e51fecd651851ebea231fbb62d0e4677aa494f82
[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 encode_type_to_blob(struct blob *blob, const glsl_type *type)
79 {
80 uint32_t encoding;
81
82 switch (type->base_type) {
83 case GLSL_TYPE_UINT:
84 case GLSL_TYPE_INT:
85 case GLSL_TYPE_FLOAT:
86 case GLSL_TYPE_BOOL:
87 case GLSL_TYPE_DOUBLE:
88 case GLSL_TYPE_UINT64:
89 case GLSL_TYPE_INT64:
90 encoding = (type->base_type << 24) |
91 (type->vector_elements << 4) |
92 (type->matrix_columns);
93 break;
94 case GLSL_TYPE_SAMPLER:
95 encoding = (type->base_type) << 24 |
96 (type->sampler_dimensionality << 4) |
97 (type->sampler_shadow << 3) |
98 (type->sampler_array << 2) |
99 (type->sampled_type);
100 break;
101 case GLSL_TYPE_SUBROUTINE:
102 encoding = type->base_type << 24;
103 blob_write_uint32(blob, encoding);
104 blob_write_string(blob, type->name);
105 return;
106 case GLSL_TYPE_IMAGE:
107 encoding = (type->base_type) << 24 |
108 (type->sampler_dimensionality << 3) |
109 (type->sampler_array << 2) |
110 (type->sampled_type);
111 break;
112 case GLSL_TYPE_ATOMIC_UINT:
113 encoding = (type->base_type << 24);
114 break;
115 case GLSL_TYPE_ARRAY:
116 blob_write_uint32(blob, (type->base_type) << 24);
117 blob_write_uint32(blob, type->length);
118 encode_type_to_blob(blob, type->fields.array);
119 return;
120 case GLSL_TYPE_STRUCT:
121 case GLSL_TYPE_INTERFACE:
122 blob_write_uint32(blob, (type->base_type) << 24);
123 blob_write_string(blob, type->name);
124 blob_write_uint32(blob, type->length);
125 blob_write_bytes(blob, type->fields.structure,
126 sizeof(glsl_struct_field) * type->length);
127 for (unsigned i = 0; i < type->length; i++) {
128 encode_type_to_blob(blob, type->fields.structure[i].type);
129 blob_write_string(blob, type->fields.structure[i].name);
130 }
131
132 if (type->base_type == GLSL_TYPE_INTERFACE) {
133 blob_write_uint32(blob, type->interface_packing);
134 blob_write_uint32(blob, type->interface_row_major);
135 }
136 return;
137 case GLSL_TYPE_VOID:
138 case GLSL_TYPE_ERROR:
139 default:
140 assert(!"Cannot encode type!");
141 encoding = 0;
142 break;
143 }
144
145 blob_write_uint32(blob, encoding);
146 }
147
148 static const glsl_type *
149 decode_type_from_blob(struct blob_reader *blob)
150 {
151 uint32_t u = blob_read_uint32(blob);
152 glsl_base_type base_type = (glsl_base_type) (u >> 24);
153
154 switch (base_type) {
155 case GLSL_TYPE_UINT:
156 case GLSL_TYPE_INT:
157 case GLSL_TYPE_FLOAT:
158 case GLSL_TYPE_BOOL:
159 case GLSL_TYPE_DOUBLE:
160 case GLSL_TYPE_UINT64:
161 case GLSL_TYPE_INT64:
162 return glsl_type::get_instance(base_type, (u >> 4) & 0x0f, u & 0x0f);
163 case GLSL_TYPE_SAMPLER:
164 return glsl_type::get_sampler_instance((enum glsl_sampler_dim) ((u >> 4) & 0x07),
165 (u >> 3) & 0x01,
166 (u >> 2) & 0x01,
167 (glsl_base_type) ((u >> 0) & 0x03));
168 case GLSL_TYPE_SUBROUTINE:
169 return glsl_type::get_subroutine_instance(blob_read_string(blob));
170 case GLSL_TYPE_IMAGE:
171 return glsl_type::get_image_instance((enum glsl_sampler_dim) ((u >> 3) & 0x07),
172 (u >> 2) & 0x01,
173 (glsl_base_type) ((u >> 0) & 0x03));
174 case GLSL_TYPE_ATOMIC_UINT:
175 return glsl_type::atomic_uint_type;
176 case GLSL_TYPE_ARRAY: {
177 unsigned length = blob_read_uint32(blob);
178 return glsl_type::get_array_instance(decode_type_from_blob(blob),
179 length);
180 }
181 case GLSL_TYPE_STRUCT:
182 case GLSL_TYPE_INTERFACE: {
183 char *name = blob_read_string(blob);
184 unsigned num_fields = blob_read_uint32(blob);
185 glsl_struct_field *fields = (glsl_struct_field *)
186 blob_read_bytes(blob, sizeof(glsl_struct_field) * num_fields);
187 for (unsigned i = 0; i < num_fields; i++) {
188 fields[i].type = decode_type_from_blob(blob);
189 fields[i].name = blob_read_string(blob);
190 }
191
192 if (base_type == GLSL_TYPE_INTERFACE) {
193 enum glsl_interface_packing packing =
194 (glsl_interface_packing) blob_read_uint32(blob);
195 bool row_major = blob_read_uint32(blob);
196 return glsl_type::get_interface_instance(fields, num_fields,
197 packing, row_major, name);
198 } else {
199 return glsl_type::get_record_instance(fields, num_fields, name);
200 }
201 }
202 case GLSL_TYPE_VOID:
203 case GLSL_TYPE_ERROR:
204 default:
205 assert(!"Cannot decode type!");
206 return NULL;
207 }
208 }
209
210 static void
211 write_subroutines(struct blob *metadata, struct gl_shader_program *prog)
212 {
213 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
214 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
215 if (!sh)
216 continue;
217
218 struct gl_program *glprog = sh->Program;
219
220 blob_write_uint32(metadata, glprog->sh.NumSubroutineUniforms);
221 blob_write_uint32(metadata, glprog->sh.MaxSubroutineFunctionIndex);
222 blob_write_uint32(metadata, glprog->sh.NumSubroutineFunctions);
223 for (unsigned j = 0; j < glprog->sh.NumSubroutineFunctions; j++) {
224 int num_types = glprog->sh.SubroutineFunctions[j].num_compat_types;
225
226 blob_write_string(metadata, glprog->sh.SubroutineFunctions[j].name);
227 blob_write_uint32(metadata, glprog->sh.SubroutineFunctions[j].index);
228 blob_write_uint32(metadata, num_types);
229
230 for (int k = 0; k < num_types; k++) {
231 encode_type_to_blob(metadata,
232 glprog->sh.SubroutineFunctions[j].types[k]);
233 }
234 }
235 }
236 }
237
238 static void
239 read_subroutines(struct blob_reader *metadata, struct gl_shader_program *prog)
240 {
241 struct gl_subroutine_function *subs;
242
243 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
244 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
245 if (!sh)
246 continue;
247
248 struct gl_program *glprog = sh->Program;
249
250 glprog->sh.NumSubroutineUniforms = blob_read_uint32(metadata);
251 glprog->sh.MaxSubroutineFunctionIndex = blob_read_uint32(metadata);
252 glprog->sh.NumSubroutineFunctions = blob_read_uint32(metadata);
253
254 subs = rzalloc_array(prog, struct gl_subroutine_function,
255 glprog->sh.NumSubroutineFunctions);
256 glprog->sh.SubroutineFunctions = subs;
257
258 for (unsigned j = 0; j < glprog->sh.NumSubroutineFunctions; j++) {
259 subs[j].name = ralloc_strdup(prog, blob_read_string (metadata));
260 subs[j].index = (int) blob_read_uint32(metadata);
261 subs[j].num_compat_types = (int) blob_read_uint32(metadata);
262
263 subs[j].types = rzalloc_array(prog, const struct glsl_type *,
264 subs[j].num_compat_types);
265 for (int k = 0; k < subs[j].num_compat_types; k++) {
266 subs[j].types[k] = decode_type_from_blob(metadata);
267 }
268 }
269 }
270 }
271
272 static void
273 write_buffer_block(struct blob *metadata, struct gl_uniform_block *b)
274 {
275 blob_write_string(metadata, b->Name);
276 blob_write_uint32(metadata, b->NumUniforms);
277 blob_write_uint32(metadata, b->Binding);
278 blob_write_uint32(metadata, b->UniformBufferSize);
279 blob_write_uint32(metadata, b->stageref);
280
281 for (unsigned j = 0; j < b->NumUniforms; j++) {
282 blob_write_string(metadata, b->Uniforms[j].Name);
283 blob_write_string(metadata, b->Uniforms[j].IndexName);
284 encode_type_to_blob(metadata, b->Uniforms[j].Type);
285 blob_write_uint32(metadata, b->Uniforms[j].Offset);
286 }
287 }
288
289 static void
290 write_buffer_blocks(struct blob *metadata, struct gl_shader_program *prog)
291 {
292 blob_write_uint32(metadata, prog->data->NumUniformBlocks);
293 blob_write_uint32(metadata, prog->data->NumShaderStorageBlocks);
294
295 for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
296 write_buffer_block(metadata, &prog->data->UniformBlocks[i]);
297 }
298
299 for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
300 write_buffer_block(metadata, &prog->data->ShaderStorageBlocks[i]);
301 }
302
303 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
304 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
305 if (!sh)
306 continue;
307
308 struct gl_program *glprog = sh->Program;
309
310 blob_write_uint32(metadata, glprog->info.num_ubos);
311 blob_write_uint32(metadata, glprog->info.num_ssbos);
312
313 for (unsigned j = 0; j < glprog->info.num_ubos; j++) {
314 uint32_t offset =
315 glprog->sh.UniformBlocks[j] - prog->data->UniformBlocks;
316 blob_write_uint32(metadata, offset);
317 }
318
319 for (unsigned j = 0; j < glprog->info.num_ssbos; j++) {
320 uint32_t offset = glprog->sh.ShaderStorageBlocks[j] -
321 prog->data->ShaderStorageBlocks;
322 blob_write_uint32(metadata, offset);
323 }
324 }
325 }
326
327 static void
328 read_buffer_block(struct blob_reader *metadata, struct gl_uniform_block *b,
329 struct gl_shader_program *prog)
330 {
331 b->Name = ralloc_strdup(prog->data, blob_read_string (metadata));
332 b->NumUniforms = blob_read_uint32(metadata);
333 b->Binding = blob_read_uint32(metadata);
334 b->UniformBufferSize = blob_read_uint32(metadata);
335 b->stageref = blob_read_uint32(metadata);
336
337 b->Uniforms =
338 rzalloc_array(prog->data, struct gl_uniform_buffer_variable,
339 b->NumUniforms);
340 for (unsigned j = 0; j < b->NumUniforms; j++) {
341 b->Uniforms[j].Name = ralloc_strdup(prog->data,
342 blob_read_string (metadata));
343
344 char *index_name = blob_read_string(metadata);
345 if (strcmp(b->Uniforms[j].Name, index_name) == 0) {
346 b->Uniforms[j].IndexName = b->Uniforms[j].Name;
347 } else {
348 b->Uniforms[j].IndexName = ralloc_strdup(prog->data, index_name);
349 }
350
351 b->Uniforms[j].Type = decode_type_from_blob(metadata);
352 b->Uniforms[j].Offset = blob_read_uint32(metadata);
353 }
354 }
355
356 static void
357 read_buffer_blocks(struct blob_reader *metadata,
358 struct gl_shader_program *prog)
359 {
360 prog->data->NumUniformBlocks = blob_read_uint32(metadata);
361 prog->data->NumShaderStorageBlocks = blob_read_uint32(metadata);
362
363 prog->data->UniformBlocks =
364 rzalloc_array(prog->data, struct gl_uniform_block,
365 prog->data->NumUniformBlocks);
366
367 prog->data->ShaderStorageBlocks =
368 rzalloc_array(prog->data, struct gl_uniform_block,
369 prog->data->NumShaderStorageBlocks);
370
371 for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
372 read_buffer_block(metadata, &prog->data->UniformBlocks[i], prog);
373 }
374
375 for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
376 read_buffer_block(metadata, &prog->data->ShaderStorageBlocks[i], prog);
377 }
378
379 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
380 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
381 if (!sh)
382 continue;
383
384 struct gl_program *glprog = sh->Program;
385
386 glprog->info.num_ubos = blob_read_uint32(metadata);
387 glprog->info.num_ssbos = blob_read_uint32(metadata);
388
389 glprog->sh.UniformBlocks =
390 rzalloc_array(glprog, gl_uniform_block *, glprog->info.num_ubos);
391 glprog->sh.ShaderStorageBlocks =
392 rzalloc_array(glprog, gl_uniform_block *, glprog->info.num_ssbos);
393
394 for (unsigned j = 0; j < glprog->info.num_ubos; j++) {
395 uint32_t offset = blob_read_uint32(metadata);
396 glprog->sh.UniformBlocks[j] = prog->data->UniformBlocks + offset;
397 }
398
399 for (unsigned j = 0; j < glprog->info.num_ssbos; j++) {
400 uint32_t offset = blob_read_uint32(metadata);
401 glprog->sh.ShaderStorageBlocks[j] =
402 prog->data->ShaderStorageBlocks + offset;
403 }
404 }
405 }
406
407 static void
408 write_atomic_buffers(struct blob *metadata, struct gl_shader_program *prog)
409 {
410 blob_write_uint32(metadata, prog->data->NumAtomicBuffers);
411
412 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
413 if (prog->_LinkedShaders[i]) {
414 struct gl_program *glprog = prog->_LinkedShaders[i]->Program;
415 blob_write_uint32(metadata, glprog->info.num_abos);
416 }
417 }
418
419 for (unsigned i = 0; i < prog->data->NumAtomicBuffers; i++) {
420 blob_write_uint32(metadata, prog->data->AtomicBuffers[i].Binding);
421 blob_write_uint32(metadata, prog->data->AtomicBuffers[i].MinimumSize);
422 blob_write_uint32(metadata, prog->data->AtomicBuffers[i].NumUniforms);
423
424 blob_write_bytes(metadata, prog->data->AtomicBuffers[i].StageReferences,
425 sizeof(prog->data->AtomicBuffers[i].StageReferences));
426
427 for (unsigned j = 0; j < prog->data->AtomicBuffers[i].NumUniforms; j++) {
428 blob_write_uint32(metadata, prog->data->AtomicBuffers[i].Uniforms[j]);
429 }
430 }
431 }
432
433 static void
434 read_atomic_buffers(struct blob_reader *metadata,
435 struct gl_shader_program *prog)
436 {
437 prog->data->NumAtomicBuffers = blob_read_uint32(metadata);
438 prog->data->AtomicBuffers =
439 rzalloc_array(prog, gl_active_atomic_buffer,
440 prog->data->NumAtomicBuffers);
441
442 struct gl_active_atomic_buffer **stage_buff_list[MESA_SHADER_STAGES];
443 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
444 if (prog->_LinkedShaders[i]) {
445 struct gl_program *glprog = prog->_LinkedShaders[i]->Program;
446
447 glprog->info.num_abos = blob_read_uint32(metadata);
448 glprog->sh.AtomicBuffers =
449 rzalloc_array(glprog, gl_active_atomic_buffer *,
450 glprog->info.num_abos);
451 stage_buff_list[i] = glprog->sh.AtomicBuffers;
452 }
453 }
454
455 for (unsigned i = 0; i < prog->data->NumAtomicBuffers; i++) {
456 prog->data->AtomicBuffers[i].Binding = blob_read_uint32(metadata);
457 prog->data->AtomicBuffers[i].MinimumSize = blob_read_uint32(metadata);
458 prog->data->AtomicBuffers[i].NumUniforms = blob_read_uint32(metadata);
459
460 blob_copy_bytes(metadata,
461 (uint8_t *) &prog->data->AtomicBuffers[i].StageReferences,
462 sizeof(prog->data->AtomicBuffers[i].StageReferences));
463
464 prog->data->AtomicBuffers[i].Uniforms = rzalloc_array(prog, unsigned,
465 prog->data->AtomicBuffers[i].NumUniforms);
466
467 for (unsigned j = 0; j < prog->data->AtomicBuffers[i].NumUniforms; j++) {
468 prog->data->AtomicBuffers[i].Uniforms[j] = blob_read_uint32(metadata);
469 }
470
471 for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
472 if (prog->data->AtomicBuffers[i].StageReferences[j]) {
473 *stage_buff_list[j] = &prog->data->AtomicBuffers[i];
474 stage_buff_list[j]++;
475 }
476 }
477 }
478 }
479
480 static void
481 write_xfb(struct blob *metadata, struct gl_shader_program *shProg)
482 {
483 struct gl_program *prog = shProg->last_vert_prog;
484
485 if (!prog) {
486 blob_write_uint32(metadata, ~0u);
487 return;
488 }
489
490 struct gl_transform_feedback_info *ltf = prog->sh.LinkedTransformFeedback;
491
492 blob_write_uint32(metadata, prog->info.stage);
493
494 blob_write_uint32(metadata, ltf->NumOutputs);
495 blob_write_uint32(metadata, ltf->ActiveBuffers);
496 blob_write_uint32(metadata, ltf->NumVarying);
497
498 blob_write_bytes(metadata, ltf->Outputs,
499 sizeof(struct gl_transform_feedback_output) *
500 ltf->NumOutputs);
501
502 for (int i = 0; i < ltf->NumVarying; i++) {
503 blob_write_string(metadata, ltf->Varyings[i].Name);
504 blob_write_uint32(metadata, ltf->Varyings[i].Type);
505 blob_write_uint32(metadata, ltf->Varyings[i].BufferIndex);
506 blob_write_uint32(metadata, ltf->Varyings[i].Size);
507 blob_write_uint32(metadata, ltf->Varyings[i].Offset);
508 }
509
510 blob_write_bytes(metadata, ltf->Buffers,
511 sizeof(struct gl_transform_feedback_buffer) *
512 MAX_FEEDBACK_BUFFERS);
513 }
514
515 static void
516 read_xfb(struct blob_reader *metadata, struct gl_shader_program *shProg)
517 {
518 unsigned xfb_stage = blob_read_uint32(metadata);
519
520 if (xfb_stage == ~0u)
521 return;
522
523 struct gl_program *prog = shProg->_LinkedShaders[xfb_stage]->Program;
524 struct gl_transform_feedback_info *ltf =
525 rzalloc(prog, struct gl_transform_feedback_info);
526
527 prog->sh.LinkedTransformFeedback = ltf;
528 shProg->last_vert_prog = prog;
529
530 ltf->NumOutputs = blob_read_uint32(metadata);
531 ltf->ActiveBuffers = blob_read_uint32(metadata);
532 ltf->NumVarying = blob_read_uint32(metadata);
533
534 ltf->Outputs = rzalloc_array(prog, struct gl_transform_feedback_output,
535 ltf->NumOutputs);
536
537 blob_copy_bytes(metadata, (uint8_t *) ltf->Outputs,
538 sizeof(struct gl_transform_feedback_output) *
539 ltf->NumOutputs);
540
541 ltf->Varyings = rzalloc_array(prog,
542 struct gl_transform_feedback_varying_info,
543 ltf->NumVarying);
544
545 for (int i = 0; i < ltf->NumVarying; i++) {
546 ltf->Varyings[i].Name = ralloc_strdup(prog, blob_read_string(metadata));
547 ltf->Varyings[i].Type = blob_read_uint32(metadata);
548 ltf->Varyings[i].BufferIndex = blob_read_uint32(metadata);
549 ltf->Varyings[i].Size = blob_read_uint32(metadata);
550 ltf->Varyings[i].Offset = blob_read_uint32(metadata);
551 }
552
553 blob_copy_bytes(metadata, (uint8_t *) ltf->Buffers,
554 sizeof(struct gl_transform_feedback_buffer) *
555 MAX_FEEDBACK_BUFFERS);
556 }
557
558 static void
559 write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
560 {
561 blob_write_uint32(metadata, prog->SamplersValidated);
562 blob_write_uint32(metadata, prog->data->NumUniformStorage);
563 blob_write_uint32(metadata, prog->data->NumUniformDataSlots);
564
565 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
566 encode_type_to_blob(metadata, prog->data->UniformStorage[i].type);
567 blob_write_uint32(metadata, prog->data->UniformStorage[i].array_elements);
568 blob_write_string(metadata, prog->data->UniformStorage[i].name);
569 blob_write_uint32(metadata, prog->data->UniformStorage[i].storage -
570 prog->data->UniformDataSlots);
571 blob_write_uint32(metadata, prog->data->UniformStorage[i].builtin);
572 blob_write_uint32(metadata, prog->data->UniformStorage[i].remap_location);
573 blob_write_uint32(metadata, prog->data->UniformStorage[i].block_index);
574 blob_write_uint32(metadata, prog->data->UniformStorage[i].atomic_buffer_index);
575 blob_write_uint32(metadata, prog->data->UniformStorage[i].offset);
576 blob_write_uint32(metadata, prog->data->UniformStorage[i].array_stride);
577 blob_write_uint32(metadata, prog->data->UniformStorage[i].hidden);
578 blob_write_uint32(metadata, prog->data->UniformStorage[i].is_shader_storage);
579 blob_write_uint32(metadata, prog->data->UniformStorage[i].matrix_stride);
580 blob_write_uint32(metadata, prog->data->UniformStorage[i].row_major);
581 blob_write_uint32(metadata,
582 prog->data->UniformStorage[i].num_compatible_subroutines);
583 blob_write_uint32(metadata,
584 prog->data->UniformStorage[i].top_level_array_size);
585 blob_write_uint32(metadata,
586 prog->data->UniformStorage[i].top_level_array_stride);
587 blob_write_bytes(metadata, prog->data->UniformStorage[i].opaque,
588 sizeof(prog->data->UniformStorage[i].opaque));
589 }
590
591 /* Here we cache all uniform values. We do this to retain values for
592 * uniforms with initialisers and also hidden uniforms that may be lowered
593 * constant arrays. We could possibly just store the values we need but for
594 * now we just store everything.
595 */
596 blob_write_uint32(metadata, prog->data->NumHiddenUniforms);
597 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
598 if (!prog->data->UniformStorage[i].builtin &&
599 !prog->data->UniformStorage[i].is_shader_storage &&
600 prog->data->UniformStorage[i].block_index == -1) {
601 unsigned vec_size =
602 values_for_type(prog->data->UniformStorage[i].type) *
603 MAX2(prog->data->UniformStorage[i].array_elements, 1);
604 blob_write_bytes(metadata, prog->data->UniformStorage[i].storage,
605 sizeof(union gl_constant_value) * vec_size);
606 }
607 }
608 }
609
610 static void
611 read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
612 {
613 struct gl_uniform_storage *uniforms;
614 union gl_constant_value *data;
615
616 prog->SamplersValidated = blob_read_uint32(metadata);
617 prog->data->NumUniformStorage = blob_read_uint32(metadata);
618 prog->data->NumUniformDataSlots = blob_read_uint32(metadata);
619
620 uniforms = rzalloc_array(prog, struct gl_uniform_storage,
621 prog->data->NumUniformStorage);
622 prog->data->UniformStorage = uniforms;
623
624 data = rzalloc_array(uniforms, union gl_constant_value,
625 prog->data->NumUniformDataSlots);
626 prog->data->UniformDataSlots = data;
627
628 prog->UniformHash = new string_to_uint_map;
629
630 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
631 uniforms[i].type = decode_type_from_blob(metadata);
632 uniforms[i].array_elements = blob_read_uint32(metadata);
633 uniforms[i].name = ralloc_strdup(prog, blob_read_string (metadata));
634 uniforms[i].storage = data + blob_read_uint32(metadata);
635 uniforms[i].builtin = blob_read_uint32(metadata);
636 uniforms[i].remap_location = blob_read_uint32(metadata);
637 uniforms[i].block_index = blob_read_uint32(metadata);
638 uniforms[i].atomic_buffer_index = blob_read_uint32(metadata);
639 uniforms[i].offset = blob_read_uint32(metadata);
640 uniforms[i].array_stride = blob_read_uint32(metadata);
641 uniforms[i].hidden = blob_read_uint32(metadata);
642 uniforms[i].is_shader_storage = blob_read_uint32(metadata);
643 uniforms[i].matrix_stride = blob_read_uint32(metadata);
644 uniforms[i].row_major = blob_read_uint32(metadata);
645 uniforms[i].num_compatible_subroutines = blob_read_uint32(metadata);
646 uniforms[i].top_level_array_size = blob_read_uint32(metadata);
647 uniforms[i].top_level_array_stride = blob_read_uint32(metadata);
648 prog->UniformHash->put(i, uniforms[i].name);
649
650 memcpy(uniforms[i].opaque,
651 blob_read_bytes(metadata, sizeof(uniforms[i].opaque)),
652 sizeof(uniforms[i].opaque));
653 }
654
655 /* Restore uniform values. */
656 prog->data->NumHiddenUniforms = blob_read_uint32(metadata);
657 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
658 if (!prog->data->UniformStorage[i].builtin &&
659 !prog->data->UniformStorage[i].is_shader_storage &&
660 prog->data->UniformStorage[i].block_index == -1) {
661 unsigned vec_size =
662 values_for_type(prog->data->UniformStorage[i].type) *
663 MAX2(prog->data->UniformStorage[i].array_elements, 1);
664 blob_copy_bytes(metadata,
665 (uint8_t *) prog->data->UniformStorage[i].storage,
666 sizeof(union gl_constant_value) * vec_size);
667
668 assert(vec_size + prog->data->UniformStorage[i].storage <=
669 data + prog->data->NumUniformDataSlots);
670 }
671 }
672 }
673
674 enum uniform_remap_type
675 {
676 remap_type_inactive_explicit_location,
677 remap_type_null_ptr,
678 remap_type_uniform_offset
679 };
680
681 static void
682 write_uniform_remap_table_entry(struct blob *metadata,
683 gl_uniform_storage *uniform_storage,
684 gl_uniform_storage *entry)
685 {
686 if (entry == INACTIVE_UNIFORM_EXPLICIT_LOCATION) {
687 blob_write_uint32(metadata, remap_type_inactive_explicit_location);
688 } else if (entry == NULL) {
689 blob_write_uint32(metadata, remap_type_null_ptr);
690 } else {
691 blob_write_uint32(metadata, remap_type_uniform_offset);
692
693 uint32_t offset = entry - uniform_storage;
694 blob_write_uint32(metadata, offset);
695 }
696 }
697
698 static void
699 write_uniform_remap_tables(struct blob *metadata,
700 struct gl_shader_program *prog)
701 {
702 blob_write_uint32(metadata, prog->NumUniformRemapTable);
703
704 for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
705 write_uniform_remap_table_entry(metadata, prog->data->UniformStorage,
706 prog->UniformRemapTable[i]);
707 }
708
709 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
710 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
711 if (sh) {
712 struct gl_program *glprog = sh->Program;
713 blob_write_uint32(metadata, glprog->sh.NumSubroutineUniformRemapTable);
714
715 for (unsigned j = 0; j < glprog->sh.NumSubroutineUniformRemapTable; j++) {
716 write_uniform_remap_table_entry(metadata,
717 prog->data->UniformStorage,
718 glprog->sh.SubroutineUniformRemapTable[j]);
719 }
720 }
721 }
722 }
723
724 static void
725 read_uniform_remap_table_entry(struct blob_reader *metadata,
726 gl_uniform_storage *uniform_storage,
727 gl_uniform_storage **entry,
728 enum uniform_remap_type type)
729 {
730 if (type == remap_type_inactive_explicit_location) {
731 *entry = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
732 } else if (type == remap_type_null_ptr) {
733 *entry = NULL;
734 } else {
735 uint32_t uni_offset = blob_read_uint32(metadata);
736 *entry = uniform_storage + uni_offset;
737 }
738 }
739
740 static void
741 read_uniform_remap_tables(struct blob_reader *metadata,
742 struct gl_shader_program *prog)
743 {
744 prog->NumUniformRemapTable = blob_read_uint32(metadata);
745
746 prog->UniformRemapTable = rzalloc_array(prog, struct gl_uniform_storage *,
747 prog->NumUniformRemapTable);
748
749 for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
750 enum uniform_remap_type type =
751 (enum uniform_remap_type) blob_read_uint32(metadata);
752
753 read_uniform_remap_table_entry(metadata, prog->data->UniformStorage,
754 &prog->UniformRemapTable[i], type);
755 }
756
757 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
758 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
759 if (sh) {
760 struct gl_program *glprog = sh->Program;
761 glprog->sh.NumSubroutineUniformRemapTable = blob_read_uint32(metadata);
762
763 glprog->sh.SubroutineUniformRemapTable =
764 rzalloc_array(glprog, struct gl_uniform_storage *,
765 glprog->sh.NumSubroutineUniformRemapTable);
766
767 for (unsigned j = 0; j < glprog->sh.NumSubroutineUniformRemapTable; j++) {
768 enum uniform_remap_type type =
769 (enum uniform_remap_type) blob_read_uint32(metadata);
770
771 read_uniform_remap_table_entry(metadata,
772 prog->data->UniformStorage,
773 &glprog->sh.SubroutineUniformRemapTable[j],
774 type);
775 }
776 }
777 }
778 }
779
780 struct whte_closure
781 {
782 struct blob *blob;
783 size_t num_entries;
784 };
785
786 static void
787 write_hash_table_entry(const char *key, unsigned value, void *closure)
788 {
789 struct whte_closure *whte = (struct whte_closure *) closure;
790
791 blob_write_string(whte->blob, key);
792 blob_write_uint32(whte->blob, value);
793
794 whte->num_entries++;
795 }
796
797 static void
798 write_hash_table(struct blob *metadata, struct string_to_uint_map *hash)
799 {
800 size_t offset;
801 struct whte_closure whte;
802
803 whte.blob = metadata;
804 whte.num_entries = 0;
805
806 offset = metadata->size;
807
808 /* Write a placeholder for the hashtable size. */
809 blob_write_uint32 (metadata, 0);
810
811 hash->iterate(write_hash_table_entry, &whte);
812
813 /* Overwrite with the computed number of entries written. */
814 blob_overwrite_uint32 (metadata, offset, whte.num_entries);
815 }
816
817 static void
818 read_hash_table(struct blob_reader *metadata, struct string_to_uint_map *hash)
819 {
820 size_t i, num_entries;
821 const char *key;
822 uint32_t value;
823
824 num_entries = blob_read_uint32 (metadata);
825
826 for (i = 0; i < num_entries; i++) {
827 key = blob_read_string(metadata);
828 value = blob_read_uint32(metadata);
829
830 hash->put(value, key);
831 }
832 }
833
834 static void
835 write_hash_tables(struct blob *metadata, struct gl_shader_program *prog)
836 {
837 write_hash_table(metadata, prog->AttributeBindings);
838 write_hash_table(metadata, prog->FragDataBindings);
839 write_hash_table(metadata, prog->FragDataIndexBindings);
840 }
841
842 static void
843 read_hash_tables(struct blob_reader *metadata, struct gl_shader_program *prog)
844 {
845 read_hash_table(metadata, prog->AttributeBindings);
846 read_hash_table(metadata, prog->FragDataBindings);
847 read_hash_table(metadata, prog->FragDataIndexBindings);
848 }
849
850 static void
851 write_shader_subroutine_index(struct blob *metadata,
852 struct gl_linked_shader *sh,
853 struct gl_program_resource *res)
854 {
855 assert(sh);
856
857 for (unsigned j = 0; j < sh->Program->sh.NumSubroutineFunctions; j++) {
858 if (strcmp(((gl_subroutine_function *)res->Data)->name,
859 sh->Program->sh.SubroutineFunctions[j].name) == 0) {
860 blob_write_uint32(metadata, j);
861 break;
862 }
863 }
864 }
865
866 static void
867 write_program_resource_data(struct blob *metadata,
868 struct gl_shader_program *prog,
869 struct gl_program_resource *res)
870 {
871 struct gl_linked_shader *sh;
872
873 switch(res->Type) {
874 case GL_PROGRAM_INPUT:
875 case GL_PROGRAM_OUTPUT: {
876 const gl_shader_variable *var = (gl_shader_variable *)res->Data;
877 blob_write_bytes(metadata, var, sizeof(gl_shader_variable));
878 encode_type_to_blob(metadata, var->type);
879
880 if (var->interface_type)
881 encode_type_to_blob(metadata, var->interface_type);
882
883 if (var->outermost_struct_type)
884 encode_type_to_blob(metadata, var->outermost_struct_type);
885
886 blob_write_string(metadata, var->name);
887 break;
888 }
889 case GL_UNIFORM_BLOCK:
890 for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
891 if (strcmp(((gl_uniform_block *)res->Data)->Name,
892 prog->data->UniformBlocks[i].Name) == 0) {
893 blob_write_uint32(metadata, i);
894 break;
895 }
896 }
897 break;
898 case GL_SHADER_STORAGE_BLOCK:
899 for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
900 if (strcmp(((gl_uniform_block *)res->Data)->Name,
901 prog->data->ShaderStorageBlocks[i].Name) == 0) {
902 blob_write_uint32(metadata, i);
903 break;
904 }
905 }
906 break;
907 case GL_BUFFER_VARIABLE:
908 case GL_VERTEX_SUBROUTINE_UNIFORM:
909 case GL_GEOMETRY_SUBROUTINE_UNIFORM:
910 case GL_FRAGMENT_SUBROUTINE_UNIFORM:
911 case GL_COMPUTE_SUBROUTINE_UNIFORM:
912 case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
913 case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
914 case GL_UNIFORM:
915 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
916 if (strcmp(((gl_uniform_storage *)res->Data)->name,
917 prog->data->UniformStorage[i].name) == 0) {
918 blob_write_uint32(metadata, i);
919 break;
920 }
921 }
922 break;
923 case GL_ATOMIC_COUNTER_BUFFER:
924 for (unsigned i = 0; i < prog->data->NumAtomicBuffers; i++) {
925 if (((gl_active_atomic_buffer *)res->Data)->Binding ==
926 prog->data->AtomicBuffers[i].Binding) {
927 blob_write_uint32(metadata, i);
928 break;
929 }
930 }
931 break;
932 case GL_TRANSFORM_FEEDBACK_BUFFER:
933 for (unsigned i = 0; i < MAX_FEEDBACK_BUFFERS; i++) {
934 if (((gl_transform_feedback_buffer *)res->Data)->Binding ==
935 prog->last_vert_prog->sh.LinkedTransformFeedback->Buffers[i].Binding) {
936 blob_write_uint32(metadata, i);
937 break;
938 }
939 }
940 break;
941 case GL_TRANSFORM_FEEDBACK_VARYING:
942 for (int i = 0; i < prog->last_vert_prog->sh.LinkedTransformFeedback->NumVarying; i++) {
943 if (strcmp(((gl_transform_feedback_varying_info *)res->Data)->Name,
944 prog->last_vert_prog->sh.LinkedTransformFeedback->Varyings[i].Name) == 0) {
945 blob_write_uint32(metadata, i);
946 break;
947 }
948 }
949 break;
950 case GL_VERTEX_SUBROUTINE:
951 case GL_TESS_CONTROL_SUBROUTINE:
952 case GL_TESS_EVALUATION_SUBROUTINE:
953 case GL_GEOMETRY_SUBROUTINE:
954 case GL_FRAGMENT_SUBROUTINE:
955 case GL_COMPUTE_SUBROUTINE:
956 sh =
957 prog->_LinkedShaders[_mesa_shader_stage_from_subroutine(res->Type)];
958 write_shader_subroutine_index(metadata, sh, res);
959 break;
960 default:
961 assert(!"Support for writing resource not yet implemented.");
962 }
963 }
964
965 static void
966 read_program_resource_data(struct blob_reader *metadata,
967 struct gl_shader_program *prog,
968 struct gl_program_resource *res)
969 {
970 struct gl_linked_shader *sh;
971
972 switch(res->Type) {
973 case GL_PROGRAM_INPUT:
974 case GL_PROGRAM_OUTPUT: {
975 gl_shader_variable *var = ralloc(prog, struct gl_shader_variable);
976
977 blob_copy_bytes(metadata, (uint8_t *) var, sizeof(gl_shader_variable));
978 var->type = decode_type_from_blob(metadata);
979
980 if (var->interface_type)
981 var->interface_type = decode_type_from_blob(metadata);
982
983 if (var->outermost_struct_type)
984 var->outermost_struct_type = decode_type_from_blob(metadata);
985
986 var->name = ralloc_strdup(prog, blob_read_string(metadata));
987
988 res->Data = var;
989 break;
990 }
991 case GL_UNIFORM_BLOCK:
992 res->Data = &prog->data->UniformBlocks[blob_read_uint32(metadata)];
993 break;
994 case GL_SHADER_STORAGE_BLOCK:
995 res->Data = &prog->data->ShaderStorageBlocks[blob_read_uint32(metadata)];
996 break;
997 case GL_BUFFER_VARIABLE:
998 case GL_VERTEX_SUBROUTINE_UNIFORM:
999 case GL_GEOMETRY_SUBROUTINE_UNIFORM:
1000 case GL_FRAGMENT_SUBROUTINE_UNIFORM:
1001 case GL_COMPUTE_SUBROUTINE_UNIFORM:
1002 case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
1003 case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
1004 case GL_UNIFORM:
1005 res->Data = &prog->data->UniformStorage[blob_read_uint32(metadata)];
1006 break;
1007 case GL_ATOMIC_COUNTER_BUFFER:
1008 res->Data = &prog->data->AtomicBuffers[blob_read_uint32(metadata)];
1009 break;
1010 case GL_TRANSFORM_FEEDBACK_BUFFER:
1011 res->Data = &prog->last_vert_prog->
1012 sh.LinkedTransformFeedback->Buffers[blob_read_uint32(metadata)];
1013 break;
1014 case GL_TRANSFORM_FEEDBACK_VARYING:
1015 res->Data = &prog->last_vert_prog->
1016 sh.LinkedTransformFeedback->Varyings[blob_read_uint32(metadata)];
1017 break;
1018 case GL_VERTEX_SUBROUTINE:
1019 case GL_TESS_CONTROL_SUBROUTINE:
1020 case GL_TESS_EVALUATION_SUBROUTINE:
1021 case GL_GEOMETRY_SUBROUTINE:
1022 case GL_FRAGMENT_SUBROUTINE:
1023 case GL_COMPUTE_SUBROUTINE:
1024 sh =
1025 prog->_LinkedShaders[_mesa_shader_stage_from_subroutine(res->Type)];
1026 res->Data =
1027 &sh->Program->sh.SubroutineFunctions[blob_read_uint32(metadata)];
1028 break;
1029 default:
1030 assert(!"Support for reading resource not yet implemented.");
1031 }
1032 }
1033
1034 static void
1035 write_program_resource_list(struct blob *metadata,
1036 struct gl_shader_program *prog)
1037 {
1038 blob_write_uint32(metadata, prog->data->NumProgramResourceList);
1039
1040 for (unsigned i = 0; i < prog->data->NumProgramResourceList; i++) {
1041 blob_write_uint32(metadata, prog->data->ProgramResourceList[i].Type);
1042 write_program_resource_data(metadata, prog,
1043 &prog->data->ProgramResourceList[i]);
1044 blob_write_bytes(metadata,
1045 &prog->data->ProgramResourceList[i].StageReferences,
1046 sizeof(prog->data->ProgramResourceList[i].StageReferences));
1047 }
1048 }
1049
1050 static void
1051 read_program_resource_list(struct blob_reader *metadata,
1052 struct gl_shader_program *prog)
1053 {
1054 prog->data->NumProgramResourceList = blob_read_uint32(metadata);
1055
1056 prog->data->ProgramResourceList =
1057 ralloc_array(prog, gl_program_resource,
1058 prog->data->NumProgramResourceList);
1059
1060 for (unsigned i = 0; i < prog->data->NumProgramResourceList; i++) {
1061 prog->data->ProgramResourceList[i].Type = blob_read_uint32(metadata);
1062 read_program_resource_data(metadata, prog,
1063 &prog->data->ProgramResourceList[i]);
1064 blob_copy_bytes(metadata,
1065 (uint8_t *) &prog->data->ProgramResourceList[i].StageReferences,
1066 sizeof(prog->data->ProgramResourceList[i].StageReferences));
1067 }
1068 }
1069
1070 static void
1071 write_shader_parameters(struct blob *metadata,
1072 struct gl_program_parameter_list *params)
1073 {
1074 blob_write_uint32(metadata, params->NumParameters);
1075 uint32_t i = 0;
1076
1077 while (i < params->NumParameters) {
1078 struct gl_program_parameter *param = &params->Parameters[i];
1079
1080 blob_write_uint32(metadata, param->Type);
1081 blob_write_string(metadata, param->Name);
1082 blob_write_uint32(metadata, param->Size);
1083 blob_write_uint32(metadata, param->DataType);
1084 blob_write_bytes(metadata, param->StateIndexes,
1085 sizeof(param->StateIndexes));
1086
1087 i += (param->Size + 3) / 4;
1088 }
1089
1090 blob_write_bytes(metadata, params->ParameterValues,
1091 sizeof(gl_constant_value) * 4 * params->NumParameters);
1092
1093 blob_write_uint32(metadata, params->StateFlags);
1094 }
1095
1096 static void
1097 read_shader_parameters(struct blob_reader *metadata,
1098 struct gl_program_parameter_list *params)
1099 {
1100 gl_state_index state_indexes[STATE_LENGTH];
1101 uint32_t i = 0;
1102 uint32_t num_parameters = blob_read_uint32(metadata);
1103
1104 _mesa_reserve_parameter_storage(params, num_parameters);
1105 while (i < num_parameters) {
1106 gl_register_file type = (gl_register_file) blob_read_uint32(metadata);
1107 const char *name = blob_read_string(metadata);
1108 unsigned size = blob_read_uint32(metadata);
1109 unsigned data_type = blob_read_uint32(metadata);
1110 blob_copy_bytes(metadata, (uint8_t *) state_indexes,
1111 sizeof(state_indexes));
1112
1113 _mesa_add_parameter(params, type, name, size, data_type,
1114 NULL, state_indexes);
1115
1116 i += (size + 3) / 4;
1117 }
1118
1119 blob_copy_bytes(metadata, (uint8_t *) params->ParameterValues,
1120 sizeof(gl_constant_value) * 4 * params->NumParameters);
1121
1122 params->StateFlags = blob_read_uint32(metadata);
1123 }
1124
1125 static void
1126 write_shader_metadata(struct blob *metadata, gl_linked_shader *shader)
1127 {
1128 assert(shader->Program);
1129 struct gl_program *glprog = shader->Program;
1130
1131 blob_write_bytes(metadata, glprog->TexturesUsed,
1132 sizeof(glprog->TexturesUsed));
1133 blob_write_uint64(metadata, glprog->SamplersUsed);
1134
1135 blob_write_bytes(metadata, glprog->SamplerUnits,
1136 sizeof(glprog->SamplerUnits));
1137 blob_write_bytes(metadata, glprog->sh.SamplerTargets,
1138 sizeof(glprog->sh.SamplerTargets));
1139 blob_write_uint32(metadata, glprog->ShadowSamplers);
1140
1141 blob_write_bytes(metadata, glprog->sh.ImageAccess,
1142 sizeof(glprog->sh.ImageAccess));
1143 blob_write_bytes(metadata, glprog->sh.ImageUnits,
1144 sizeof(glprog->sh.ImageUnits));
1145
1146 write_shader_parameters(metadata, glprog->Parameters);
1147 }
1148
1149 static void
1150 read_shader_metadata(struct blob_reader *metadata,
1151 struct gl_program *glprog,
1152 gl_linked_shader *linked)
1153 {
1154 blob_copy_bytes(metadata, (uint8_t *) glprog->TexturesUsed,
1155 sizeof(glprog->TexturesUsed));
1156 glprog->SamplersUsed = blob_read_uint64(metadata);
1157
1158 blob_copy_bytes(metadata, (uint8_t *) glprog->SamplerUnits,
1159 sizeof(glprog->SamplerUnits));
1160 blob_copy_bytes(metadata, (uint8_t *) glprog->sh.SamplerTargets,
1161 sizeof(glprog->sh.SamplerTargets));
1162 glprog->ShadowSamplers = blob_read_uint32(metadata);
1163
1164 blob_copy_bytes(metadata, (uint8_t *) glprog->sh.ImageAccess,
1165 sizeof(glprog->sh.ImageAccess));
1166 blob_copy_bytes(metadata, (uint8_t *) glprog->sh.ImageUnits,
1167 sizeof(glprog->sh.ImageUnits));
1168
1169 glprog->Parameters = _mesa_new_parameter_list();
1170 read_shader_parameters(metadata, glprog->Parameters);
1171 }
1172
1173 static void
1174 create_binding_str(const char *key, unsigned value, void *closure)
1175 {
1176 char **bindings_str = (char **) closure;
1177 ralloc_asprintf_append(bindings_str, "%s:%u,", key, value);
1178 }
1179
1180 static void
1181 create_linked_shader_and_program(struct gl_context *ctx,
1182 gl_shader_stage stage,
1183 struct gl_shader_program *prog,
1184 struct blob_reader *metadata)
1185 {
1186 struct gl_program *glprog;
1187
1188 struct gl_linked_shader *linked = rzalloc(NULL, struct gl_linked_shader);
1189 linked->Stage = stage;
1190
1191 glprog = ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
1192 prog->Name, false);
1193 glprog->info.stage = stage;
1194 linked->Program = glprog;
1195
1196 read_shader_metadata(metadata, glprog, linked);
1197
1198 /* Restore shader info */
1199 blob_copy_bytes(metadata, (uint8_t *) &glprog->info, sizeof(shader_info));
1200 if (glprog->info.name)
1201 glprog->info.name = ralloc_strdup(glprog, blob_read_string(metadata));
1202 if (glprog->info.label)
1203 glprog->info.label = ralloc_strdup(glprog, blob_read_string(metadata));
1204
1205 _mesa_reference_shader_program_data(ctx, &glprog->sh.data, prog->data);
1206 _mesa_reference_program(ctx, &linked->Program, glprog);
1207 prog->_LinkedShaders[stage] = linked;
1208 }
1209
1210 void
1211 shader_cache_write_program_metadata(struct gl_context *ctx,
1212 struct gl_shader_program *prog)
1213 {
1214 struct disk_cache *cache = ctx->Cache;
1215 if (!cache)
1216 return;
1217
1218 /* Exit early when we are dealing with a ff shader with no source file to
1219 * generate a source from.
1220 *
1221 * TODO: In future we should use another method to generate a key for ff
1222 * programs.
1223 */
1224 static const char zero[sizeof(prog->data->sha1)] = {0};
1225 if (memcmp(prog->data->sha1, zero, sizeof(prog->data->sha1)) == 0)
1226 return;
1227
1228 struct blob *metadata = blob_create();
1229
1230 write_uniforms(metadata, prog);
1231
1232 write_hash_tables(metadata, prog);
1233
1234 blob_write_uint32(metadata, prog->data->Version);
1235 blob_write_uint32(metadata, prog->data->linked_stages);
1236
1237 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
1238 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
1239 if (sh) {
1240 write_shader_metadata(metadata, sh);
1241
1242 /* Store nir shader info */
1243 blob_write_bytes(metadata, &sh->Program->info, sizeof(shader_info));
1244
1245 if (sh->Program->info.name)
1246 blob_write_string(metadata, sh->Program->info.name);
1247
1248 if (sh->Program->info.label)
1249 blob_write_string(metadata, sh->Program->info.label);
1250 }
1251 }
1252
1253 write_xfb(metadata, prog);
1254
1255 write_uniform_remap_tables(metadata, prog);
1256
1257 write_atomic_buffers(metadata, prog);
1258
1259 write_buffer_blocks(metadata, prog);
1260
1261 write_subroutines(metadata, prog);
1262
1263 write_program_resource_list(metadata, prog);
1264
1265 char sha1_buf[41];
1266 for (unsigned i = 0; i < prog->NumShaders; i++) {
1267 disk_cache_put_key(cache, prog->Shaders[i]->sha1);
1268 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
1269 _mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1);
1270 fprintf(stderr, "marking shader: %s\n", sha1_buf);
1271 }
1272 }
1273
1274 disk_cache_put(cache, prog->data->sha1, metadata->data, metadata->size);
1275
1276 blob_destroy(metadata);
1277
1278 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
1279 _mesa_sha1_format(sha1_buf, prog->data->sha1);
1280 fprintf(stderr, "putting program metadata in cache: %s\n", sha1_buf);
1281 }
1282 }
1283
1284 bool
1285 shader_cache_read_program_metadata(struct gl_context *ctx,
1286 struct gl_shader_program *prog)
1287 {
1288 /* Fixed function programs generated by Mesa are not cached. So don't
1289 * try to read metadata for them from the cache.
1290 */
1291 if (prog->Name == 0)
1292 return false;
1293
1294 struct disk_cache *cache = ctx->Cache;
1295 if (!cache || prog->data->cache_fallback)
1296 return false;
1297
1298 /* Include bindings when creating sha1. These bindings change the resulting
1299 * binary so they are just as important as the shader source.
1300 */
1301 char *buf = ralloc_strdup(NULL, "vb: ");
1302 prog->AttributeBindings->iterate(create_binding_str, &buf);
1303 ralloc_strcat(&buf, "fb: ");
1304 prog->FragDataBindings->iterate(create_binding_str, &buf);
1305 ralloc_strcat(&buf, "fbi: ");
1306 prog->FragDataIndexBindings->iterate(create_binding_str, &buf);
1307
1308 /* SSO has an effect on the linked program so include this when generating
1309 * the sha also.
1310 */
1311 ralloc_asprintf_append(&buf, "sso: %s\n",
1312 prog->SeparateShader ? "T" : "F");
1313
1314 /* A shader might end up producing different output depending on the glsl
1315 * version supported by the compiler. For example a different path might be
1316 * taken by the preprocessor, so add the version to the hash input.
1317 */
1318 ralloc_asprintf_append(&buf, "api: %d glsl: %d fglsl: %d\n",
1319 ctx->API, ctx->Const.GLSLVersion,
1320 ctx->Const.ForceGLSLVersion);
1321
1322 /* DRI config options may also change the output from the compiler so
1323 * include them as an input to sha1 creation.
1324 */
1325 char sha1buf[41];
1326 _mesa_sha1_format(sha1buf, ctx->Const.dri_config_options_sha1);
1327 ralloc_strcat(&buf, sha1buf);
1328
1329 for (unsigned i = 0; i < prog->NumShaders; i++) {
1330 struct gl_shader *sh = prog->Shaders[i];
1331 _mesa_sha1_format(sha1buf, sh->sha1);
1332 ralloc_asprintf_append(&buf, "%s: %s\n",
1333 _mesa_shader_stage_to_abbrev(sh->Stage), sha1buf);
1334 }
1335 disk_cache_compute_key(cache, buf, strlen(buf), prog->data->sha1);
1336 ralloc_free(buf);
1337
1338 size_t size;
1339 uint8_t *buffer = (uint8_t *) disk_cache_get(cache, prog->data->sha1,
1340 &size);
1341 if (buffer == NULL) {
1342 /* Cached program not found. We may have seen the individual shaders
1343 * before and skipped compiling but they may not have been used together
1344 * in this combination before. Fall back to linking shaders but first
1345 * re-compile the shaders.
1346 *
1347 * We could probably only compile the shaders which were skipped here
1348 * but we need to be careful because the source may also have been
1349 * changed since the last compile so for now we just recompile
1350 * everything.
1351 */
1352 compile_shaders(ctx, prog);
1353 return false;
1354 }
1355
1356 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
1357 _mesa_sha1_format(sha1buf, prog->data->sha1);
1358 fprintf(stderr, "loading shader program meta data from cache: %s\n",
1359 sha1buf);
1360 }
1361
1362 struct blob_reader metadata;
1363 blob_reader_init(&metadata, buffer, size);
1364
1365 assert(prog->data->UniformStorage == NULL);
1366
1367 read_uniforms(&metadata, prog);
1368
1369 read_hash_tables(&metadata, prog);
1370
1371 prog->data->Version = blob_read_uint32(&metadata);
1372 prog->data->linked_stages = blob_read_uint32(&metadata);
1373
1374 unsigned mask = prog->data->linked_stages;
1375 while (mask) {
1376 const int j = u_bit_scan(&mask);
1377 create_linked_shader_and_program(ctx, (gl_shader_stage) j, prog,
1378 &metadata);
1379 }
1380
1381 read_xfb(&metadata, prog);
1382
1383 read_uniform_remap_tables(&metadata, prog);
1384
1385 read_atomic_buffers(&metadata, prog);
1386
1387 read_buffer_blocks(&metadata, prog);
1388
1389 read_subroutines(&metadata, prog);
1390
1391 read_program_resource_list(&metadata, prog);
1392
1393 if (metadata.current != metadata.end || metadata.overrun) {
1394 /* Something has gone wrong discard the item from the cache and rebuild
1395 * from source.
1396 */
1397 assert(!"Invalid GLSL shader disk cache item!");
1398
1399 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
1400 fprintf(stderr, "Error reading program from cache (invalid GLSL "
1401 "cache item)\n");
1402 }
1403
1404 disk_cache_remove(cache, prog->data->sha1);
1405 compile_shaders(ctx, prog);
1406 free(buffer);
1407 return false;
1408 }
1409
1410 /* This is used to flag a shader retrieved from cache */
1411 prog->data->LinkStatus = linking_skipped;
1412
1413 /* Since the program load was successful, CompileStatus of all shaders at
1414 * this point should normally be compile_skipped. However because of how
1415 * the eviction works, it may happen that some of the individual shader keys
1416 * have been evicted, resulting in unnecessary recompiles on this load, so
1417 * mark them again to skip such recompiles next time.
1418 */
1419 char sha1_buf[41];
1420 for (unsigned i = 0; i < prog->NumShaders; i++) {
1421 if (prog->Shaders[i]->CompileStatus == compiled_no_opts) {
1422 disk_cache_put_key(cache, prog->Shaders[i]->sha1);
1423 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
1424 _mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1);
1425 fprintf(stderr, "re-marking shader: %s\n", sha1_buf);
1426 }
1427 }
1428 }
1429
1430 free (buffer);
1431
1432 return true;
1433 }