#include "main/core.h"
#include "nir.h"
#include "program.h"
-#include "util/disk_cache.h"
+#include "shader_cache.h"
#include "util/mesa-sha1.h"
#include "util/string_to_uint_map.h"
}
}
+static void
+write_subroutines(struct blob *metadata, struct gl_shader_program *prog)
+{
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_linked_shader *sh = prog->_LinkedShaders[i];
+ if (!sh)
+ continue;
+
+ struct gl_program *glprog = sh->Program;
+
+ blob_write_uint32(metadata, glprog->sh.NumSubroutineUniforms);
+ blob_write_uint32(metadata, glprog->sh.MaxSubroutineFunctionIndex);
+ blob_write_uint32(metadata, glprog->sh.NumSubroutineFunctions);
+ for (unsigned j = 0; j < glprog->sh.NumSubroutineFunctions; j++) {
+ int num_types = glprog->sh.SubroutineFunctions[j].num_compat_types;
+
+ blob_write_string(metadata, glprog->sh.SubroutineFunctions[j].name);
+ blob_write_uint32(metadata, glprog->sh.SubroutineFunctions[j].index);
+ blob_write_uint32(metadata, num_types);
+
+ for (int k = 0; k < num_types; k++) {
+ encode_type_to_blob(metadata,
+ glprog->sh.SubroutineFunctions[j].types[k]);
+ }
+ }
+ }
+}
+
+static void
+read_subroutines(struct blob_reader *metadata, struct gl_shader_program *prog)
+{
+ struct gl_subroutine_function *subs;
+
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_linked_shader *sh = prog->_LinkedShaders[i];
+ if (!sh)
+ continue;
+
+ struct gl_program *glprog = sh->Program;
+
+ glprog->sh.NumSubroutineUniforms = blob_read_uint32(metadata);
+ glprog->sh.MaxSubroutineFunctionIndex = blob_read_uint32(metadata);
+ glprog->sh.NumSubroutineFunctions = blob_read_uint32(metadata);
+
+ subs = rzalloc_array(prog, struct gl_subroutine_function,
+ glprog->sh.NumSubroutineFunctions);
+ glprog->sh.SubroutineFunctions = subs;
+
+ for (unsigned j = 0; j < glprog->sh.NumSubroutineFunctions; j++) {
+ subs[j].name = ralloc_strdup(prog, blob_read_string (metadata));
+ subs[j].index = (int) blob_read_uint32(metadata);
+ subs[j].num_compat_types = (int) blob_read_uint32(metadata);
+
+ subs[j].types = rzalloc_array(prog, const struct glsl_type *,
+ subs[j].num_compat_types);
+ for (int k = 0; k < subs[j].num_compat_types; k++) {
+ subs[j].types[k] = decode_type_from_blob(metadata);
+ }
+ }
+ }
+}
+
+static void
+write_buffer_block(struct blob *metadata, struct gl_uniform_block *b)
+{
+ blob_write_string(metadata, b->Name);
+ blob_write_uint32(metadata, b->NumUniforms);
+ blob_write_uint32(metadata, b->Binding);
+ blob_write_uint32(metadata, b->UniformBufferSize);
+ blob_write_uint32(metadata, b->stageref);
+
+ for (unsigned j = 0; j < b->NumUniforms; j++) {
+ blob_write_string(metadata, b->Uniforms[j].Name);
+ blob_write_string(metadata, b->Uniforms[j].IndexName);
+ encode_type_to_blob(metadata, b->Uniforms[j].Type);
+ blob_write_uint32(metadata, b->Uniforms[j].Offset);
+ }
+}
+
+static void
+write_buffer_blocks(struct blob *metadata, struct gl_shader_program *prog)
+{
+ blob_write_uint32(metadata, prog->data->NumUniformBlocks);
+ blob_write_uint32(metadata, prog->data->NumShaderStorageBlocks);
+
+ for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
+ write_buffer_block(metadata, &prog->data->UniformBlocks[i]);
+ }
+
+ for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
+ write_buffer_block(metadata, &prog->data->ShaderStorageBlocks[i]);
+ }
+
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_linked_shader *sh = prog->_LinkedShaders[i];
+ if (!sh)
+ continue;
+
+ struct gl_program *glprog = sh->Program;
+
+ blob_write_uint32(metadata, glprog->info.num_ubos);
+ blob_write_uint32(metadata, glprog->info.num_ssbos);
+
+ for (unsigned j = 0; j < glprog->info.num_ubos; j++) {
+ uint32_t offset =
+ glprog->sh.UniformBlocks[j] - prog->data->UniformBlocks;
+ blob_write_uint32(metadata, offset);
+ }
+
+ for (unsigned j = 0; j < glprog->info.num_ssbos; j++) {
+ uint32_t offset = glprog->sh.ShaderStorageBlocks[j] -
+ prog->data->ShaderStorageBlocks;
+ blob_write_uint32(metadata, offset);
+ }
+ }
+}
+
+static void
+read_buffer_block(struct blob_reader *metadata, struct gl_uniform_block *b,
+ struct gl_shader_program *prog)
+{
+ b->Name = ralloc_strdup(prog->data, blob_read_string (metadata));
+ b->NumUniforms = blob_read_uint32(metadata);
+ b->Binding = blob_read_uint32(metadata);
+ b->UniformBufferSize = blob_read_uint32(metadata);
+ b->stageref = blob_read_uint32(metadata);
+
+ b->Uniforms =
+ rzalloc_array(prog->data, struct gl_uniform_buffer_variable,
+ b->NumUniforms);
+ for (unsigned j = 0; j < b->NumUniforms; j++) {
+ b->Uniforms[j].Name = ralloc_strdup(prog->data,
+ blob_read_string (metadata));
+
+ char *index_name = blob_read_string(metadata);
+ if (strcmp(b->Uniforms[j].Name, index_name) == 0) {
+ b->Uniforms[j].IndexName = b->Uniforms[j].Name;
+ } else {
+ b->Uniforms[j].IndexName = ralloc_strdup(prog->data, index_name);
+ }
+
+ b->Uniforms[j].Type = decode_type_from_blob(metadata);
+ b->Uniforms[j].Offset = blob_read_uint32(metadata);
+ }
+}
+
+static void
+read_buffer_blocks(struct blob_reader *metadata,
+ struct gl_shader_program *prog)
+{
+ prog->data->NumUniformBlocks = blob_read_uint32(metadata);
+ prog->data->NumShaderStorageBlocks = blob_read_uint32(metadata);
+
+ prog->data->UniformBlocks =
+ rzalloc_array(prog->data, struct gl_uniform_block,
+ prog->data->NumUniformBlocks);
+
+ prog->data->ShaderStorageBlocks =
+ rzalloc_array(prog->data, struct gl_uniform_block,
+ prog->data->NumShaderStorageBlocks);
+
+ for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
+ read_buffer_block(metadata, &prog->data->UniformBlocks[i], prog);
+ }
+
+ for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
+ read_buffer_block(metadata, &prog->data->ShaderStorageBlocks[i], prog);
+ }
+
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_linked_shader *sh = prog->_LinkedShaders[i];
+ if (!sh)
+ continue;
+
+ struct gl_program *glprog = sh->Program;
+
+ glprog->info.num_ubos = blob_read_uint32(metadata);
+ glprog->info.num_ssbos = blob_read_uint32(metadata);
+
+ glprog->sh.UniformBlocks =
+ rzalloc_array(glprog, gl_uniform_block *, glprog->info.num_ubos);
+ glprog->sh.ShaderStorageBlocks =
+ rzalloc_array(glprog, gl_uniform_block *, glprog->info.num_ssbos);
+
+ for (unsigned j = 0; j < glprog->info.num_ubos; j++) {
+ uint32_t offset = blob_read_uint32(metadata);
+ glprog->sh.UniformBlocks[j] = prog->data->UniformBlocks + offset;
+ }
+
+ for (unsigned j = 0; j < glprog->info.num_ssbos; j++) {
+ uint32_t offset = blob_read_uint32(metadata);
+ glprog->sh.ShaderStorageBlocks[j] =
+ prog->data->ShaderStorageBlocks + offset;
+ }
+ }
+}
+
+static void
+write_atomic_buffers(struct blob *metadata, struct gl_shader_program *prog)
+{
+ blob_write_uint32(metadata, prog->data->NumAtomicBuffers);
+
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ if (prog->_LinkedShaders[i]) {
+ struct gl_program *glprog = prog->_LinkedShaders[i]->Program;
+ blob_write_uint32(metadata, glprog->info.num_abos);
+ }
+ }
+
+ for (unsigned i = 0; i < prog->data->NumAtomicBuffers; i++) {
+ blob_write_uint32(metadata, prog->data->AtomicBuffers[i].Binding);
+ blob_write_uint32(metadata, prog->data->AtomicBuffers[i].MinimumSize);
+ blob_write_uint32(metadata, prog->data->AtomicBuffers[i].NumUniforms);
+
+ blob_write_bytes(metadata, prog->data->AtomicBuffers[i].StageReferences,
+ sizeof(prog->data->AtomicBuffers[i].StageReferences));
+
+ for (unsigned j = 0; j < prog->data->AtomicBuffers[i].NumUniforms; j++) {
+ blob_write_uint32(metadata, prog->data->AtomicBuffers[i].Uniforms[j]);
+ }
+ }
+}
+
+static void
+read_atomic_buffers(struct blob_reader *metadata,
+ struct gl_shader_program *prog)
+{
+ prog->data->NumAtomicBuffers = blob_read_uint32(metadata);
+ prog->data->AtomicBuffers =
+ rzalloc_array(prog, gl_active_atomic_buffer,
+ prog->data->NumAtomicBuffers);
+
+ struct gl_active_atomic_buffer **stage_buff_list[MESA_SHADER_STAGES];
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ if (prog->_LinkedShaders[i]) {
+ struct gl_program *glprog = prog->_LinkedShaders[i]->Program;
+
+ glprog->info.num_abos = blob_read_uint32(metadata);
+ glprog->sh.AtomicBuffers =
+ rzalloc_array(glprog, gl_active_atomic_buffer *,
+ glprog->info.num_abos);
+ stage_buff_list[i] = glprog->sh.AtomicBuffers;
+ }
+ }
+
+ for (unsigned i = 0; i < prog->data->NumAtomicBuffers; i++) {
+ prog->data->AtomicBuffers[i].Binding = blob_read_uint32(metadata);
+ prog->data->AtomicBuffers[i].MinimumSize = blob_read_uint32(metadata);
+ prog->data->AtomicBuffers[i].NumUniforms = blob_read_uint32(metadata);
+
+ blob_copy_bytes(metadata,
+ (uint8_t *) &prog->data->AtomicBuffers[i].StageReferences,
+ sizeof(prog->data->AtomicBuffers[i].StageReferences));
+
+ prog->data->AtomicBuffers[i].Uniforms = rzalloc_array(prog, unsigned,
+ prog->data->AtomicBuffers[i].NumUniforms);
+
+ for (unsigned j = 0; j < prog->data->AtomicBuffers[i].NumUniforms; j++) {
+ prog->data->AtomicBuffers[i].Uniforms[j] = blob_read_uint32(metadata);
+ }
+
+ for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
+ if (prog->data->AtomicBuffers[i].StageReferences[j]) {
+ *stage_buff_list[j] = &prog->data->AtomicBuffers[i];
+ stage_buff_list[j]++;
+ }
+ }
+ }
+}
+
+static void
+write_xfb(struct blob *metadata, struct gl_shader_program *shProg)
+{
+ struct gl_program *prog = shProg->last_vert_prog;
+
+ if (!prog) {
+ blob_write_uint32(metadata, ~0u);
+ return;
+ }
+
+ struct gl_transform_feedback_info *ltf = prog->sh.LinkedTransformFeedback;
+
+ blob_write_uint32(metadata, prog->info.stage);
+
+ blob_write_uint32(metadata, ltf->NumOutputs);
+ blob_write_uint32(metadata, ltf->ActiveBuffers);
+ blob_write_uint32(metadata, ltf->NumVarying);
+
+ blob_write_bytes(metadata, ltf->Outputs,
+ sizeof(struct gl_transform_feedback_output) *
+ ltf->NumOutputs);
+
+ for (int i = 0; i < ltf->NumVarying; i++) {
+ blob_write_string(metadata, ltf->Varyings[i].Name);
+ blob_write_uint32(metadata, ltf->Varyings[i].Type);
+ blob_write_uint32(metadata, ltf->Varyings[i].BufferIndex);
+ blob_write_uint32(metadata, ltf->Varyings[i].Size);
+ blob_write_uint32(metadata, ltf->Varyings[i].Offset);
+ }
+
+ blob_write_bytes(metadata, ltf->Buffers,
+ sizeof(struct gl_transform_feedback_buffer) *
+ MAX_FEEDBACK_BUFFERS);
+}
+
+static void
+read_xfb(struct blob_reader *metadata, struct gl_shader_program *shProg)
+{
+ unsigned xfb_stage = blob_read_uint32(metadata);
+
+ if (xfb_stage == ~0u)
+ return;
+
+ struct gl_program *prog = shProg->_LinkedShaders[xfb_stage]->Program;
+ struct gl_transform_feedback_info *ltf =
+ rzalloc(prog, struct gl_transform_feedback_info);
+
+ prog->sh.LinkedTransformFeedback = ltf;
+ shProg->last_vert_prog = prog;
+
+ ltf->NumOutputs = blob_read_uint32(metadata);
+ ltf->ActiveBuffers = blob_read_uint32(metadata);
+ ltf->NumVarying = blob_read_uint32(metadata);
+
+ ltf->Outputs = rzalloc_array(prog, struct gl_transform_feedback_output,
+ ltf->NumOutputs);
+
+ blob_copy_bytes(metadata, (uint8_t *) ltf->Outputs,
+ sizeof(struct gl_transform_feedback_output) *
+ ltf->NumOutputs);
+
+ ltf->Varyings = rzalloc_array(prog,
+ struct gl_transform_feedback_varying_info,
+ ltf->NumVarying);
+
+ for (int i = 0; i < ltf->NumVarying; i++) {
+ ltf->Varyings[i].Name = ralloc_strdup(prog, blob_read_string(metadata));
+ ltf->Varyings[i].Type = blob_read_uint32(metadata);
+ ltf->Varyings[i].BufferIndex = blob_read_uint32(metadata);
+ ltf->Varyings[i].Size = blob_read_uint32(metadata);
+ ltf->Varyings[i].Offset = blob_read_uint32(metadata);
+ }
+
+ blob_copy_bytes(metadata, (uint8_t *) ltf->Buffers,
+ sizeof(struct gl_transform_feedback_buffer) *
+ MAX_FEEDBACK_BUFFERS);
+}
+
static void
write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
{
blob_write_string(metadata, prog->data->UniformStorage[i].name);
blob_write_uint32(metadata, prog->data->UniformStorage[i].storage -
prog->data->UniformDataSlots);
+ blob_write_uint32(metadata, prog->data->UniformStorage[i].builtin);
blob_write_uint32(metadata, prog->data->UniformStorage[i].remap_location);
blob_write_uint32(metadata, prog->data->UniformStorage[i].block_index);
blob_write_uint32(metadata, prog->data->UniformStorage[i].atomic_buffer_index);
blob_write_uint32(metadata, prog->data->UniformStorage[i].offset);
blob_write_uint32(metadata, prog->data->UniformStorage[i].array_stride);
+ blob_write_uint32(metadata, prog->data->UniformStorage[i].hidden);
+ blob_write_uint32(metadata, prog->data->UniformStorage[i].is_shader_storage);
blob_write_uint32(metadata, prog->data->UniformStorage[i].matrix_stride);
blob_write_uint32(metadata, prog->data->UniformStorage[i].row_major);
blob_write_uint32(metadata,
prog->data->UniformStorage[i].top_level_array_size);
blob_write_uint32(metadata,
prog->data->UniformStorage[i].top_level_array_stride);
+ blob_write_bytes(metadata, prog->data->UniformStorage[i].opaque,
+ sizeof(prog->data->UniformStorage[i].opaque));
+ }
+
+ /* Here we cache all uniform values. We do this to retain values for
+ * uniforms with initialisers and also hidden uniforms that may be lowered
+ * constant arrays. We could possibly just store the values we need but for
+ * now we just store everything.
+ */
+ blob_write_uint32(metadata, prog->data->NumHiddenUniforms);
+ for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
+ if (!prog->data->UniformStorage[i].builtin &&
+ !prog->data->UniformStorage[i].is_shader_storage &&
+ prog->data->UniformStorage[i].block_index == -1) {
+ unsigned vec_size =
+ values_for_type(prog->data->UniformStorage[i].type) *
+ MAX2(prog->data->UniformStorage[i].array_elements, 1);
+ blob_write_bytes(metadata, prog->data->UniformStorage[i].storage,
+ sizeof(union gl_constant_value) * vec_size);
+ }
}
}
uniforms[i].array_elements = blob_read_uint32(metadata);
uniforms[i].name = ralloc_strdup(prog, blob_read_string (metadata));
uniforms[i].storage = data + blob_read_uint32(metadata);
+ uniforms[i].builtin = blob_read_uint32(metadata);
uniforms[i].remap_location = blob_read_uint32(metadata);
uniforms[i].block_index = blob_read_uint32(metadata);
uniforms[i].atomic_buffer_index = blob_read_uint32(metadata);
uniforms[i].offset = blob_read_uint32(metadata);
uniforms[i].array_stride = blob_read_uint32(metadata);
+ uniforms[i].hidden = blob_read_uint32(metadata);
+ uniforms[i].is_shader_storage = blob_read_uint32(metadata);
uniforms[i].matrix_stride = blob_read_uint32(metadata);
uniforms[i].row_major = blob_read_uint32(metadata);
uniforms[i].num_compatible_subroutines = blob_read_uint32(metadata);
uniforms[i].top_level_array_size = blob_read_uint32(metadata);
uniforms[i].top_level_array_stride = blob_read_uint32(metadata);
prog->UniformHash->put(i, uniforms[i].name);
+
+ memcpy(uniforms[i].opaque,
+ blob_read_bytes(metadata, sizeof(uniforms[i].opaque)),
+ sizeof(uniforms[i].opaque));
+ }
+
+ /* Restore uniform values. */
+ prog->data->NumHiddenUniforms = blob_read_uint32(metadata);
+ for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
+ if (!prog->data->UniformStorage[i].builtin &&
+ !prog->data->UniformStorage[i].is_shader_storage &&
+ prog->data->UniformStorage[i].block_index == -1) {
+ unsigned vec_size =
+ values_for_type(prog->data->UniformStorage[i].type) *
+ MAX2(prog->data->UniformStorage[i].array_elements, 1);
+ blob_copy_bytes(metadata,
+ (uint8_t *) prog->data->UniformStorage[i].storage,
+ sizeof(union gl_constant_value) * vec_size);
+
+ assert(vec_size + prog->data->UniformStorage[i].storage <=
+ data + prog->data->NumUniformDataSlots);
+ }
}
}
+enum uniform_remap_type
+{
+ remap_type_inactive_explicit_location,
+ remap_type_null_ptr,
+ remap_type_uniform_offset
+};
static void
-write_uniform_remap_table(struct blob *metadata,
- struct gl_shader_program *prog)
+write_uniform_remap_table_entry(struct blob *metadata,
+ gl_uniform_storage *uniform_storage,
+ gl_uniform_storage *entry)
+{
+ if (entry == INACTIVE_UNIFORM_EXPLICIT_LOCATION) {
+ blob_write_uint32(metadata, remap_type_inactive_explicit_location);
+ } else if (entry == NULL) {
+ blob_write_uint32(metadata, remap_type_null_ptr);
+ } else {
+ blob_write_uint32(metadata, remap_type_uniform_offset);
+
+ uint32_t offset = entry - uniform_storage;
+ blob_write_uint32(metadata, offset);
+ }
+}
+
+static void
+write_uniform_remap_tables(struct blob *metadata,
+ struct gl_shader_program *prog)
{
blob_write_uint32(metadata, prog->NumUniformRemapTable);
for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
- blob_write_uint32(metadata, prog->UniformRemapTable[i] -
- prog->data->UniformStorage);
+ write_uniform_remap_table_entry(metadata, prog->data->UniformStorage,
+ prog->UniformRemapTable[i]);
+ }
+
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_linked_shader *sh = prog->_LinkedShaders[i];
+ if (sh) {
+ struct gl_program *glprog = sh->Program;
+ blob_write_uint32(metadata, glprog->sh.NumSubroutineUniformRemapTable);
+
+ for (unsigned j = 0; j < glprog->sh.NumSubroutineUniformRemapTable; j++) {
+ write_uniform_remap_table_entry(metadata,
+ prog->data->UniformStorage,
+ glprog->sh.SubroutineUniformRemapTable[j]);
+ }
+ }
}
}
static void
-read_uniform_remap_table(struct blob_reader *metadata,
- struct gl_shader_program *prog)
+read_uniform_remap_table_entry(struct blob_reader *metadata,
+ gl_uniform_storage *uniform_storage,
+ gl_uniform_storage **entry,
+ enum uniform_remap_type type)
+{
+ if (type == remap_type_inactive_explicit_location) {
+ *entry = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
+ } else if (type == remap_type_null_ptr) {
+ *entry = NULL;
+ } else {
+ uint32_t uni_offset = blob_read_uint32(metadata);
+ *entry = uniform_storage + uni_offset;
+ }
+}
+
+static void
+read_uniform_remap_tables(struct blob_reader *metadata,
+ struct gl_shader_program *prog)
{
prog->NumUniformRemapTable = blob_read_uint32(metadata);
- prog->UniformRemapTable =rzalloc_array(prog, struct gl_uniform_storage *,
- prog->NumUniformRemapTable);
+ prog->UniformRemapTable = rzalloc_array(prog, struct gl_uniform_storage *,
+ prog->NumUniformRemapTable);
for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
- prog->UniformRemapTable[i] =
- prog->data->UniformStorage + blob_read_uint32(metadata);
+ enum uniform_remap_type type =
+ (enum uniform_remap_type) blob_read_uint32(metadata);
+
+ read_uniform_remap_table_entry(metadata, prog->data->UniformStorage,
+ &prog->UniformRemapTable[i], type);
+ }
+
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_linked_shader *sh = prog->_LinkedShaders[i];
+ if (sh) {
+ struct gl_program *glprog = sh->Program;
+ glprog->sh.NumSubroutineUniformRemapTable = blob_read_uint32(metadata);
+
+ glprog->sh.SubroutineUniformRemapTable =
+ rzalloc_array(glprog, struct gl_uniform_storage *,
+ glprog->sh.NumSubroutineUniformRemapTable);
+
+ for (unsigned j = 0; j < glprog->sh.NumSubroutineUniformRemapTable; j++) {
+ enum uniform_remap_type type =
+ (enum uniform_remap_type) blob_read_uint32(metadata);
+
+ read_uniform_remap_table_entry(metadata,
+ prog->data->UniformStorage,
+ &glprog->sh.SubroutineUniformRemapTable[j],
+ type);
+ }
+ }
}
}
read_hash_table(metadata, prog->FragDataIndexBindings);
}
+static void
+write_shader_subroutine_index(struct blob *metadata,
+ struct gl_linked_shader *sh,
+ struct gl_program_resource *res)
+{
+ assert(sh);
+
+ for (unsigned j = 0; j < sh->Program->sh.NumSubroutineFunctions; j++) {
+ if (strcmp(((gl_subroutine_function *)res->Data)->name,
+ sh->Program->sh.SubroutineFunctions[j].name) == 0) {
+ blob_write_uint32(metadata, j);
+ break;
+ }
+ }
+}
+
+static void
+write_program_resource_data(struct blob *metadata,
+ struct gl_shader_program *prog,
+ struct gl_program_resource *res)
+{
+ struct gl_linked_shader *sh;
+
+ switch(res->Type) {
+ case GL_PROGRAM_INPUT:
+ case GL_PROGRAM_OUTPUT: {
+ const gl_shader_variable *var = (gl_shader_variable *)res->Data;
+ blob_write_bytes(metadata, var, sizeof(gl_shader_variable));
+ encode_type_to_blob(metadata, var->type);
+
+ if (var->interface_type)
+ encode_type_to_blob(metadata, var->interface_type);
+
+ if (var->outermost_struct_type)
+ encode_type_to_blob(metadata, var->outermost_struct_type);
+
+ blob_write_string(metadata, var->name);
+ break;
+ }
+ case GL_UNIFORM_BLOCK:
+ for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
+ if (strcmp(((gl_uniform_block *)res->Data)->Name,
+ prog->data->UniformBlocks[i].Name) == 0) {
+ blob_write_uint32(metadata, i);
+ break;
+ }
+ }
+ break;
+ case GL_SHADER_STORAGE_BLOCK:
+ for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
+ if (strcmp(((gl_uniform_block *)res->Data)->Name,
+ prog->data->ShaderStorageBlocks[i].Name) == 0) {
+ blob_write_uint32(metadata, i);
+ break;
+ }
+ }
+ break;
+ case GL_BUFFER_VARIABLE:
+ case GL_VERTEX_SUBROUTINE_UNIFORM:
+ case GL_GEOMETRY_SUBROUTINE_UNIFORM:
+ case GL_FRAGMENT_SUBROUTINE_UNIFORM:
+ case GL_COMPUTE_SUBROUTINE_UNIFORM:
+ case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
+ case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
+ case GL_UNIFORM:
+ for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
+ if (strcmp(((gl_uniform_storage *)res->Data)->name,
+ prog->data->UniformStorage[i].name) == 0) {
+ blob_write_uint32(metadata, i);
+ break;
+ }
+ }
+ break;
+ case GL_ATOMIC_COUNTER_BUFFER:
+ for (unsigned i = 0; i < prog->data->NumAtomicBuffers; i++) {
+ if (((gl_active_atomic_buffer *)res->Data)->Binding ==
+ prog->data->AtomicBuffers[i].Binding) {
+ blob_write_uint32(metadata, i);
+ break;
+ }
+ }
+ break;
+ case GL_TRANSFORM_FEEDBACK_BUFFER:
+ for (unsigned i = 0; i < MAX_FEEDBACK_BUFFERS; i++) {
+ if (((gl_transform_feedback_buffer *)res->Data)->Binding ==
+ prog->last_vert_prog->sh.LinkedTransformFeedback->Buffers[i].Binding) {
+ blob_write_uint32(metadata, i);
+ break;
+ }
+ }
+ break;
+ case GL_TRANSFORM_FEEDBACK_VARYING:
+ for (int i = 0; i < prog->last_vert_prog->sh.LinkedTransformFeedback->NumVarying; i++) {
+ if (strcmp(((gl_transform_feedback_varying_info *)res->Data)->Name,
+ prog->last_vert_prog->sh.LinkedTransformFeedback->Varyings[i].Name) == 0) {
+ blob_write_uint32(metadata, i);
+ break;
+ }
+ }
+ break;
+ case GL_VERTEX_SUBROUTINE:
+ case GL_TESS_CONTROL_SUBROUTINE:
+ case GL_TESS_EVALUATION_SUBROUTINE:
+ case GL_GEOMETRY_SUBROUTINE:
+ case GL_FRAGMENT_SUBROUTINE:
+ case GL_COMPUTE_SUBROUTINE:
+ sh =
+ prog->_LinkedShaders[_mesa_shader_stage_from_subroutine(res->Type)];
+ write_shader_subroutine_index(metadata, sh, res);
+ break;
+ default:
+ assert(!"Support for writing resource not yet implemented.");
+ }
+}
+
+static void
+read_program_resource_data(struct blob_reader *metadata,
+ struct gl_shader_program *prog,
+ struct gl_program_resource *res)
+{
+ struct gl_linked_shader *sh;
+
+ switch(res->Type) {
+ case GL_PROGRAM_INPUT:
+ case GL_PROGRAM_OUTPUT: {
+ gl_shader_variable *var = ralloc(prog, struct gl_shader_variable);
+
+ blob_copy_bytes(metadata, (uint8_t *) var, sizeof(gl_shader_variable));
+ var->type = decode_type_from_blob(metadata);
+
+ if (var->interface_type)
+ var->interface_type = decode_type_from_blob(metadata);
+
+ if (var->outermost_struct_type)
+ var->outermost_struct_type = decode_type_from_blob(metadata);
+
+ var->name = ralloc_strdup(prog, blob_read_string(metadata));
+
+ res->Data = var;
+ break;
+ }
+ case GL_UNIFORM_BLOCK:
+ res->Data = &prog->data->UniformBlocks[blob_read_uint32(metadata)];
+ break;
+ case GL_SHADER_STORAGE_BLOCK:
+ res->Data = &prog->data->ShaderStorageBlocks[blob_read_uint32(metadata)];
+ break;
+ case GL_BUFFER_VARIABLE:
+ case GL_VERTEX_SUBROUTINE_UNIFORM:
+ case GL_GEOMETRY_SUBROUTINE_UNIFORM:
+ case GL_FRAGMENT_SUBROUTINE_UNIFORM:
+ case GL_COMPUTE_SUBROUTINE_UNIFORM:
+ case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
+ case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
+ case GL_UNIFORM:
+ res->Data = &prog->data->UniformStorage[blob_read_uint32(metadata)];
+ break;
+ case GL_ATOMIC_COUNTER_BUFFER:
+ res->Data = &prog->data->AtomicBuffers[blob_read_uint32(metadata)];
+ break;
+ case GL_TRANSFORM_FEEDBACK_BUFFER:
+ res->Data = &prog->last_vert_prog->
+ sh.LinkedTransformFeedback->Buffers[blob_read_uint32(metadata)];
+ break;
+ case GL_TRANSFORM_FEEDBACK_VARYING:
+ res->Data = &prog->last_vert_prog->
+ sh.LinkedTransformFeedback->Varyings[blob_read_uint32(metadata)];
+ break;
+ case GL_VERTEX_SUBROUTINE:
+ case GL_TESS_CONTROL_SUBROUTINE:
+ case GL_TESS_EVALUATION_SUBROUTINE:
+ case GL_GEOMETRY_SUBROUTINE:
+ case GL_FRAGMENT_SUBROUTINE:
+ case GL_COMPUTE_SUBROUTINE:
+ sh =
+ prog->_LinkedShaders[_mesa_shader_stage_from_subroutine(res->Type)];
+ res->Data =
+ &sh->Program->sh.SubroutineFunctions[blob_read_uint32(metadata)];
+ break;
+ default:
+ assert(!"Support for reading resource not yet implemented.");
+ }
+}
+
+static void
+write_program_resource_list(struct blob *metadata,
+ struct gl_shader_program *prog)
+{
+ blob_write_uint32(metadata, prog->data->NumProgramResourceList);
+
+ for (unsigned i = 0; i < prog->data->NumProgramResourceList; i++) {
+ blob_write_uint32(metadata, prog->data->ProgramResourceList[i].Type);
+ write_program_resource_data(metadata, prog,
+ &prog->data->ProgramResourceList[i]);
+ blob_write_bytes(metadata,
+ &prog->data->ProgramResourceList[i].StageReferences,
+ sizeof(prog->data->ProgramResourceList[i].StageReferences));
+ }
+}
+
+static void
+read_program_resource_list(struct blob_reader *metadata,
+ struct gl_shader_program *prog)
+{
+ prog->data->NumProgramResourceList = blob_read_uint32(metadata);
+
+ prog->data->ProgramResourceList =
+ ralloc_array(prog, gl_program_resource,
+ prog->data->NumProgramResourceList);
+
+ for (unsigned i = 0; i < prog->data->NumProgramResourceList; i++) {
+ prog->data->ProgramResourceList[i].Type = blob_read_uint32(metadata);
+ read_program_resource_data(metadata, prog,
+ &prog->data->ProgramResourceList[i]);
+ blob_copy_bytes(metadata,
+ (uint8_t *) &prog->data->ProgramResourceList[i].StageReferences,
+ sizeof(prog->data->ProgramResourceList[i].StageReferences));
+ }
+}
+
static void
write_shader_parameters(struct blob *metadata,
struct gl_program_parameter_list *params)
uint32_t i = 0;
uint32_t num_parameters = blob_read_uint32(metadata);
+ _mesa_reserve_parameter_storage(params, num_parameters);
while (i < num_parameters) {
gl_register_file type = (gl_register_file) blob_read_uint32(metadata);
const char *name = blob_read_string(metadata);
sizeof(glprog->TexturesUsed));
blob_write_uint64(metadata, glprog->SamplersUsed);
+ blob_write_bytes(metadata, glprog->SamplerUnits,
+ sizeof(glprog->SamplerUnits));
+ blob_write_bytes(metadata, glprog->sh.SamplerTargets,
+ sizeof(glprog->sh.SamplerTargets));
+ blob_write_uint32(metadata, glprog->ShadowSamplers);
+
+ blob_write_bytes(metadata, glprog->sh.ImageAccess,
+ sizeof(glprog->sh.ImageAccess));
+ blob_write_bytes(metadata, glprog->sh.ImageUnits,
+ sizeof(glprog->sh.ImageUnits));
+
write_shader_parameters(metadata, glprog->Parameters);
}
sizeof(glprog->TexturesUsed));
glprog->SamplersUsed = blob_read_uint64(metadata);
+ blob_copy_bytes(metadata, (uint8_t *) glprog->SamplerUnits,
+ sizeof(glprog->SamplerUnits));
+ blob_copy_bytes(metadata, (uint8_t *) glprog->sh.SamplerTargets,
+ sizeof(glprog->sh.SamplerTargets));
+ glprog->ShadowSamplers = blob_read_uint32(metadata);
+
+ blob_copy_bytes(metadata, (uint8_t *) glprog->sh.ImageAccess,
+ sizeof(glprog->sh.ImageAccess));
+ blob_copy_bytes(metadata, (uint8_t *) glprog->sh.ImageUnits,
+ sizeof(glprog->sh.ImageUnits));
+
glprog->Parameters = _mesa_new_parameter_list();
read_shader_parameters(metadata, glprog->Parameters);
}
* TODO: In future we should use another method to generate a key for ff
* programs.
*/
- if (*prog->data->sha1 == 0)
+ static const char zero[sizeof(prog->data->sha1)] = {0};
+ if (memcmp(prog->data->sha1, zero, sizeof(prog->data->sha1)) == 0)
return;
- struct blob *metadata = blob_create(NULL);
+ struct blob *metadata = blob_create();
write_uniforms(metadata, prog);
}
}
- write_uniform_remap_table(metadata, prog);
+ write_xfb(metadata, prog);
+
+ write_uniform_remap_tables(metadata, prog);
+
+ write_atomic_buffers(metadata, prog);
+
+ write_buffer_blocks(metadata, prog);
+
+ write_subroutines(metadata, prog);
+
+ write_program_resource_list(metadata, prog);
char sha1_buf[41];
for (unsigned i = 0; i < prog->NumShaders; i++) {
disk_cache_put_key(cache, prog->Shaders[i]->sha1);
if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
- fprintf(stderr, "marking shader: %s\n",
- _mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1));
+ _mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1);
+ fprintf(stderr, "marking shader: %s\n", sha1_buf);
}
}
disk_cache_put(cache, prog->data->sha1, metadata->data, metadata->size);
- ralloc_free(metadata);
+ blob_destroy(metadata);
if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
- fprintf(stderr, "putting program metadata in cache: %s\n",
- _mesa_sha1_format(sha1_buf, prog->data->sha1));
+ _mesa_sha1_format(sha1_buf, prog->data->sha1);
+ fprintf(stderr, "putting program metadata in cache: %s\n", sha1_buf);
}
}
return false;
struct disk_cache *cache = ctx->Cache;
- if (!cache)
+ if (!cache || prog->data->cache_fallback)
return false;
/* Include bindings when creating sha1. These bindings change the resulting
ralloc_asprintf_append(&buf, "sso: %s\n",
prog->SeparateShader ? "T" : "F");
+ /* A shader might end up producing different output depending on the glsl
+ * version supported by the compiler. For example a different path might be
+ * taken by the preprocessor, so add the version to the hash input.
+ */
+ ralloc_asprintf_append(&buf, "api: %d glsl: %d fglsl: %d\n",
+ ctx->API, ctx->Const.GLSLVersion,
+ ctx->Const.ForceGLSLVersion);
+
+ /* DRI config options may also change the output from the compiler so
+ * include them as an input to sha1 creation.
+ */
char sha1buf[41];
+ _mesa_sha1_format(sha1buf, ctx->Const.dri_config_options_sha1);
+ ralloc_strcat(&buf, sha1buf);
+
for (unsigned i = 0; i < prog->NumShaders; i++) {
struct gl_shader *sh = prog->Shaders[i];
+ _mesa_sha1_format(sha1buf, sh->sha1);
ralloc_asprintf_append(&buf, "%s: %s\n",
- _mesa_shader_stage_to_abbrev(sh->Stage),
- _mesa_sha1_format(sha1buf, sh->sha1));
+ _mesa_shader_stage_to_abbrev(sh->Stage), sha1buf);
}
- _mesa_sha1_compute(buf, strlen(buf), prog->data->sha1);
+ disk_cache_compute_key(cache, buf, strlen(buf), prog->data->sha1);
ralloc_free(buf);
size_t size;
}
if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
+ _mesa_sha1_format(sha1buf, prog->data->sha1);
fprintf(stderr, "loading shader program meta data from cache: %s\n",
- _mesa_sha1_format(sha1buf, prog->data->sha1));
+ sha1buf);
}
struct blob_reader metadata;
&metadata);
}
- read_uniform_remap_table(&metadata, prog);
+ read_xfb(&metadata, prog);
+
+ read_uniform_remap_tables(&metadata, prog);
+
+ read_atomic_buffers(&metadata, prog);
+
+ read_buffer_blocks(&metadata, prog);
+
+ read_subroutines(&metadata, prog);
+
+ read_program_resource_list(&metadata, prog);
if (metadata.current != metadata.end || metadata.overrun) {
/* Something has gone wrong discard the item from the cache and rebuild
/* This is used to flag a shader retrieved from cache */
prog->data->LinkStatus = linking_skipped;
+ /* Since the program load was successful, CompileStatus of all shaders at
+ * this point should normally be compile_skipped. However because of how
+ * the eviction works, it may happen that some of the individual shader keys
+ * have been evicted, resulting in unnecessary recompiles on this load, so
+ * mark them again to skip such recompiles next time.
+ */
+ char sha1_buf[41];
+ for (unsigned i = 0; i < prog->NumShaders; i++) {
+ if (prog->Shaders[i]->CompileStatus == compiled_no_opts) {
+ disk_cache_put_key(cache, prog->Shaders[i]->sha1);
+ if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
+ _mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1);
+ fprintf(stderr, "re-marking shader: %s\n", sha1_buf);
+ }
+ }
+ }
+
free (buffer);
return true;