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