0};
1329 if (memcmp(prog->data->sha1, zero, sizeof(prog->data->sha1)) == 0)
1330 return;
1331
1332 struct blob *metadata = blob_create();
1333
1334 write_uniforms(metadata, prog);
1335
1336 write_hash_tables(metadata, prog);
1337
1338 blob_write_uint32(metadata, prog->data->Version);
1339 blob_write_uint32(metadata, prog->data->linked_stages);
1340
1341 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
1342 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
1343 if (sh) {
1344 write_shader_metadata(metadata, sh);
1345
1346 /* Store nir shader info */
1347 blob_write_bytes(metadata, &sh->Program->info, sizeof(shader_info));
1348
1349 if (sh->Program->info.name)
1350 blob_write_string(metadata, sh->Program->info.name);
1351
1352 if (sh->Program->info.label)
1353 blob_write_string(metadata, sh->Program->info.label);
1354 }
1355 }
1356
1357 write_xfb(metadata, prog);
1358
1359 write_uniform_remap_tables(metadata, prog);
1360
1361 write_atomic_buffers(metadata, prog);
1362
1363 write_buffer_blocks(metadata, prog);
1364
1365 write_subroutines(metadata, prog);
1366
1367 write_program_resource_list(metadata, prog);
1368
1369 char sha1_buf[41];
1370 for (unsigned i = 0; i < prog->NumShaders; i++) {
1371 disk_cache_put_key(cache, prog->Shaders[i]->sha1);
1372 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
1373 _mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1);
1374 fprintf(stderr, "marking shader: %s\n", sha1_buf);
1375 }
1376 }
1377
1378 disk_cache_put(cache, prog->data->sha1, metadata->data, metadata->size);
1379
1380 blob_destroy(metadata);
1381
1382 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
1383 _mesa_sha1_format(sha1_buf, prog->data->sha1);
1384 fprintf(stderr, "putting program metadata in cache: %s\n", sha1_buf);
1385 }
1386 }
1387
1388 bool
1389 shader_cache_read_program_metadata(struct gl_context *ctx,
1390 struct gl_shader_program *prog)
1391 {
1392 /* Fixed function programs generated by Mesa are not cached. So don't
1393 * try to read metadata for them from the cache.
1394 */
1395 if (prog->Name == 0)
1396 return false;
1397
1398 struct disk_cache *cache = ctx->Cache;
1399 if (!cache || prog->data->cache_fallback || prog->data->skip_cache)
1400 return false;
1401
1402 /* Include bindings when creating sha1. These bindings change the resulting
1403 * binary so they are just as important as the shader source.
1404 */
1405 char *buf = ralloc_strdup(NULL, "vb: ");
1406 prog->AttributeBindings->iterate(create_binding_str, &buf);
1407 ralloc_strcat(&buf, "fb: ");
1408 prog->FragDataBindings->iterate(create_binding_str, &buf);
1409 ralloc_strcat(&buf, "fbi: ");
1410 prog->FragDataIndexBindings->iterate(create_binding_str, &buf);
1411
1412 /* SSO has an effect on the linked program so include this when generating
1413 * the sha also.
1414 */
1415 ralloc_asprintf_append(&buf, "sso: %s\n",
1416 prog->SeparateShader ? "T" : "F");
1417
1418 /* A shader might end up producing different output depending on the glsl
1419 * version supported by the compiler. For example a different path might be
1420 * taken by the preprocessor, so add the version to the hash input.
1421 */
1422 ralloc_asprintf_append(&buf, "api: %d glsl: %d fglsl: %d\n",
1423 ctx->API, ctx->Const.GLSLVersion,
1424 ctx->Const.ForceGLSLVersion);
1425
1426 /* We run the preprocessor on shaders after hashing them, so we need to
1427 * add any extension override vars to the hash. If we don't do this the
1428 * preprocessor could result in different output and we could load the
1429 * wrong shader.
1430 */
1431 char *ext_override = getenv("MESA_EXTENSION_OVERRIDE");
1432 if (ext_override) {
1433 ralloc_asprintf_append(&buf, "ext:%s", ext_override);
1434 }
1435
1436 /* DRI config options may also change the output from the compiler so
1437 * include them as an input to sha1 creation.
1438 */
1439 char sha1buf[41];
1440 _mesa_sha1_format(sha1buf, ctx->Const.dri_config_options_sha1);
1441 ralloc_strcat(&buf, sha1buf);
1442
1443 for (unsigned i = 0; i < prog->NumShaders; i++) {
1444 struct gl_shader *sh = prog->Shaders[i];
1445 _mesa_sha1_format(sha1buf, sh->sha1);
1446 ralloc_asprintf_append(&buf, "%s: %s\n",
1447 _mesa_shader_stage_to_abbrev(sh->Stage), sha1buf);
1448 }
1449 disk_cache_compute_key(cache, buf, strlen(buf), prog->data->sha1);
1450 ralloc_free(buf);
1451
1452 size_t size;
1453 uint8_t *buffer = (uint8_t *) disk_cache_get(cache, prog->data->sha1,
1454 &size);
1455 if (buffer == NULL) {
1456 /* Cached program not found. We may have seen the individual shaders
1457 * before and skipped compiling but they may not have been used together
1458 * in this combination before. Fall back to linking shaders but first
1459 * re-compile the shaders.
1460 *
1461 * We could probably only compile the shaders which were skipped here
1462 * but we need to be careful because the source may also have been
1463 * changed since the last compile so for now we just recompile
1464 * everything.
1465 */
1466 compile_shaders(ctx, prog);
1467 return false;
1468 }
1469
1470 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
1471 _mesa_sha1_format(sha1buf, prog->data->sha1);
1472 fprintf(stderr, "loading shader program meta data from cache: %s\n",
1473 sha1buf);
1474 }
1475
1476 struct blob_reader metadata;
1477 blob_reader_init(&metadata, buffer, size);
1478
1479 assert(prog->data->UniformStorage == NULL);
1480
1481 read_uniforms(&metadata, prog);
1482
1483 read_hash_tables(&metadata, prog);
1484
1485 prog->data->Version = blob_read_uint32(&metadata);
1486 prog->data->linked_stages = blob_read_uint32(&metadata);
1487
1488 unsigned mask = prog->data->linked_stages;
1489 while (mask) {
1490 const int j = u_bit_scan(&mask);
1491 create_linked_shader_and_program(ctx, (gl_shader_stage) j, prog,
1492 &metadata);
1493 }
1494
1495 read_xfb(&metadata, prog);
1496
1497 read_uniform_remap_tables(&metadata, prog);
1498
1499 read_atomic_buffers(&metadata, prog);
1500
1501 read_buffer_blocks(&metadata, prog);
1502
1503 read_subroutines(&metadata, prog);
1504
1505 read_program_resource_list(&metadata, prog);
1506
1507 if (metadata.current != metadata.end || metadata.overrun) {
1508 /* Something has gone wrong discard the item from the cache and rebuild
1509 * from source.
1510 */
1511 assert(!"Invalid GLSL shader disk cache item!");
1512
1513 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
1514 fprintf(stderr, "Error reading program from cache (invalid GLSL "
1515 "cache item)\n");
1516 }
1517
1518 disk_cache_remove(cache, prog->data->sha1);
1519 compile_shaders(ctx, prog);
1520 free(buffer);
1521 return false;
1522 }
1523
1524 /* This is used to flag a shader retrieved from cache */
1525 prog->data->LinkStatus = linking_skipped;
1526
1527 /* Since the program load was successful, CompileStatus of all shaders at
1528 * this point should normally be compile_skipped. However because of how
1529 * the eviction works, it may happen that some of the individual shader keys
1530 * have been evicted, resulting in unnecessary recompiles on this load, so
1531 * mark them again to skip such recompiles next time.
1532 */
1533 char sha1_buf[41];
1534 for (unsigned i = 0; i < prog->NumShaders; i++) {
1535 if (prog->Shaders[i]->CompileStatus == compiled_no_opts) {
1536 disk_cache_put_key(cache, prog->Shaders[i]->sha1);
1537 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
1538 _mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1);
1539 fprintf(stderr, "re-marking shader: %s\n", sha1_buf);
1540 }
1541 }
1542 }
1543
1544 free (buffer);
1545
1546 return true;
1547 }