glsl: process uniform images declared bindless
[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->is_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, prog->data->UniformStorage[i].is_bindless);
582 blob_write_uint32(metadata,
583 prog->data->UniformStorage[i].num_compatible_subroutines);
584 blob_write_uint32(metadata,
585 prog->data->UniformStorage[i].top_level_array_size);
586 blob_write_uint32(metadata,
587 prog->data->UniformStorage[i].top_level_array_stride);
588 blob_write_bytes(metadata, prog->data->UniformStorage[i].opaque,
589 sizeof(prog->data->UniformStorage[i].opaque));
590 }
591
592 /* Here we cache all uniform values. We do this to retain values for
593 * uniforms with initialisers and also hidden uniforms that may be lowered
594 * constant arrays. We could possibly just store the values we need but for
595 * now we just store everything.
596 */
597 blob_write_uint32(metadata, prog->data->NumHiddenUniforms);
598 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
599 if (!prog->data->UniformStorage[i].builtin &&
600 !prog->data->UniformStorage[i].is_shader_storage &&
601 prog->data->UniformStorage[i].block_index == -1) {
602 unsigned vec_size =
603 prog->data->UniformStorage[i].type->component_slots() *
604 MAX2(prog->data->UniformStorage[i].array_elements, 1);
605 blob_write_bytes(metadata, prog->data->UniformStorage[i].storage,
606 sizeof(union gl_constant_value) * vec_size);
607 }
608 }
609 }
610
611 static void
612 read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
613 {
614 struct gl_uniform_storage *uniforms;
615 union gl_constant_value *data;
616
617 prog->SamplersValidated = blob_read_uint32(metadata);
618 prog->data->NumUniformStorage = blob_read_uint32(metadata);
619 prog->data->NumUniformDataSlots = blob_read_uint32(metadata);
620
621 uniforms = rzalloc_array(prog, struct gl_uniform_storage,
622 prog->data->NumUniformStorage);
623 prog->data->UniformStorage = uniforms;
624
625 data = rzalloc_array(uniforms, union gl_constant_value,
626 prog->data->NumUniformDataSlots);
627 prog->data->UniformDataSlots = data;
628
629 prog->UniformHash = new string_to_uint_map;
630
631 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
632 uniforms[i].type = decode_type_from_blob(metadata);
633 uniforms[i].array_elements = blob_read_uint32(metadata);
634 uniforms[i].name = ralloc_strdup(prog, blob_read_string (metadata));
635 uniforms[i].storage = data + blob_read_uint32(metadata);
636 uniforms[i].builtin = blob_read_uint32(metadata);
637 uniforms[i].remap_location = blob_read_uint32(metadata);
638 uniforms[i].block_index = blob_read_uint32(metadata);
639 uniforms[i].atomic_buffer_index = blob_read_uint32(metadata);
640 uniforms[i].offset = blob_read_uint32(metadata);
641 uniforms[i].array_stride = blob_read_uint32(metadata);
642 uniforms[i].hidden = blob_read_uint32(metadata);
643 uniforms[i].is_shader_storage = blob_read_uint32(metadata);
644 uniforms[i].matrix_stride = blob_read_uint32(metadata);
645 uniforms[i].row_major = blob_read_uint32(metadata);
646 uniforms[i].is_bindless = blob_read_uint32(metadata);
647 uniforms[i].num_compatible_subroutines = blob_read_uint32(metadata);
648 uniforms[i].top_level_array_size = blob_read_uint32(metadata);
649 uniforms[i].top_level_array_stride = blob_read_uint32(metadata);
650 prog->UniformHash->put(i, uniforms[i].name);
651
652 memcpy(uniforms[i].opaque,
653 blob_read_bytes(metadata, sizeof(uniforms[i].opaque)),
654 sizeof(uniforms[i].opaque));
655 }
656
657 /* Restore uniform values. */
658 prog->data->NumHiddenUniforms = blob_read_uint32(metadata);
659 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
660 if (!prog->data->UniformStorage[i].builtin &&
661 !prog->data->UniformStorage[i].is_shader_storage &&
662 prog->data->UniformStorage[i].block_index == -1) {
663 unsigned vec_size =
664 prog->data->UniformStorage[i].type->component_slots() *
665 MAX2(prog->data->UniformStorage[i].array_elements, 1);
666 blob_copy_bytes(metadata,
667 (uint8_t *) prog->data->UniformStorage[i].storage,
668 sizeof(union gl_constant_value) * vec_size);
669
670 assert(vec_size + prog->data->UniformStorage[i].storage <=
671 data + prog->data->NumUniformDataSlots);
672 }
673 }
674 }
675
676 enum uniform_remap_type
677 {
678 remap_type_inactive_explicit_location,
679 remap_type_null_ptr,
680 remap_type_uniform_offset
681 };
682
683 static void
684 write_uniform_remap_table_entry(struct blob *metadata,
685 gl_uniform_storage *uniform_storage,
686 gl_uniform_storage *entry)
687 {
688 if (entry == INACTIVE_UNIFORM_EXPLICIT_LOCATION) {
689 blob_write_uint32(metadata, remap_type_inactive_explicit_location);
690 } else if (entry == NULL) {
691 blob_write_uint32(metadata, remap_type_null_ptr);
692 } else {
693 blob_write_uint32(metadata, remap_type_uniform_offset);
694
695 uint32_t offset = entry - uniform_storage;
696 blob_write_uint32(metadata, offset);
697 }
698 }
699
700 static void
701 write_uniform_remap_tables(struct blob *metadata,
702 struct gl_shader_program *prog)
703 {
704 blob_write_uint32(metadata, prog->NumUniformRemapTable);
705
706 for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
707 write_uniform_remap_table_entry(metadata, prog->data->UniformStorage,
708 prog->UniformRemapTable[i]);
709 }
710
711 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
712 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
713 if (sh) {
714 struct gl_program *glprog = sh->Program;
715 blob_write_uint32(metadata, glprog->sh.NumSubroutineUniformRemapTable);
716
717 for (unsigned j = 0; j < glprog->sh.NumSubroutineUniformRemapTable; j++) {
718 write_uniform_remap_table_entry(metadata,
719 prog->data->UniformStorage,
720 glprog->sh.SubroutineUniformRemapTable[j]);
721 }
722 }
723 }
724 }
725
726 static void
727 read_uniform_remap_table_entry(struct blob_reader *metadata,
728 gl_uniform_storage *uniform_storage,
729 gl_uniform_storage **entry,
730 enum uniform_remap_type type)
731 {
732 if (type == remap_type_inactive_explicit_location) {
733 *entry = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
734 } else if (type == remap_type_null_ptr) {
735 *entry = NULL;
736 } else {
737 uint32_t uni_offset = blob_read_uint32(metadata);
738 *entry = uniform_storage + uni_offset;
739 }
740 }
741
742 static void
743 read_uniform_remap_tables(struct blob_reader *metadata,
744 struct gl_shader_program *prog)
745 {
746 prog->NumUniformRemapTable = blob_read_uint32(metadata);
747
748 prog->UniformRemapTable = rzalloc_array(prog, struct gl_uniform_storage *,
749 prog->NumUniformRemapTable);
750
751 for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
752 enum uniform_remap_type type =
753 (enum uniform_remap_type) blob_read_uint32(metadata);
754
755 read_uniform_remap_table_entry(metadata, prog->data->UniformStorage,
756 &prog->UniformRemapTable[i], type);
757 }
758
759 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
760 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
761 if (sh) {
762 struct gl_program *glprog = sh->Program;
763 glprog->sh.NumSubroutineUniformRemapTable = blob_read_uint32(metadata);
764
765 glprog->sh.SubroutineUniformRemapTable =
766 rzalloc_array(glprog, struct gl_uniform_storage *,
767 glprog->sh.NumSubroutineUniformRemapTable);
768
769 for (unsigned j = 0; j < glprog->sh.NumSubroutineUniformRemapTable; j++) {
770 enum uniform_remap_type type =
771 (enum uniform_remap_type) blob_read_uint32(metadata);
772
773 read_uniform_remap_table_entry(metadata,
774 prog->data->UniformStorage,
775 &glprog->sh.SubroutineUniformRemapTable[j],
776 type);
777 }
778 }
779 }
780 }
781
782 struct whte_closure
783 {
784 struct blob *blob;
785 size_t num_entries;
786 };
787
788 static void
789 write_hash_table_entry(const char *key, unsigned value, void *closure)
790 {
791 struct whte_closure *whte = (struct whte_closure *) closure;
792
793 blob_write_string(whte->blob, key);
794 blob_write_uint32(whte->blob, value);
795
796 whte->num_entries++;
797 }
798
799 static void
800 write_hash_table(struct blob *metadata, struct string_to_uint_map *hash)
801 {
802 size_t offset;
803 struct whte_closure whte;
804
805 whte.blob = metadata;
806 whte.num_entries = 0;
807
808 offset = metadata->size;
809
810 /* Write a placeholder for the hashtable size. */
811 blob_write_uint32 (metadata, 0);
812
813 hash->iterate(write_hash_table_entry, &whte);
814
815 /* Overwrite with the computed number of entries written. */
816 blob_overwrite_uint32 (metadata, offset, whte.num_entries);
817 }
818
819 static void
820 read_hash_table(struct blob_reader *metadata, struct string_to_uint_map *hash)
821 {
822 size_t i, num_entries;
823 const char *key;
824 uint32_t value;
825
826 num_entries = blob_read_uint32 (metadata);
827
828 for (i = 0; i < num_entries; i++) {
829 key = blob_read_string(metadata);
830 value = blob_read_uint32(metadata);
831
832 hash->put(value, key);
833 }
834 }
835
836 static void
837 write_hash_tables(struct blob *metadata, struct gl_shader_program *prog)
838 {
839 write_hash_table(metadata, prog->AttributeBindings);
840 write_hash_table(metadata, prog->FragDataBindings);
841 write_hash_table(metadata, prog->FragDataIndexBindings);
842 }
843
844 static void
845 read_hash_tables(struct blob_reader *metadata, struct gl_shader_program *prog)
846 {
847 read_hash_table(metadata, prog->AttributeBindings);
848 read_hash_table(metadata, prog->FragDataBindings);
849 read_hash_table(metadata, prog->FragDataIndexBindings);
850 }
851
852 static void
853 write_shader_subroutine_index(struct blob *metadata,
854 struct gl_linked_shader *sh,
855 struct gl_program_resource *res)
856 {
857 assert(sh);
858
859 for (unsigned j = 0; j < sh->Program->sh.NumSubroutineFunctions; j++) {
860 if (strcmp(((gl_subroutine_function *)res->Data)->name,
861 sh->Program->sh.SubroutineFunctions[j].name) == 0) {
862 blob_write_uint32(metadata, j);
863 break;
864 }
865 }
866 }
867
868 static void
869 write_program_resource_data(struct blob *metadata,
870 struct gl_shader_program *prog,
871 struct gl_program_resource *res)
872 {
873 struct gl_linked_shader *sh;
874
875 switch(res->Type) {
876 case GL_PROGRAM_INPUT:
877 case GL_PROGRAM_OUTPUT: {
878 const gl_shader_variable *var = (gl_shader_variable *)res->Data;
879 blob_write_bytes(metadata, var, sizeof(gl_shader_variable));
880 encode_type_to_blob(metadata, var->type);
881
882 if (var->interface_type)
883 encode_type_to_blob(metadata, var->interface_type);
884
885 if (var->outermost_struct_type)
886 encode_type_to_blob(metadata, var->outermost_struct_type);
887
888 blob_write_string(metadata, var->name);
889 break;
890 }
891 case GL_UNIFORM_BLOCK:
892 for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
893 if (strcmp(((gl_uniform_block *)res->Data)->Name,
894 prog->data->UniformBlocks[i].Name) == 0) {
895 blob_write_uint32(metadata, i);
896 break;
897 }
898 }
899 break;
900 case GL_SHADER_STORAGE_BLOCK:
901 for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
902 if (strcmp(((gl_uniform_block *)res->Data)->Name,
903 prog->data->ShaderStorageBlocks[i].Name) == 0) {
904 blob_write_uint32(metadata, i);
905 break;
906 }
907 }
908 break;
909 case GL_BUFFER_VARIABLE:
910 case GL_VERTEX_SUBROUTINE_UNIFORM:
911 case GL_GEOMETRY_SUBROUTINE_UNIFORM:
912 case GL_FRAGMENT_SUBROUTINE_UNIFORM:
913 case GL_COMPUTE_SUBROUTINE_UNIFORM:
914 case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
915 case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
916 case GL_UNIFORM:
917 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
918 if (strcmp(((gl_uniform_storage *)res->Data)->name,
919 prog->data->UniformStorage[i].name) == 0) {
920 blob_write_uint32(metadata, i);
921 break;
922 }
923 }
924 break;
925 case GL_ATOMIC_COUNTER_BUFFER:
926 for (unsigned i = 0; i < prog->data->NumAtomicBuffers; i++) {
927 if (((gl_active_atomic_buffer *)res->Data)->Binding ==
928 prog->data->AtomicBuffers[i].Binding) {
929 blob_write_uint32(metadata, i);
930 break;
931 }
932 }
933 break;
934 case GL_TRANSFORM_FEEDBACK_BUFFER:
935 for (unsigned i = 0; i < MAX_FEEDBACK_BUFFERS; i++) {
936 if (((gl_transform_feedback_buffer *)res->Data)->Binding ==
937 prog->last_vert_prog->sh.LinkedTransformFeedback->Buffers[i].Binding) {
938 blob_write_uint32(metadata, i);
939 break;
940 }
941 }
942 break;
943 case GL_TRANSFORM_FEEDBACK_VARYING:
944 for (int i = 0; i < prog->last_vert_prog->sh.LinkedTransformFeedback->NumVarying; i++) {
945 if (strcmp(((gl_transform_feedback_varying_info *)res->Data)->Name,
946 prog->last_vert_prog->sh.LinkedTransformFeedback->Varyings[i].Name) == 0) {
947 blob_write_uint32(metadata, i);
948 break;
949 }
950 }
951 break;
952 case GL_VERTEX_SUBROUTINE:
953 case GL_TESS_CONTROL_SUBROUTINE:
954 case GL_TESS_EVALUATION_SUBROUTINE:
955 case GL_GEOMETRY_SUBROUTINE:
956 case GL_FRAGMENT_SUBROUTINE:
957 case GL_COMPUTE_SUBROUTINE:
958 sh =
959 prog->_LinkedShaders[_mesa_shader_stage_from_subroutine(res->Type)];
960 write_shader_subroutine_index(metadata, sh, res);
961 break;
962 default:
963 assert(!"Support for writing resource not yet implemented.");
964 }
965 }
966
967 static void
968 read_program_resource_data(struct blob_reader *metadata,
969 struct gl_shader_program *prog,
970 struct gl_program_resource *res)
971 {
972 struct gl_linked_shader *sh;
973
974 switch(res->Type) {
975 case GL_PROGRAM_INPUT:
976 case GL_PROGRAM_OUTPUT: {
977 gl_shader_variable *var = ralloc(prog, struct gl_shader_variable);
978
979 blob_copy_bytes(metadata, (uint8_t *) var, sizeof(gl_shader_variable));
980 var->type = decode_type_from_blob(metadata);
981
982 if (var->interface_type)
983 var->interface_type = decode_type_from_blob(metadata);
984
985 if (var->outermost_struct_type)
986 var->outermost_struct_type = decode_type_from_blob(metadata);
987
988 var->name = ralloc_strdup(prog, blob_read_string(metadata));
989
990 res->Data = var;
991 break;
992 }
993 case GL_UNIFORM_BLOCK:
994 res->Data = &prog->data->UniformBlocks[blob_read_uint32(metadata)];
995 break;
996 case GL_SHADER_STORAGE_BLOCK:
997 res->Data = &prog->data->ShaderStorageBlocks[blob_read_uint32(metadata)];
998 break;
999 case GL_BUFFER_VARIABLE:
1000 case GL_VERTEX_SUBROUTINE_UNIFORM:
1001 case GL_GEOMETRY_SUBROUTINE_UNIFORM:
1002 case GL_FRAGMENT_SUBROUTINE_UNIFORM:
1003 case GL_COMPUTE_SUBROUTINE_UNIFORM:
1004 case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
1005 case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
1006 case GL_UNIFORM:
1007 res->Data = &prog->data->UniformStorage[blob_read_uint32(metadata)];
1008 break;
1009 case GL_ATOMIC_COUNTER_BUFFER:
1010 res->Data = &prog->data->AtomicBuffers[blob_read_uint32(metadata)];
1011 break;
1012 case GL_TRANSFORM_FEEDBACK_BUFFER:
1013 res->Data = &prog->last_vert_prog->
1014 sh.LinkedTransformFeedback->Buffers[blob_read_uint32(metadata)];
1015 break;
1016 case GL_TRANSFORM_FEEDBACK_VARYING:
1017 res->Data = &prog->last_vert_prog->
1018 sh.LinkedTransformFeedback->Varyings[blob_read_uint32(metadata)];
1019 break;
1020 case GL_VERTEX_SUBROUTINE:
1021 case GL_TESS_CONTROL_SUBROUTINE:
1022 case GL_TESS_EVALUATION_SUBROUTINE:
1023 case GL_GEOMETRY_SUBROUTINE:
1024 case GL_FRAGMENT_SUBROUTINE:
1025 case GL_COMPUTE_SUBROUTINE:
1026 sh =
1027 prog->_LinkedShaders[_mesa_shader_stage_from_subroutine(res->Type)];
1028 res->Data =
1029 &sh->Program->sh.SubroutineFunctions[blob_read_uint32(metadata)];
1030 break;
1031 default:
1032 assert(!"Support for reading resource not yet implemented.");
1033 }
1034 }
1035
1036 static void
1037 write_program_resource_list(struct blob *metadata,
1038 struct gl_shader_program *prog)
1039 {
1040 blob_write_uint32(metadata, prog->data->NumProgramResourceList);
1041
1042 for (unsigned i = 0; i < prog->data->NumProgramResourceList; i++) {
1043 blob_write_uint32(metadata, prog->data->ProgramResourceList[i].Type);
1044 write_program_resource_data(metadata, prog,
1045 &prog->data->ProgramResourceList[i]);
1046 blob_write_bytes(metadata,
1047 &prog->data->ProgramResourceList[i].StageReferences,
1048 sizeof(prog->data->ProgramResourceList[i].StageReferences));
1049 }
1050 }
1051
1052 static void
1053 read_program_resource_list(struct blob_reader *metadata,
1054 struct gl_shader_program *prog)
1055 {
1056 prog->data->NumProgramResourceList = blob_read_uint32(metadata);
1057
1058 prog->data->ProgramResourceList =
1059 ralloc_array(prog, gl_program_resource,
1060 prog->data->NumProgramResourceList);
1061
1062 for (unsigned i = 0; i < prog->data->NumProgramResourceList; i++) {
1063 prog->data->ProgramResourceList[i].Type = blob_read_uint32(metadata);
1064 read_program_resource_data(metadata, prog,
1065 &prog->data->ProgramResourceList[i]);
1066 blob_copy_bytes(metadata,
1067 (uint8_t *) &prog->data->ProgramResourceList[i].StageReferences,
1068 sizeof(prog->data->ProgramResourceList[i].StageReferences));
1069 }
1070 }
1071
1072 static void
1073 write_shader_parameters(struct blob *metadata,
1074 struct gl_program_parameter_list *params)
1075 {
1076 blob_write_uint32(metadata, params->NumParameters);
1077 uint32_t i = 0;
1078
1079 while (i < params->NumParameters) {
1080 struct gl_program_parameter *param = &params->Parameters[i];
1081
1082 blob_write_uint32(metadata, param->Type);
1083 blob_write_string(metadata, param->Name);
1084 blob_write_uint32(metadata, param->Size);
1085 blob_write_uint32(metadata, param->DataType);
1086 blob_write_bytes(metadata, param->StateIndexes,
1087 sizeof(param->StateIndexes));
1088
1089 i += (param->Size + 3) / 4;
1090 }
1091
1092 blob_write_bytes(metadata, params->ParameterValues,
1093 sizeof(gl_constant_value) * 4 * params->NumParameters);
1094
1095 blob_write_uint32(metadata, params->StateFlags);
1096 }
1097
1098 static void
1099 read_shader_parameters(struct blob_reader *metadata,
1100 struct gl_program_parameter_list *params)
1101 {
1102 gl_state_index state_indexes[STATE_LENGTH];
1103 uint32_t i = 0;
1104 uint32_t num_parameters = blob_read_uint32(metadata);
1105
1106 _mesa_reserve_parameter_storage(params, num_parameters);
1107 while (i < num_parameters) {
1108 gl_register_file type = (gl_register_file) blob_read_uint32(metadata);
1109 const char *name = blob_read_string(metadata);
1110 unsigned size = blob_read_uint32(metadata);
1111 unsigned data_type = blob_read_uint32(metadata);
1112 blob_copy_bytes(metadata, (uint8_t *) state_indexes,
1113 sizeof(state_indexes));
1114
1115 _mesa_add_parameter(params, type, name, size, data_type,
1116 NULL, state_indexes);
1117
1118 i += (size + 3) / 4;
1119 }
1120
1121 blob_copy_bytes(metadata, (uint8_t *) params->ParameterValues,
1122 sizeof(gl_constant_value) * 4 * params->NumParameters);
1123
1124 params->StateFlags = blob_read_uint32(metadata);
1125 }
1126
1127 static void
1128 write_shader_metadata(struct blob *metadata, gl_linked_shader *shader)
1129 {
1130 assert(shader->Program);
1131 struct gl_program *glprog = shader->Program;
1132 unsigned i;
1133
1134 blob_write_bytes(metadata, glprog->TexturesUsed,
1135 sizeof(glprog->TexturesUsed));
1136 blob_write_uint64(metadata, glprog->SamplersUsed);
1137
1138 blob_write_bytes(metadata, glprog->SamplerUnits,
1139 sizeof(glprog->SamplerUnits));
1140 blob_write_bytes(metadata, glprog->sh.SamplerTargets,
1141 sizeof(glprog->sh.SamplerTargets));
1142 blob_write_uint32(metadata, glprog->ShadowSamplers);
1143
1144 blob_write_bytes(metadata, glprog->sh.ImageAccess,
1145 sizeof(glprog->sh.ImageAccess));
1146 blob_write_bytes(metadata, glprog->sh.ImageUnits,
1147 sizeof(glprog->sh.ImageUnits));
1148
1149 blob_write_uint32(metadata, glprog->sh.NumBindlessSamplers);
1150 blob_write_uint32(metadata, glprog->sh.HasBoundBindlessSampler);
1151 for (i = 0; i < glprog->sh.NumBindlessSamplers; i++) {
1152 blob_write_bytes(metadata, &glprog->sh.BindlessSamplers[i],
1153 sizeof(struct gl_bindless_sampler));
1154 }
1155
1156 blob_write_uint32(metadata, glprog->sh.NumBindlessImages);
1157 blob_write_uint32(metadata, glprog->sh.HasBoundBindlessImage);
1158 for (i = 0; i < glprog->sh.NumBindlessImages; i++) {
1159 blob_write_bytes(metadata, &glprog->sh.BindlessImages[i],
1160 sizeof(struct gl_bindless_image));
1161 }
1162
1163 write_shader_parameters(metadata, glprog->Parameters);
1164 }
1165
1166 static void
1167 read_shader_metadata(struct blob_reader *metadata,
1168 struct gl_program *glprog,
1169 gl_linked_shader *linked)
1170 {
1171 unsigned i;
1172
1173 blob_copy_bytes(metadata, (uint8_t *) glprog->TexturesUsed,
1174 sizeof(glprog->TexturesUsed));
1175 glprog->SamplersUsed = blob_read_uint64(metadata);
1176
1177 blob_copy_bytes(metadata, (uint8_t *) glprog->SamplerUnits,
1178 sizeof(glprog->SamplerUnits));
1179 blob_copy_bytes(metadata, (uint8_t *) glprog->sh.SamplerTargets,
1180 sizeof(glprog->sh.SamplerTargets));
1181 glprog->ShadowSamplers = blob_read_uint32(metadata);
1182
1183 blob_copy_bytes(metadata, (uint8_t *) glprog->sh.ImageAccess,
1184 sizeof(glprog->sh.ImageAccess));
1185 blob_copy_bytes(metadata, (uint8_t *) glprog->sh.ImageUnits,
1186 sizeof(glprog->sh.ImageUnits));
1187
1188 glprog->sh.NumBindlessSamplers = blob_read_uint32(metadata);
1189 glprog->sh.HasBoundBindlessSampler = blob_read_uint32(metadata);
1190 if (glprog->sh.NumBindlessSamplers > 0) {
1191 glprog->sh.BindlessSamplers =
1192 rzalloc_array(glprog, gl_bindless_sampler,
1193 glprog->sh.NumBindlessSamplers);
1194
1195 for (i = 0; i < glprog->sh.NumBindlessSamplers; i++) {
1196 blob_copy_bytes(metadata, (uint8_t *) &glprog->sh.BindlessSamplers[i],
1197 sizeof(struct gl_bindless_sampler));
1198 }
1199 }
1200
1201 glprog->sh.NumBindlessImages = blob_read_uint32(metadata);
1202 glprog->sh.HasBoundBindlessImage = blob_read_uint32(metadata);
1203 if (glprog->sh.NumBindlessImages > 0) {
1204 glprog->sh.BindlessImages =
1205 rzalloc_array(glprog, gl_bindless_image,
1206 glprog->sh.NumBindlessImages);
1207
1208 for (i = 0; i < glprog->sh.NumBindlessImages; i++) {
1209 blob_copy_bytes(metadata, (uint8_t *) &glprog->sh.BindlessImages[i],
1210 sizeof(struct gl_bindless_image));
1211 }
1212 }
1213
1214 glprog->Parameters = _mesa_new_parameter_list();
1215 read_shader_parameters(metadata, glprog->Parameters);
1216 }
1217
1218 static void
1219 create_binding_str(const char *key, unsigned value, void *closure)
1220 {
1221 char **bindings_str = (char **) closure;
1222 ralloc_asprintf_append(bindings_str, "%s:%u,", key, value);
1223 }
1224
1225 static void
1226 create_linked_shader_and_program(struct gl_context *ctx,
1227 gl_shader_stage stage,
1228 struct gl_shader_program *prog,
1229 struct blob_reader *metadata)
1230 {
1231 struct gl_program *glprog;
1232
1233 struct gl_linked_shader *linked = rzalloc(NULL, struct gl_linked_shader);
1234 linked->Stage = stage;
1235
1236 glprog = ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
1237 prog->Name, false);
1238 glprog->info.stage = stage;
1239 linked->Program = glprog;
1240
1241 read_shader_metadata(metadata, glprog, linked);
1242
1243 /* Restore shader info */
1244 blob_copy_bytes(metadata, (uint8_t *) &glprog->info, sizeof(shader_info));
1245 if (glprog->info.name)
1246 glprog->info.name = ralloc_strdup(glprog, blob_read_string(metadata));
1247 if (glprog->info.label)
1248 glprog->info.label = ralloc_strdup(glprog, blob_read_string(metadata));
1249
1250 _mesa_reference_shader_program_data(ctx, &glprog->sh.data, prog->data);
1251 _mesa_reference_program(ctx, &linked->Program, glprog);
1252 prog->_LinkedShaders[stage] = linked;
1253 }
1254
1255 void
1256 shader_cache_write_program_metadata(struct gl_context *ctx,
1257 struct gl_shader_program *prog)
1258 {
1259 struct disk_cache *cache = ctx->Cache;
1260 if (!cache)
1261 return;
1262
1263 /* Exit early when we are dealing with a ff shader with no source file to
1264 * generate a source from.
1265 *
1266 * TODO: In future we should use another method to generate a key for ff
1267 * programs.
1268 */
1269 static const char zero[sizeof(prog->data->sha1)] = {0};
1270 if (memcmp(prog->data->sha1, zero, sizeof(prog->data->sha1)) == 0)
1271 return;
1272
1273 struct blob *metadata = blob_create();
1274
1275 write_uniforms(metadata, prog);
1276
1277 write_hash_tables(metadata, prog);
1278
1279 blob_write_uint32(metadata, prog->data->Version);
1280 blob_write_uint32(metadata, prog->data->linked_stages);
1281
1282 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
1283 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
1284 if (sh) {
1285 write_shader_metadata(metadata, sh);
1286
1287 /* Store nir shader info */
1288 blob_write_bytes(metadata, &sh->Program->info, sizeof(shader_info));
1289
1290 if (sh->Program->info.name)
1291 blob_write_string(metadata, sh->Program->info.name);
1292
1293 if (sh->Program->info.label)
1294 blob_write_string(metadata, sh->Program->info.label);
1295 }
1296 }
1297
1298 write_xfb(metadata, prog);
1299
1300 write_uniform_remap_tables(metadata, prog);
1301
1302 write_atomic_buffers(metadata, prog);
1303
1304 write_buffer_blocks(metadata, prog);
1305
1306 write_subroutines(metadata, prog);
1307
1308 write_program_resource_list(metadata, prog);
1309
1310 char sha1_buf[41];
1311 for (unsigned i = 0; i < prog->NumShaders; i++) {
1312 disk_cache_put_key(cache, prog->Shaders[i]->sha1);
1313 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
1314 _mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1);
1315 fprintf(stderr, "marking shader: %s\n", sha1_buf);
1316 }
1317 }
1318
1319 disk_cache_put(cache, prog->data->sha1, metadata->data, metadata->size);
1320
1321 blob_destroy(metadata);
1322
1323 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
1324 _mesa_sha1_format(sha1_buf, prog->data->sha1);
1325 fprintf(stderr, "putting program metadata in cache: %s\n", sha1_buf);
1326 }
1327 }
1328
1329 bool
1330 shader_cache_read_program_metadata(struct gl_context *ctx,
1331 struct gl_shader_program *prog)
1332 {
1333 /* Fixed function programs generated by Mesa are not cached. So don't
1334 * try to read metadata for them from the cache.
1335 */
1336 if (prog->Name == 0)
1337 return false;
1338
1339 struct disk_cache *cache = ctx->Cache;
1340 if (!cache || prog->data->cache_fallback || prog->data->skip_cache)
1341 return false;
1342
1343 /* Include bindings when creating sha1. These bindings change the resulting
1344 * binary so they are just as important as the shader source.
1345 */
1346 char *buf = ralloc_strdup(NULL, "vb: ");
1347 prog->AttributeBindings->iterate(create_binding_str, &buf);
1348 ralloc_strcat(&buf, "fb: ");
1349 prog->FragDataBindings->iterate(create_binding_str, &buf);
1350 ralloc_strcat(&buf, "fbi: ");
1351 prog->FragDataIndexBindings->iterate(create_binding_str, &buf);
1352
1353 /* SSO has an effect on the linked program so include this when generating
1354 * the sha also.
1355 */
1356 ralloc_asprintf_append(&buf, "sso: %s\n",
1357 prog->SeparateShader ? "T" : "F");
1358
1359 /* A shader might end up producing different output depending on the glsl
1360 * version supported by the compiler. For example a different path might be
1361 * taken by the preprocessor, so add the version to the hash input.
1362 */
1363 ralloc_asprintf_append(&buf, "api: %d glsl: %d fglsl: %d\n",
1364 ctx->API, ctx->Const.GLSLVersion,
1365 ctx->Const.ForceGLSLVersion);
1366
1367 /* We run the preprocessor on shaders after hashing them, so we need to
1368 * add any extension override vars to the hash. If we don't do this the
1369 * preprocessor could result in different output and we could load the
1370 * wrong shader.
1371 */
1372 char *ext_override = getenv("MESA_EXTENSION_OVERRIDE");
1373 if (ext_override) {
1374 ralloc_asprintf_append(&buf, "ext:%s", ext_override);
1375 }
1376
1377 /* DRI config options may also change the output from the compiler so
1378 * include them as an input to sha1 creation.
1379 */
1380 char sha1buf[41];
1381 _mesa_sha1_format(sha1buf, ctx->Const.dri_config_options_sha1);
1382 ralloc_strcat(&buf, sha1buf);
1383
1384 for (unsigned i = 0; i < prog->NumShaders; i++) {
1385 struct gl_shader *sh = prog->Shaders[i];
1386 _mesa_sha1_format(sha1buf, sh->sha1);
1387 ralloc_asprintf_append(&buf, "%s: %s\n",
1388 _mesa_shader_stage_to_abbrev(sh->Stage), sha1buf);
1389 }
1390 disk_cache_compute_key(cache, buf, strlen(buf), prog->data->sha1);
1391 ralloc_free(buf);
1392
1393 size_t size;
1394 uint8_t *buffer = (uint8_t *) disk_cache_get(cache, prog->data->sha1,
1395 &size);
1396 if (buffer == NULL) {
1397 /* Cached program not found. We may have seen the individual shaders
1398 * before and skipped compiling but they may not have been used together
1399 * in this combination before. Fall back to linking shaders but first
1400 * re-compile the shaders.
1401 *
1402 * We could probably only compile the shaders which were skipped here
1403 * but we need to be careful because the source may also have been
1404 * changed since the last compile so for now we just recompile
1405 * everything.
1406 */
1407 compile_shaders(ctx, prog);
1408 return false;
1409 }
1410
1411 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
1412 _mesa_sha1_format(sha1buf, prog->data->sha1);
1413 fprintf(stderr, "loading shader program meta data from cache: %s\n",
1414 sha1buf);
1415 }
1416
1417 struct blob_reader metadata;
1418 blob_reader_init(&metadata, buffer, size);
1419
1420 assert(prog->data->UniformStorage == NULL);
1421
1422 read_uniforms(&metadata, prog);
1423
1424 read_hash_tables(&metadata, prog);
1425
1426 prog->data->Version = blob_read_uint32(&metadata);
1427 prog->data->linked_stages = blob_read_uint32(&metadata);
1428
1429 unsigned mask = prog->data->linked_stages;
1430 while (mask) {
1431 const int j = u_bit_scan(&mask);
1432 create_linked_shader_and_program(ctx, (gl_shader_stage) j, prog,
1433 &metadata);
1434 }
1435
1436 read_xfb(&metadata, prog);
1437
1438 read_uniform_remap_tables(&metadata, prog);
1439
1440 read_atomic_buffers(&metadata, prog);
1441
1442 read_buffer_blocks(&metadata, prog);
1443
1444 read_subroutines(&metadata, prog);
1445
1446 read_program_resource_list(&metadata, prog);
1447
1448 if (metadata.current != metadata.end || metadata.overrun) {
1449 /* Something has gone wrong discard the item from the cache and rebuild
1450 * from source.
1451 */
1452 assert(!"Invalid GLSL shader disk cache item!");
1453
1454 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
1455 fprintf(stderr, "Error reading program from cache (invalid GLSL "
1456 "cache item)\n");
1457 }
1458
1459 disk_cache_remove(cache, prog->data->sha1);
1460 compile_shaders(ctx, prog);
1461 free(buffer);
1462 return false;
1463 }
1464
1465 /* This is used to flag a shader retrieved from cache */
1466 prog->data->LinkStatus = linking_skipped;
1467
1468 /* Since the program load was successful, CompileStatus of all shaders at
1469 * this point should normally be compile_skipped. However because of how
1470 * the eviction works, it may happen that some of the individual shader keys
1471 * have been evicted, resulting in unnecessary recompiles on this load, so
1472 * mark them again to skip such recompiles next time.
1473 */
1474 char sha1_buf[41];
1475 for (unsigned i = 0; i < prog->NumShaders; i++) {
1476 if (prog->Shaders[i]->CompileStatus == compiled_no_opts) {
1477 disk_cache_put_key(cache, prog->Shaders[i]->sha1);
1478 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
1479 _mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1);
1480 fprintf(stderr, "re-marking shader: %s\n", sha1_buf);
1481 }
1482 }
1483 }
1484
1485 free (buffer);
1486
1487 return true;
1488 }