glsl: cache some more image metadata
[mesa.git] / src / compiler / glsl / shader_cache.cpp
1 /*
2 * Copyright © 2014 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
22 */
23
24 /**
25 * \file shader_cache.cpp
26 *
27 * GLSL shader cache implementation
28 *
29 * This uses disk_cache.c to write out a serialization of various
30 * state that's required in order to successfully load and use a
31 * binary written out by a drivers backend, this state is referred to as
32 * "metadata" throughout the implementation.
33 *
34 * The hash key for glsl metadata is a hash of the hashes of each GLSL
35 * source string as well as some API settings that change the final program
36 * such as SSO, attribute bindings, frag data bindings, etc.
37 *
38 * In order to avoid caching any actual IR we use the put_key/get_key support
39 * in the disk_cache to put the SHA-1 hash for each successfully compiled
40 * shader into the cache, and optimisticly return early from glCompileShader
41 * (if the identical shader had been successfully compiled in the past),
42 * in the hope that the final linked shader will be found in the cache.
43 * If anything goes wrong (shader variant not found, backend cache item is
44 * corrupt, etc) we will use a fallback path to compile and link the IR.
45 */
46
47 #include "blob.h"
48 #include "compiler/shader_info.h"
49 #include "glsl_symbol_table.h"
50 #include "glsl_parser_extras.h"
51 #include "ir.h"
52 #include "ir_optimization.h"
53 #include "ir_rvalue_visitor.h"
54 #include "ir_uniform.h"
55 #include "linker.h"
56 #include "link_varyings.h"
57 #include "main/core.h"
58 #include "nir.h"
59 #include "program.h"
60 #include "shader_cache.h"
61 #include "util/mesa-sha1.h"
62 #include "util/string_to_uint_map.h"
63
64 extern "C" {
65 #include "main/enums.h"
66 #include "main/shaderobj.h"
67 #include "program/program.h"
68 }
69
70 static void
71 compile_shaders(struct gl_context *ctx, struct gl_shader_program *prog) {
72 for (unsigned i = 0; i < prog->NumShaders; i++) {
73 _mesa_glsl_compile_shader(ctx, prog->Shaders[i], false, false, true);
74 }
75 }
76
77 static void
78 encode_type_to_blob(struct blob *blob, const glsl_type *type)
79 {
80 uint32_t encoding;
81
82 switch (type->base_type) {
83 case GLSL_TYPE_UINT:
84 case GLSL_TYPE_INT:
85 case GLSL_TYPE_FLOAT:
86 case GLSL_TYPE_BOOL:
87 case GLSL_TYPE_DOUBLE:
88 case GLSL_TYPE_UINT64:
89 case GLSL_TYPE_INT64:
90 encoding = (type->base_type << 24) |
91 (type->vector_elements << 4) |
92 (type->matrix_columns);
93 break;
94 case GLSL_TYPE_SAMPLER:
95 encoding = (type->base_type) << 24 |
96 (type->sampler_dimensionality << 4) |
97 (type->sampler_shadow << 3) |
98 (type->sampler_array << 2) |
99 (type->sampled_type);
100 break;
101 case GLSL_TYPE_SUBROUTINE:
102 encoding = type->base_type << 24;
103 blob_write_uint32(blob, encoding);
104 blob_write_string(blob, type->name);
105 return;
106 case GLSL_TYPE_IMAGE:
107 encoding = (type->base_type) << 24 |
108 (type->sampler_dimensionality << 3) |
109 (type->sampler_array << 2) |
110 (type->sampled_type);
111 break;
112 case GLSL_TYPE_ATOMIC_UINT:
113 encoding = (type->base_type << 24);
114 break;
115 case GLSL_TYPE_ARRAY:
116 blob_write_uint32(blob, (type->base_type) << 24);
117 blob_write_uint32(blob, type->length);
118 encode_type_to_blob(blob, type->fields.array);
119 return;
120 case GLSL_TYPE_STRUCT:
121 case GLSL_TYPE_INTERFACE:
122 blob_write_uint32(blob, (type->base_type) << 24);
123 blob_write_string(blob, type->name);
124 blob_write_uint32(blob, type->length);
125 blob_write_bytes(blob, type->fields.structure,
126 sizeof(glsl_struct_field) * type->length);
127 for (unsigned i = 0; i < type->length; i++) {
128 encode_type_to_blob(blob, type->fields.structure[i].type);
129 blob_write_string(blob, type->fields.structure[i].name);
130 }
131
132 if (type->base_type == GLSL_TYPE_INTERFACE) {
133 blob_write_uint32(blob, type->interface_packing);
134 blob_write_uint32(blob, type->interface_row_major);
135 }
136 return;
137 case GLSL_TYPE_VOID:
138 case GLSL_TYPE_ERROR:
139 default:
140 assert(!"Cannot encode type!");
141 encoding = 0;
142 break;
143 }
144
145 blob_write_uint32(blob, encoding);
146 }
147
148 static const glsl_type *
149 decode_type_from_blob(struct blob_reader *blob)
150 {
151 uint32_t u = blob_read_uint32(blob);
152 glsl_base_type base_type = (glsl_base_type) (u >> 24);
153
154 switch (base_type) {
155 case GLSL_TYPE_UINT:
156 case GLSL_TYPE_INT:
157 case GLSL_TYPE_FLOAT:
158 case GLSL_TYPE_BOOL:
159 case GLSL_TYPE_DOUBLE:
160 case GLSL_TYPE_UINT64:
161 case GLSL_TYPE_INT64:
162 return glsl_type::get_instance(base_type, (u >> 4) & 0x0f, u & 0x0f);
163 case GLSL_TYPE_SAMPLER:
164 return glsl_type::get_sampler_instance((enum glsl_sampler_dim) ((u >> 4) & 0x07),
165 (u >> 3) & 0x01,
166 (u >> 2) & 0x01,
167 (glsl_base_type) ((u >> 0) & 0x03));
168 case GLSL_TYPE_SUBROUTINE:
169 return glsl_type::get_subroutine_instance(blob_read_string(blob));
170 case GLSL_TYPE_IMAGE:
171 return glsl_type::get_image_instance((enum glsl_sampler_dim) ((u >> 3) & 0x07),
172 (u >> 2) & 0x01,
173 (glsl_base_type) ((u >> 0) & 0x03));
174 case GLSL_TYPE_ATOMIC_UINT:
175 return glsl_type::atomic_uint_type;
176 case GLSL_TYPE_ARRAY: {
177 unsigned length = blob_read_uint32(blob);
178 return glsl_type::get_array_instance(decode_type_from_blob(blob),
179 length);
180 }
181 case GLSL_TYPE_STRUCT:
182 case GLSL_TYPE_INTERFACE: {
183 char *name = blob_read_string(blob);
184 unsigned num_fields = blob_read_uint32(blob);
185 glsl_struct_field *fields = (glsl_struct_field *)
186 blob_read_bytes(blob, sizeof(glsl_struct_field) * num_fields);
187 for (unsigned i = 0; i < num_fields; i++) {
188 fields[i].type = decode_type_from_blob(blob);
189 fields[i].name = blob_read_string(blob);
190 }
191
192 if (base_type == GLSL_TYPE_INTERFACE) {
193 enum glsl_interface_packing packing =
194 (glsl_interface_packing) blob_read_uint32(blob);
195 bool row_major = blob_read_uint32(blob);
196 return glsl_type::get_interface_instance(fields, num_fields,
197 packing, row_major, name);
198 } else {
199 return glsl_type::get_record_instance(fields, num_fields, name);
200 }
201 }
202 case GLSL_TYPE_VOID:
203 case GLSL_TYPE_ERROR:
204 default:
205 assert(!"Cannot decode type!");
206 return NULL;
207 }
208 }
209
210 static void
211 write_subroutines(struct blob *metadata, struct gl_shader_program *prog)
212 {
213 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
214 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
215 if (!sh)
216 continue;
217
218 struct gl_program *glprog = sh->Program;
219
220 blob_write_uint32(metadata, glprog->sh.NumSubroutineUniforms);
221 blob_write_uint32(metadata, glprog->sh.MaxSubroutineFunctionIndex);
222 blob_write_uint32(metadata, glprog->sh.NumSubroutineFunctions);
223 for (unsigned j = 0; j < glprog->sh.NumSubroutineFunctions; j++) {
224 int num_types = glprog->sh.SubroutineFunctions[j].num_compat_types;
225
226 blob_write_string(metadata, glprog->sh.SubroutineFunctions[j].name);
227 blob_write_uint32(metadata, glprog->sh.SubroutineFunctions[j].index);
228 blob_write_uint32(metadata, num_types);
229
230 for (int k = 0; k < num_types; k++) {
231 encode_type_to_blob(metadata,
232 glprog->sh.SubroutineFunctions[j].types[k]);
233 }
234 }
235 }
236 }
237
238 static void
239 read_subroutines(struct blob_reader *metadata, struct gl_shader_program *prog)
240 {
241 struct gl_subroutine_function *subs;
242
243 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
244 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
245 if (!sh)
246 continue;
247
248 struct gl_program *glprog = sh->Program;
249
250 glprog->sh.NumSubroutineUniforms = blob_read_uint32(metadata);
251 glprog->sh.MaxSubroutineFunctionIndex = blob_read_uint32(metadata);
252 glprog->sh.NumSubroutineFunctions = blob_read_uint32(metadata);
253
254 subs = rzalloc_array(prog, struct gl_subroutine_function,
255 glprog->sh.NumSubroutineFunctions);
256 glprog->sh.SubroutineFunctions = subs;
257
258 for (unsigned j = 0; j < glprog->sh.NumSubroutineFunctions; j++) {
259 subs[j].name = ralloc_strdup(prog, blob_read_string (metadata));
260 subs[j].index = (int) blob_read_uint32(metadata);
261 subs[j].num_compat_types = (int) blob_read_uint32(metadata);
262
263 subs[j].types = rzalloc_array(prog, const struct glsl_type *,
264 subs[j].num_compat_types);
265 for (int k = 0; k < subs[j].num_compat_types; k++) {
266 subs[j].types[k] = decode_type_from_blob(metadata);
267 }
268 }
269 }
270 }
271
272 static void
273 write_buffer_block(struct blob *metadata, struct gl_uniform_block *b)
274 {
275 blob_write_string(metadata, b->Name);
276 blob_write_uint32(metadata, b->NumUniforms);
277 blob_write_uint32(metadata, b->Binding);
278 blob_write_uint32(metadata, b->UniformBufferSize);
279 blob_write_uint32(metadata, b->stageref);
280
281 for (unsigned j = 0; j < b->NumUniforms; j++) {
282 blob_write_string(metadata, b->Uniforms[j].Name);
283 blob_write_string(metadata, b->Uniforms[j].IndexName);
284 encode_type_to_blob(metadata, b->Uniforms[j].Type);
285 blob_write_uint32(metadata, b->Uniforms[j].Offset);
286 }
287 }
288
289 static void
290 write_buffer_blocks(struct blob *metadata, struct gl_shader_program *prog)
291 {
292 blob_write_uint32(metadata, prog->data->NumUniformBlocks);
293 blob_write_uint32(metadata, prog->data->NumShaderStorageBlocks);
294
295 for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
296 write_buffer_block(metadata, &prog->data->UniformBlocks[i]);
297 }
298
299 for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
300 write_buffer_block(metadata, &prog->data->ShaderStorageBlocks[i]);
301 }
302
303 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
304 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
305 if (!sh)
306 continue;
307
308 struct gl_program *glprog = sh->Program;
309
310 blob_write_uint32(metadata, glprog->info.num_ubos);
311 blob_write_uint32(metadata, glprog->info.num_ssbos);
312
313 for (unsigned j = 0; j < glprog->info.num_ubos; j++) {
314 uint32_t offset =
315 glprog->sh.UniformBlocks[j] - prog->data->UniformBlocks;
316 blob_write_uint32(metadata, offset);
317 }
318
319 for (unsigned j = 0; j < glprog->info.num_ssbos; j++) {
320 uint32_t offset = glprog->sh.ShaderStorageBlocks[j] -
321 prog->data->ShaderStorageBlocks;
322 blob_write_uint32(metadata, offset);
323 }
324 }
325 }
326
327 static void
328 read_buffer_block(struct blob_reader *metadata, struct gl_uniform_block *b,
329 struct gl_shader_program *prog)
330 {
331 b->Name = ralloc_strdup(prog->data, blob_read_string (metadata));
332 b->NumUniforms = blob_read_uint32(metadata);
333 b->Binding = blob_read_uint32(metadata);
334 b->UniformBufferSize = blob_read_uint32(metadata);
335 b->stageref = blob_read_uint32(metadata);
336
337 b->Uniforms =
338 rzalloc_array(prog->data, struct gl_uniform_buffer_variable,
339 b->NumUniforms);
340 for (unsigned j = 0; j < b->NumUniforms; j++) {
341 b->Uniforms[j].Name = ralloc_strdup(prog->data,
342 blob_read_string (metadata));
343
344 char *index_name = blob_read_string(metadata);
345 if (strcmp(b->Uniforms[j].Name, index_name) == 0) {
346 b->Uniforms[j].IndexName = b->Uniforms[j].Name;
347 } else {
348 b->Uniforms[j].IndexName = ralloc_strdup(prog->data, index_name);
349 }
350
351 b->Uniforms[j].Type = decode_type_from_blob(metadata);
352 b->Uniforms[j].Offset = blob_read_uint32(metadata);
353 }
354 }
355
356 static void
357 read_buffer_blocks(struct blob_reader *metadata,
358 struct gl_shader_program *prog)
359 {
360 prog->data->NumUniformBlocks = blob_read_uint32(metadata);
361 prog->data->NumShaderStorageBlocks = blob_read_uint32(metadata);
362
363 prog->data->UniformBlocks =
364 rzalloc_array(prog->data, struct gl_uniform_block,
365 prog->data->NumUniformBlocks);
366
367 prog->data->ShaderStorageBlocks =
368 rzalloc_array(prog->data, struct gl_uniform_block,
369 prog->data->NumShaderStorageBlocks);
370
371 for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
372 read_buffer_block(metadata, &prog->data->UniformBlocks[i], prog);
373 }
374
375 for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
376 read_buffer_block(metadata, &prog->data->ShaderStorageBlocks[i], prog);
377 }
378
379 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
380 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
381 if (!sh)
382 continue;
383
384 struct gl_program *glprog = sh->Program;
385
386 glprog->info.num_ubos = blob_read_uint32(metadata);
387 glprog->info.num_ssbos = blob_read_uint32(metadata);
388
389 glprog->sh.UniformBlocks =
390 rzalloc_array(glprog, gl_uniform_block *, glprog->info.num_ubos);
391 glprog->sh.ShaderStorageBlocks =
392 rzalloc_array(glprog, gl_uniform_block *, glprog->info.num_ssbos);
393
394 for (unsigned j = 0; j < glprog->info.num_ubos; j++) {
395 uint32_t offset = blob_read_uint32(metadata);
396 glprog->sh.UniformBlocks[j] = prog->data->UniformBlocks + offset;
397 }
398
399 for (unsigned j = 0; j < glprog->info.num_ssbos; j++) {
400 uint32_t offset = blob_read_uint32(metadata);
401 glprog->sh.ShaderStorageBlocks[j] =
402 prog->data->ShaderStorageBlocks + offset;
403 }
404 }
405 }
406
407 static void
408 write_atomic_buffers(struct blob *metadata, struct gl_shader_program *prog)
409 {
410 blob_write_uint32(metadata, prog->data->NumAtomicBuffers);
411
412 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
413 if (prog->_LinkedShaders[i]) {
414 struct gl_program *glprog = prog->_LinkedShaders[i]->Program;
415 blob_write_uint32(metadata, glprog->info.num_abos);
416 }
417 }
418
419 for (unsigned i = 0; i < prog->data->NumAtomicBuffers; i++) {
420 blob_write_uint32(metadata, prog->data->AtomicBuffers[i].Binding);
421 blob_write_uint32(metadata, prog->data->AtomicBuffers[i].MinimumSize);
422 blob_write_uint32(metadata, prog->data->AtomicBuffers[i].NumUniforms);
423
424 blob_write_bytes(metadata, prog->data->AtomicBuffers[i].StageReferences,
425 sizeof(prog->data->AtomicBuffers[i].StageReferences));
426
427 for (unsigned j = 0; j < prog->data->AtomicBuffers[i].NumUniforms; j++) {
428 blob_write_uint32(metadata, prog->data->AtomicBuffers[i].Uniforms[j]);
429 }
430 }
431 }
432
433 static void
434 read_atomic_buffers(struct blob_reader *metadata,
435 struct gl_shader_program *prog)
436 {
437 prog->data->NumAtomicBuffers = blob_read_uint32(metadata);
438 prog->data->AtomicBuffers =
439 rzalloc_array(prog, gl_active_atomic_buffer,
440 prog->data->NumAtomicBuffers);
441
442 struct gl_active_atomic_buffer **stage_buff_list[MESA_SHADER_STAGES];
443 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
444 if (prog->_LinkedShaders[i]) {
445 struct gl_program *glprog = prog->_LinkedShaders[i]->Program;
446
447 glprog->info.num_abos = blob_read_uint32(metadata);
448 glprog->sh.AtomicBuffers =
449 rzalloc_array(glprog, gl_active_atomic_buffer *,
450 glprog->info.num_abos);
451 stage_buff_list[i] = glprog->sh.AtomicBuffers;
452 }
453 }
454
455 for (unsigned i = 0; i < prog->data->NumAtomicBuffers; i++) {
456 prog->data->AtomicBuffers[i].Binding = blob_read_uint32(metadata);
457 prog->data->AtomicBuffers[i].MinimumSize = blob_read_uint32(metadata);
458 prog->data->AtomicBuffers[i].NumUniforms = blob_read_uint32(metadata);
459
460 blob_copy_bytes(metadata,
461 (uint8_t *) &prog->data->AtomicBuffers[i].StageReferences,
462 sizeof(prog->data->AtomicBuffers[i].StageReferences));
463
464 prog->data->AtomicBuffers[i].Uniforms = rzalloc_array(prog, unsigned,
465 prog->data->AtomicBuffers[i].NumUniforms);
466
467 for (unsigned j = 0; j < prog->data->AtomicBuffers[i].NumUniforms; j++) {
468 prog->data->AtomicBuffers[i].Uniforms[j] = blob_read_uint32(metadata);
469 }
470
471 for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
472 if (prog->data->AtomicBuffers[i].StageReferences[j]) {
473 *stage_buff_list[j] = &prog->data->AtomicBuffers[i];
474 stage_buff_list[j]++;
475 }
476 }
477 }
478 }
479
480 static void
481 write_xfb(struct blob *metadata, struct gl_shader_program *shProg)
482 {
483 struct gl_program *prog = shProg->last_vert_prog;
484
485 if (!prog) {
486 blob_write_uint32(metadata, ~0u);
487 return;
488 }
489
490 struct gl_transform_feedback_info *ltf = prog->sh.LinkedTransformFeedback;
491
492 blob_write_uint32(metadata, prog->info.stage);
493
494 blob_write_uint32(metadata, ltf->NumOutputs);
495 blob_write_uint32(metadata, ltf->ActiveBuffers);
496 blob_write_uint32(metadata, ltf->NumVarying);
497
498 blob_write_bytes(metadata, ltf->Outputs,
499 sizeof(struct gl_transform_feedback_output) *
500 ltf->NumOutputs);
501
502 for (int i = 0; i < ltf->NumVarying; i++) {
503 blob_write_string(metadata, ltf->Varyings[i].Name);
504 blob_write_uint32(metadata, ltf->Varyings[i].Type);
505 blob_write_uint32(metadata, ltf->Varyings[i].BufferIndex);
506 blob_write_uint32(metadata, ltf->Varyings[i].Size);
507 blob_write_uint32(metadata, ltf->Varyings[i].Offset);
508 }
509
510 blob_write_bytes(metadata, ltf->Buffers,
511 sizeof(struct gl_transform_feedback_buffer) *
512 MAX_FEEDBACK_BUFFERS);
513 }
514
515 static void
516 read_xfb(struct blob_reader *metadata, struct gl_shader_program *shProg)
517 {
518 unsigned xfb_stage = blob_read_uint32(metadata);
519
520 if (xfb_stage == ~0u)
521 return;
522
523 struct gl_program *prog = shProg->_LinkedShaders[xfb_stage]->Program;
524 struct gl_transform_feedback_info *ltf =
525 rzalloc(prog, struct gl_transform_feedback_info);
526
527 prog->sh.LinkedTransformFeedback = ltf;
528 shProg->last_vert_prog = prog;
529
530 ltf->NumOutputs = blob_read_uint32(metadata);
531 ltf->ActiveBuffers = blob_read_uint32(metadata);
532 ltf->NumVarying = blob_read_uint32(metadata);
533
534 ltf->Outputs = rzalloc_array(prog, struct gl_transform_feedback_output,
535 ltf->NumOutputs);
536
537 blob_copy_bytes(metadata, (uint8_t *) ltf->Outputs,
538 sizeof(struct gl_transform_feedback_output) *
539 ltf->NumOutputs);
540
541 ltf->Varyings = rzalloc_array(prog,
542 struct gl_transform_feedback_varying_info,
543 ltf->NumVarying);
544
545 for (int i = 0; i < ltf->NumVarying; i++) {
546 ltf->Varyings[i].Name = ralloc_strdup(prog, blob_read_string(metadata));
547 ltf->Varyings[i].Type = blob_read_uint32(metadata);
548 ltf->Varyings[i].BufferIndex = blob_read_uint32(metadata);
549 ltf->Varyings[i].Size = blob_read_uint32(metadata);
550 ltf->Varyings[i].Offset = blob_read_uint32(metadata);
551 }
552
553 blob_copy_bytes(metadata, (uint8_t *) ltf->Buffers,
554 sizeof(struct gl_transform_feedback_buffer) *
555 MAX_FEEDBACK_BUFFERS);
556 }
557
558 static void
559 write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
560 {
561 blob_write_uint32(metadata, prog->SamplersValidated);
562 blob_write_uint32(metadata, prog->data->NumUniformStorage);
563 blob_write_uint32(metadata, prog->data->NumUniformDataSlots);
564
565 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
566 encode_type_to_blob(metadata, prog->data->UniformStorage[i].type);
567 blob_write_uint32(metadata, prog->data->UniformStorage[i].array_elements);
568 blob_write_string(metadata, prog->data->UniformStorage[i].name);
569 blob_write_uint32(metadata, prog->data->UniformStorage[i].storage -
570 prog->data->UniformDataSlots);
571 blob_write_uint32(metadata, prog->data->UniformStorage[i].remap_location);
572 blob_write_uint32(metadata, prog->data->UniformStorage[i].block_index);
573 blob_write_uint32(metadata, prog->data->UniformStorage[i].atomic_buffer_index);
574 blob_write_uint32(metadata, prog->data->UniformStorage[i].offset);
575 blob_write_uint32(metadata, prog->data->UniformStorage[i].array_stride);
576 blob_write_uint32(metadata, prog->data->UniformStorage[i].matrix_stride);
577 blob_write_uint32(metadata, prog->data->UniformStorage[i].row_major);
578 blob_write_uint32(metadata,
579 prog->data->UniformStorage[i].num_compatible_subroutines);
580 blob_write_uint32(metadata,
581 prog->data->UniformStorage[i].top_level_array_size);
582 blob_write_uint32(metadata,
583 prog->data->UniformStorage[i].top_level_array_stride);
584 blob_write_bytes(metadata, prog->data->UniformStorage[i].opaque,
585 sizeof(prog->data->UniformStorage[i].opaque));
586 }
587 }
588
589 static void
590 read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
591 {
592 struct gl_uniform_storage *uniforms;
593 union gl_constant_value *data;
594
595 prog->SamplersValidated = blob_read_uint32(metadata);
596 prog->data->NumUniformStorage = blob_read_uint32(metadata);
597 prog->data->NumUniformDataSlots = blob_read_uint32(metadata);
598
599 uniforms = rzalloc_array(prog, struct gl_uniform_storage,
600 prog->data->NumUniformStorage);
601 prog->data->UniformStorage = uniforms;
602
603 data = rzalloc_array(uniforms, union gl_constant_value,
604 prog->data->NumUniformDataSlots);
605 prog->data->UniformDataSlots = data;
606
607 prog->UniformHash = new string_to_uint_map;
608
609 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
610 uniforms[i].type = decode_type_from_blob(metadata);
611 uniforms[i].array_elements = blob_read_uint32(metadata);
612 uniforms[i].name = ralloc_strdup(prog, blob_read_string (metadata));
613 uniforms[i].storage = data + blob_read_uint32(metadata);
614 uniforms[i].remap_location = blob_read_uint32(metadata);
615 uniforms[i].block_index = blob_read_uint32(metadata);
616 uniforms[i].atomic_buffer_index = blob_read_uint32(metadata);
617 uniforms[i].offset = blob_read_uint32(metadata);
618 uniforms[i].array_stride = blob_read_uint32(metadata);
619 uniforms[i].matrix_stride = blob_read_uint32(metadata);
620 uniforms[i].row_major = blob_read_uint32(metadata);
621 uniforms[i].num_compatible_subroutines = blob_read_uint32(metadata);
622 uniforms[i].top_level_array_size = blob_read_uint32(metadata);
623 uniforms[i].top_level_array_stride = blob_read_uint32(metadata);
624 prog->UniformHash->put(i, uniforms[i].name);
625
626 memcpy(uniforms[i].opaque,
627 blob_read_bytes(metadata, sizeof(uniforms[i].opaque)),
628 sizeof(uniforms[i].opaque));
629 }
630 }
631
632 enum uniform_remap_type
633 {
634 remap_type_inactive_explicit_location,
635 remap_type_null_ptr,
636 remap_type_uniform_offset
637 };
638
639 static void
640 write_uniform_remap_table_entry(struct blob *metadata,
641 gl_uniform_storage *uniform_storage,
642 gl_uniform_storage *entry)
643 {
644 if (entry == INACTIVE_UNIFORM_EXPLICIT_LOCATION) {
645 blob_write_uint32(metadata, remap_type_inactive_explicit_location);
646 } else if (entry == NULL) {
647 blob_write_uint32(metadata, remap_type_null_ptr);
648 } else {
649 blob_write_uint32(metadata, remap_type_uniform_offset);
650
651 uint32_t offset = entry - uniform_storage;
652 blob_write_uint32(metadata, offset);
653 }
654 }
655
656 static void
657 write_uniform_remap_tables(struct blob *metadata,
658 struct gl_shader_program *prog)
659 {
660 blob_write_uint32(metadata, prog->NumUniformRemapTable);
661
662 for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
663 write_uniform_remap_table_entry(metadata, prog->data->UniformStorage,
664 prog->UniformRemapTable[i]);
665 }
666
667 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
668 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
669 if (sh) {
670 struct gl_program *glprog = sh->Program;
671 blob_write_uint32(metadata, glprog->sh.NumSubroutineUniformRemapTable);
672
673 for (unsigned j = 0; j < glprog->sh.NumSubroutineUniformRemapTable; j++) {
674 write_uniform_remap_table_entry(metadata,
675 prog->data->UniformStorage,
676 glprog->sh.SubroutineUniformRemapTable[j]);
677 }
678 }
679 }
680 }
681
682 static void
683 read_uniform_remap_table_entry(struct blob_reader *metadata,
684 gl_uniform_storage *uniform_storage,
685 gl_uniform_storage **entry,
686 enum uniform_remap_type type)
687 {
688 if (type == remap_type_inactive_explicit_location) {
689 *entry = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
690 } else if (type == remap_type_null_ptr) {
691 *entry = NULL;
692 } else {
693 uint32_t uni_offset = blob_read_uint32(metadata);
694 *entry = uniform_storage + uni_offset;
695 }
696 }
697
698 static void
699 read_uniform_remap_tables(struct blob_reader *metadata,
700 struct gl_shader_program *prog)
701 {
702 prog->NumUniformRemapTable = blob_read_uint32(metadata);
703
704 prog->UniformRemapTable = rzalloc_array(prog, struct gl_uniform_storage *,
705 prog->NumUniformRemapTable);
706
707 for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
708 enum uniform_remap_type type =
709 (enum uniform_remap_type) blob_read_uint32(metadata);
710
711 read_uniform_remap_table_entry(metadata, prog->data->UniformStorage,
712 &prog->UniformRemapTable[i], type);
713 }
714
715 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
716 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
717 if (sh) {
718 struct gl_program *glprog = sh->Program;
719 glprog->sh.NumSubroutineUniformRemapTable = blob_read_uint32(metadata);
720
721 glprog->sh.SubroutineUniformRemapTable =
722 rzalloc_array(glprog, struct gl_uniform_storage *,
723 glprog->sh.NumSubroutineUniformRemapTable);
724
725 for (unsigned j = 0; j < glprog->sh.NumSubroutineUniformRemapTable; j++) {
726 enum uniform_remap_type type =
727 (enum uniform_remap_type) blob_read_uint32(metadata);
728
729 read_uniform_remap_table_entry(metadata,
730 prog->data->UniformStorage,
731 &glprog->sh.SubroutineUniformRemapTable[j],
732 type);
733 }
734 }
735 }
736 }
737
738 struct whte_closure
739 {
740 struct blob *blob;
741 size_t num_entries;
742 };
743
744 static void
745 write_hash_table_entry(const char *key, unsigned value, void *closure)
746 {
747 struct whte_closure *whte = (struct whte_closure *) closure;
748
749 blob_write_string(whte->blob, key);
750 blob_write_uint32(whte->blob, value);
751
752 whte->num_entries++;
753 }
754
755 static void
756 write_hash_table(struct blob *metadata, struct string_to_uint_map *hash)
757 {
758 size_t offset;
759 struct whte_closure whte;
760
761 whte.blob = metadata;
762 whte.num_entries = 0;
763
764 offset = metadata->size;
765
766 /* Write a placeholder for the hashtable size. */
767 blob_write_uint32 (metadata, 0);
768
769 hash->iterate(write_hash_table_entry, &whte);
770
771 /* Overwrite with the computed number of entries written. */
772 blob_overwrite_uint32 (metadata, offset, whte.num_entries);
773 }
774
775 static void
776 read_hash_table(struct blob_reader *metadata, struct string_to_uint_map *hash)
777 {
778 size_t i, num_entries;
779 const char *key;
780 uint32_t value;
781
782 num_entries = blob_read_uint32 (metadata);
783
784 for (i = 0; i < num_entries; i++) {
785 key = blob_read_string(metadata);
786 value = blob_read_uint32(metadata);
787
788 hash->put(value, key);
789 }
790 }
791
792 static void
793 write_hash_tables(struct blob *metadata, struct gl_shader_program *prog)
794 {
795 write_hash_table(metadata, prog->AttributeBindings);
796 write_hash_table(metadata, prog->FragDataBindings);
797 write_hash_table(metadata, prog->FragDataIndexBindings);
798 }
799
800 static void
801 read_hash_tables(struct blob_reader *metadata, struct gl_shader_program *prog)
802 {
803 read_hash_table(metadata, prog->AttributeBindings);
804 read_hash_table(metadata, prog->FragDataBindings);
805 read_hash_table(metadata, prog->FragDataIndexBindings);
806 }
807
808 static void
809 write_shader_subroutine_index(struct blob *metadata,
810 struct gl_linked_shader *sh,
811 struct gl_program_resource *res)
812 {
813 assert(sh);
814
815 for (unsigned j = 0; j < sh->Program->sh.NumSubroutineFunctions; j++) {
816 if (strcmp(((gl_subroutine_function *)res->Data)->name,
817 sh->Program->sh.SubroutineFunctions[j].name) == 0) {
818 blob_write_uint32(metadata, j);
819 break;
820 }
821 }
822 }
823
824 static void
825 write_program_resource_data(struct blob *metadata,
826 struct gl_shader_program *prog,
827 struct gl_program_resource *res)
828 {
829 struct gl_linked_shader *sh;
830
831 switch(res->Type) {
832 case GL_PROGRAM_INPUT:
833 case GL_PROGRAM_OUTPUT: {
834 const gl_shader_variable *var = (gl_shader_variable *)res->Data;
835 blob_write_bytes(metadata, var, sizeof(gl_shader_variable));
836 encode_type_to_blob(metadata, var->type);
837
838 if (var->interface_type)
839 encode_type_to_blob(metadata, var->interface_type);
840
841 if (var->outermost_struct_type)
842 encode_type_to_blob(metadata, var->outermost_struct_type);
843
844 blob_write_string(metadata, var->name);
845 break;
846 }
847 case GL_UNIFORM_BLOCK:
848 for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
849 if (strcmp(((gl_uniform_block *)res->Data)->Name,
850 prog->data->UniformBlocks[i].Name) == 0) {
851 blob_write_uint32(metadata, i);
852 break;
853 }
854 }
855 break;
856 case GL_SHADER_STORAGE_BLOCK:
857 for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
858 if (strcmp(((gl_uniform_block *)res->Data)->Name,
859 prog->data->ShaderStorageBlocks[i].Name) == 0) {
860 blob_write_uint32(metadata, i);
861 break;
862 }
863 }
864 break;
865 case GL_BUFFER_VARIABLE:
866 case GL_VERTEX_SUBROUTINE_UNIFORM:
867 case GL_GEOMETRY_SUBROUTINE_UNIFORM:
868 case GL_FRAGMENT_SUBROUTINE_UNIFORM:
869 case GL_COMPUTE_SUBROUTINE_UNIFORM:
870 case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
871 case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
872 case GL_UNIFORM:
873 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
874 if (strcmp(((gl_uniform_storage *)res->Data)->name,
875 prog->data->UniformStorage[i].name) == 0) {
876 blob_write_uint32(metadata, i);
877 break;
878 }
879 }
880 break;
881 case GL_ATOMIC_COUNTER_BUFFER:
882 for (unsigned i = 0; i < prog->data->NumAtomicBuffers; i++) {
883 if (((gl_active_atomic_buffer *)res->Data)->Binding ==
884 prog->data->AtomicBuffers[i].Binding) {
885 blob_write_uint32(metadata, i);
886 break;
887 }
888 }
889 break;
890 case GL_TRANSFORM_FEEDBACK_BUFFER:
891 for (unsigned i = 0; i < MAX_FEEDBACK_BUFFERS; i++) {
892 if (((gl_transform_feedback_buffer *)res->Data)->Binding ==
893 prog->last_vert_prog->sh.LinkedTransformFeedback->Buffers[i].Binding) {
894 blob_write_uint32(metadata, i);
895 break;
896 }
897 }
898 break;
899 case GL_TRANSFORM_FEEDBACK_VARYING:
900 for (int i = 0; i < prog->last_vert_prog->sh.LinkedTransformFeedback->NumVarying; i++) {
901 if (strcmp(((gl_transform_feedback_varying_info *)res->Data)->Name,
902 prog->last_vert_prog->sh.LinkedTransformFeedback->Varyings[i].Name) == 0) {
903 blob_write_uint32(metadata, i);
904 break;
905 }
906 }
907 break;
908 case GL_VERTEX_SUBROUTINE:
909 case GL_TESS_CONTROL_SUBROUTINE:
910 case GL_TESS_EVALUATION_SUBROUTINE:
911 case GL_GEOMETRY_SUBROUTINE:
912 case GL_FRAGMENT_SUBROUTINE:
913 case GL_COMPUTE_SUBROUTINE:
914 sh =
915 prog->_LinkedShaders[_mesa_shader_stage_from_subroutine(res->Type)];
916 write_shader_subroutine_index(metadata, sh, res);
917 break;
918 default:
919 assert(!"Support for writing resource not yet implemented.");
920 }
921 }
922
923 static void
924 read_program_resource_data(struct blob_reader *metadata,
925 struct gl_shader_program *prog,
926 struct gl_program_resource *res)
927 {
928 struct gl_linked_shader *sh;
929
930 switch(res->Type) {
931 case GL_PROGRAM_INPUT:
932 case GL_PROGRAM_OUTPUT: {
933 gl_shader_variable *var = ralloc(prog, struct gl_shader_variable);
934
935 blob_copy_bytes(metadata, (uint8_t *) var, sizeof(gl_shader_variable));
936 var->type = decode_type_from_blob(metadata);
937
938 if (var->interface_type)
939 var->interface_type = decode_type_from_blob(metadata);
940
941 if (var->outermost_struct_type)
942 var->outermost_struct_type = decode_type_from_blob(metadata);
943
944 var->name = ralloc_strdup(prog, blob_read_string(metadata));
945
946 res->Data = var;
947 break;
948 }
949 case GL_UNIFORM_BLOCK:
950 res->Data = &prog->data->UniformBlocks[blob_read_uint32(metadata)];
951 break;
952 case GL_SHADER_STORAGE_BLOCK:
953 res->Data = &prog->data->ShaderStorageBlocks[blob_read_uint32(metadata)];
954 break;
955 case GL_BUFFER_VARIABLE:
956 case GL_VERTEX_SUBROUTINE_UNIFORM:
957 case GL_GEOMETRY_SUBROUTINE_UNIFORM:
958 case GL_FRAGMENT_SUBROUTINE_UNIFORM:
959 case GL_COMPUTE_SUBROUTINE_UNIFORM:
960 case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
961 case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
962 case GL_UNIFORM:
963 res->Data = &prog->data->UniformStorage[blob_read_uint32(metadata)];
964 break;
965 case GL_ATOMIC_COUNTER_BUFFER:
966 res->Data = &prog->data->AtomicBuffers[blob_read_uint32(metadata)];
967 break;
968 case GL_TRANSFORM_FEEDBACK_BUFFER:
969 res->Data = &prog->last_vert_prog->
970 sh.LinkedTransformFeedback->Buffers[blob_read_uint32(metadata)];
971 break;
972 case GL_TRANSFORM_FEEDBACK_VARYING:
973 res->Data = &prog->last_vert_prog->
974 sh.LinkedTransformFeedback->Varyings[blob_read_uint32(metadata)];
975 break;
976 case GL_VERTEX_SUBROUTINE:
977 case GL_TESS_CONTROL_SUBROUTINE:
978 case GL_TESS_EVALUATION_SUBROUTINE:
979 case GL_GEOMETRY_SUBROUTINE:
980 case GL_FRAGMENT_SUBROUTINE:
981 case GL_COMPUTE_SUBROUTINE:
982 sh =
983 prog->_LinkedShaders[_mesa_shader_stage_from_subroutine(res->Type)];
984 res->Data =
985 &sh->Program->sh.SubroutineFunctions[blob_read_uint32(metadata)];
986 break;
987 default:
988 assert(!"Support for reading resource not yet implemented.");
989 }
990 }
991
992 static void
993 write_program_resource_list(struct blob *metadata,
994 struct gl_shader_program *prog)
995 {
996 blob_write_uint32(metadata, prog->data->NumProgramResourceList);
997
998 for (unsigned i = 0; i < prog->data->NumProgramResourceList; i++) {
999 blob_write_uint32(metadata, prog->data->ProgramResourceList[i].Type);
1000 write_program_resource_data(metadata, prog,
1001 &prog->data->ProgramResourceList[i]);
1002 blob_write_bytes(metadata,
1003 &prog->data->ProgramResourceList[i].StageReferences,
1004 sizeof(prog->data->ProgramResourceList[i].StageReferences));
1005 }
1006 }
1007
1008 static void
1009 read_program_resource_list(struct blob_reader *metadata,
1010 struct gl_shader_program *prog)
1011 {
1012 prog->data->NumProgramResourceList = blob_read_uint32(metadata);
1013
1014 prog->data->ProgramResourceList =
1015 ralloc_array(prog, gl_program_resource,
1016 prog->data->NumProgramResourceList);
1017
1018 for (unsigned i = 0; i < prog->data->NumProgramResourceList; i++) {
1019 prog->data->ProgramResourceList[i].Type = blob_read_uint32(metadata);
1020 read_program_resource_data(metadata, prog,
1021 &prog->data->ProgramResourceList[i]);
1022 blob_copy_bytes(metadata,
1023 (uint8_t *) &prog->data->ProgramResourceList[i].StageReferences,
1024 sizeof(prog->data->ProgramResourceList[i].StageReferences));
1025 }
1026 }
1027
1028 static void
1029 write_shader_parameters(struct blob *metadata,
1030 struct gl_program_parameter_list *params)
1031 {
1032 blob_write_uint32(metadata, params->NumParameters);
1033 uint32_t i = 0;
1034
1035 while (i < params->NumParameters) {
1036 struct gl_program_parameter *param = &params->Parameters[i];
1037
1038 blob_write_uint32(metadata, param->Type);
1039 blob_write_string(metadata, param->Name);
1040 blob_write_uint32(metadata, param->Size);
1041 blob_write_uint32(metadata, param->DataType);
1042 blob_write_bytes(metadata, param->StateIndexes,
1043 sizeof(param->StateIndexes));
1044
1045 i += (param->Size + 3) / 4;
1046 }
1047
1048 blob_write_bytes(metadata, params->ParameterValues,
1049 sizeof(gl_constant_value) * 4 * params->NumParameters);
1050
1051 blob_write_uint32(metadata, params->StateFlags);
1052 }
1053
1054 static void
1055 read_shader_parameters(struct blob_reader *metadata,
1056 struct gl_program_parameter_list *params)
1057 {
1058 gl_state_index state_indexes[STATE_LENGTH];
1059 uint32_t i = 0;
1060 uint32_t num_parameters = blob_read_uint32(metadata);
1061
1062 while (i < num_parameters) {
1063 gl_register_file type = (gl_register_file) blob_read_uint32(metadata);
1064 const char *name = blob_read_string(metadata);
1065 unsigned size = blob_read_uint32(metadata);
1066 unsigned data_type = blob_read_uint32(metadata);
1067 blob_copy_bytes(metadata, (uint8_t *) state_indexes,
1068 sizeof(state_indexes));
1069
1070 _mesa_add_parameter(params, type, name, size, data_type,
1071 NULL, state_indexes);
1072
1073 i += (size + 3) / 4;
1074 }
1075
1076 blob_copy_bytes(metadata, (uint8_t *) params->ParameterValues,
1077 sizeof(gl_constant_value) * 4 * params->NumParameters);
1078
1079 params->StateFlags = blob_read_uint32(metadata);
1080 }
1081
1082 static void
1083 write_shader_metadata(struct blob *metadata, gl_linked_shader *shader)
1084 {
1085 assert(shader->Program);
1086 struct gl_program *glprog = shader->Program;
1087
1088 blob_write_bytes(metadata, glprog->TexturesUsed,
1089 sizeof(glprog->TexturesUsed));
1090 blob_write_uint64(metadata, glprog->SamplersUsed);
1091
1092 blob_write_bytes(metadata, glprog->SamplerUnits,
1093 sizeof(glprog->SamplerUnits));
1094 blob_write_bytes(metadata, glprog->sh.SamplerTargets,
1095 sizeof(glprog->sh.SamplerTargets));
1096 blob_write_uint32(metadata, glprog->ShadowSamplers);
1097
1098 blob_write_bytes(metadata, glprog->sh.ImageAccess,
1099 sizeof(glprog->sh.ImageAccess));
1100 blob_write_bytes(metadata, glprog->sh.ImageUnits,
1101 sizeof(glprog->sh.ImageUnits));
1102
1103 write_shader_parameters(metadata, glprog->Parameters);
1104 }
1105
1106 static void
1107 read_shader_metadata(struct blob_reader *metadata,
1108 struct gl_program *glprog,
1109 gl_linked_shader *linked)
1110 {
1111 blob_copy_bytes(metadata, (uint8_t *) glprog->TexturesUsed,
1112 sizeof(glprog->TexturesUsed));
1113 glprog->SamplersUsed = blob_read_uint64(metadata);
1114
1115 blob_copy_bytes(metadata, (uint8_t *) glprog->SamplerUnits,
1116 sizeof(glprog->SamplerUnits));
1117 blob_copy_bytes(metadata, (uint8_t *) glprog->sh.SamplerTargets,
1118 sizeof(glprog->sh.SamplerTargets));
1119 glprog->ShadowSamplers = blob_read_uint32(metadata);
1120
1121 blob_copy_bytes(metadata, (uint8_t *) glprog->sh.ImageAccess,
1122 sizeof(glprog->sh.ImageAccess));
1123 blob_copy_bytes(metadata, (uint8_t *) glprog->sh.ImageUnits,
1124 sizeof(glprog->sh.ImageUnits));
1125
1126 glprog->Parameters = _mesa_new_parameter_list();
1127 read_shader_parameters(metadata, glprog->Parameters);
1128 }
1129
1130 static void
1131 create_binding_str(const char *key, unsigned value, void *closure)
1132 {
1133 char **bindings_str = (char **) closure;
1134 ralloc_asprintf_append(bindings_str, "%s:%u,", key, value);
1135 }
1136
1137 static void
1138 create_linked_shader_and_program(struct gl_context *ctx,
1139 gl_shader_stage stage,
1140 struct gl_shader_program *prog,
1141 struct blob_reader *metadata)
1142 {
1143 struct gl_program *glprog;
1144
1145 struct gl_linked_shader *linked = rzalloc(NULL, struct gl_linked_shader);
1146 linked->Stage = stage;
1147
1148 glprog = ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
1149 prog->Name, false);
1150 glprog->info.stage = stage;
1151 linked->Program = glprog;
1152
1153 read_shader_metadata(metadata, glprog, linked);
1154
1155 /* Restore shader info */
1156 blob_copy_bytes(metadata, (uint8_t *) &glprog->info, sizeof(shader_info));
1157 if (glprog->info.name)
1158 glprog->info.name = ralloc_strdup(glprog, blob_read_string(metadata));
1159 if (glprog->info.label)
1160 glprog->info.label = ralloc_strdup(glprog, blob_read_string(metadata));
1161
1162 _mesa_reference_shader_program_data(ctx, &glprog->sh.data, prog->data);
1163 _mesa_reference_program(ctx, &linked->Program, glprog);
1164 prog->_LinkedShaders[stage] = linked;
1165 }
1166
1167 void
1168 shader_cache_write_program_metadata(struct gl_context *ctx,
1169 struct gl_shader_program *prog)
1170 {
1171 struct disk_cache *cache = ctx->Cache;
1172 if (!cache)
1173 return;
1174
1175 /* Exit early when we are dealing with a ff shader with no source file to
1176 * generate a source from.
1177 *
1178 * TODO: In future we should use another method to generate a key for ff
1179 * programs.
1180 */
1181 if (*prog->data->sha1 == 0)
1182 return;
1183
1184 struct blob *metadata = blob_create(NULL);
1185
1186 write_uniforms(metadata, prog);
1187
1188 write_hash_tables(metadata, prog);
1189
1190 blob_write_uint32(metadata, prog->data->Version);
1191 blob_write_uint32(metadata, prog->data->linked_stages);
1192
1193 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
1194 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
1195 if (sh) {
1196 write_shader_metadata(metadata, sh);
1197
1198 /* Store nir shader info */
1199 blob_write_bytes(metadata, &sh->Program->info, sizeof(shader_info));
1200
1201 if (sh->Program->info.name)
1202 blob_write_string(metadata, sh->Program->info.name);
1203
1204 if (sh->Program->info.label)
1205 blob_write_string(metadata, sh->Program->info.label);
1206 }
1207 }
1208
1209 write_xfb(metadata, prog);
1210
1211 write_uniform_remap_tables(metadata, prog);
1212
1213 write_atomic_buffers(metadata, prog);
1214
1215 write_buffer_blocks(metadata, prog);
1216
1217 write_subroutines(metadata, prog);
1218
1219 write_program_resource_list(metadata, prog);
1220
1221 char sha1_buf[41];
1222 for (unsigned i = 0; i < prog->NumShaders; i++) {
1223 disk_cache_put_key(cache, prog->Shaders[i]->sha1);
1224 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
1225 fprintf(stderr, "marking shader: %s\n",
1226 _mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1));
1227 }
1228 }
1229
1230 disk_cache_put(cache, prog->data->sha1, metadata->data, metadata->size);
1231
1232 ralloc_free(metadata);
1233
1234 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
1235 fprintf(stderr, "putting program metadata in cache: %s\n",
1236 _mesa_sha1_format(sha1_buf, prog->data->sha1));
1237 }
1238 }
1239
1240 bool
1241 shader_cache_read_program_metadata(struct gl_context *ctx,
1242 struct gl_shader_program *prog)
1243 {
1244 /* Fixed function programs generated by Mesa are not cached. So don't
1245 * try to read metadata for them from the cache.
1246 */
1247 if (prog->Name == 0)
1248 return false;
1249
1250 struct disk_cache *cache = ctx->Cache;
1251 if (!cache)
1252 return false;
1253
1254 /* Include bindings when creating sha1. These bindings change the resulting
1255 * binary so they are just as important as the shader source.
1256 */
1257 char *buf = ralloc_strdup(NULL, "vb: ");
1258 prog->AttributeBindings->iterate(create_binding_str, &buf);
1259 ralloc_strcat(&buf, "fb: ");
1260 prog->FragDataBindings->iterate(create_binding_str, &buf);
1261 ralloc_strcat(&buf, "fbi: ");
1262 prog->FragDataIndexBindings->iterate(create_binding_str, &buf);
1263
1264 /* SSO has an effect on the linked program so include this when generating
1265 * the sha also.
1266 */
1267 ralloc_asprintf_append(&buf, "sso: %s\n",
1268 prog->SeparateShader ? "T" : "F");
1269
1270 char sha1buf[41];
1271 for (unsigned i = 0; i < prog->NumShaders; i++) {
1272 struct gl_shader *sh = prog->Shaders[i];
1273 ralloc_asprintf_append(&buf, "%s: %s\n",
1274 _mesa_shader_stage_to_abbrev(sh->Stage),
1275 _mesa_sha1_format(sha1buf, sh->sha1));
1276 }
1277 _mesa_sha1_compute(buf, strlen(buf), prog->data->sha1);
1278 ralloc_free(buf);
1279
1280 size_t size;
1281 uint8_t *buffer = (uint8_t *) disk_cache_get(cache, prog->data->sha1,
1282 &size);
1283 if (buffer == NULL) {
1284 /* Cached program not found. We may have seen the individual shaders
1285 * before and skipped compiling but they may not have been used together
1286 * in this combination before. Fall back to linking shaders but first
1287 * re-compile the shaders.
1288 *
1289 * We could probably only compile the shaders which were skipped here
1290 * but we need to be careful because the source may also have been
1291 * changed since the last compile so for now we just recompile
1292 * everything.
1293 */
1294 compile_shaders(ctx, prog);
1295 return false;
1296 }
1297
1298 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
1299 fprintf(stderr, "loading shader program meta data from cache: %s\n",
1300 _mesa_sha1_format(sha1buf, prog->data->sha1));
1301 }
1302
1303 struct blob_reader metadata;
1304 blob_reader_init(&metadata, buffer, size);
1305
1306 assert(prog->data->UniformStorage == NULL);
1307
1308 read_uniforms(&metadata, prog);
1309
1310 read_hash_tables(&metadata, prog);
1311
1312 prog->data->Version = blob_read_uint32(&metadata);
1313 prog->data->linked_stages = blob_read_uint32(&metadata);
1314
1315 unsigned mask = prog->data->linked_stages;
1316 while (mask) {
1317 const int j = u_bit_scan(&mask);
1318 create_linked_shader_and_program(ctx, (gl_shader_stage) j, prog,
1319 &metadata);
1320 }
1321
1322 read_xfb(&metadata, prog);
1323
1324 read_uniform_remap_tables(&metadata, prog);
1325
1326 read_atomic_buffers(&metadata, prog);
1327
1328 read_buffer_blocks(&metadata, prog);
1329
1330 read_subroutines(&metadata, prog);
1331
1332 read_program_resource_list(&metadata, prog);
1333
1334 if (metadata.current != metadata.end || metadata.overrun) {
1335 /* Something has gone wrong discard the item from the cache and rebuild
1336 * from source.
1337 */
1338 assert(!"Invalid GLSL shader disk cache item!");
1339
1340 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
1341 fprintf(stderr, "Error reading program from cache (invalid GLSL "
1342 "cache item)\n");
1343 }
1344
1345 disk_cache_remove(cache, prog->data->sha1);
1346 compile_shaders(ctx, prog);
1347 free(buffer);
1348 return false;
1349 }
1350
1351 /* This is used to flag a shader retrieved from cache */
1352 prog->data->LinkStatus = linking_skipped;
1353
1354 free (buffer);
1355
1356 return true;
1357 }