* (iris_uncompiled_shader), due to state-based recompiles (brw_*_prog_key).
*/
struct iris_compiled_shader {
+ struct list_head link;
+
/** Reference to the uploaded assembly. */
struct iris_state_ref assembly;
struct iris_compiled_shader *prog[MESA_SHADER_STAGES];
struct brw_vue_map *last_vue_map;
+ /** List of shader variants whose deletion has been deferred for now */
+ struct list_head deleted_variants[MESA_SHADER_STAGES];
+
struct u_upload_mgr *uploader;
struct hash_table *cache;
const void *iris_find_previous_compile(const struct iris_context *ice,
enum iris_program_cache_id cache_id,
unsigned program_string_id);
+void iris_delete_shader_variants(struct iris_context *ice,
+ struct iris_uncompiled_shader *ish);
bool iris_blorp_lookup_shader(struct blorp_batch *blorp_batch,
const void *key,
uint32_t key_size,
return NULL;
}
+void
+iris_delete_shader_variants(struct iris_context *ice,
+ struct iris_uncompiled_shader *ish)
+{
+ struct hash_table *cache = ice->shaders.cache;
+ gl_shader_stage stage = ish->nir->info.stage;
+ enum iris_program_cache_id cache_id = stage;
+
+ hash_table_foreach(cache, entry) {
+ const struct keybox *keybox = entry->key;
+ const struct brw_base_prog_key *key = (const void *)keybox->data;
+
+ if (keybox->cache_id == cache_id &&
+ key->program_string_id == ish->program_id) {
+ struct iris_compiled_shader *shader = entry->data;
+
+ _mesa_hash_table_remove(cache, entry);
+
+ /* Shader variants may still be bound in the context even after
+ * the API-facing shader has been deleted. In particular, a draw
+ * may not have triggered iris_update_compiled_shaders() yet. In
+ * that case, we may be referring to that shader's VUE map, stream
+ * output settings, and so on. We also like to compare the old and
+ * new shader programs when swapping them out to flag dirty state.
+ *
+ * So, it's hazardous to delete a bound shader variant. We avoid
+ * doing so, choosing to instead move "deleted" shader variants to
+ * a list, deferring the actual deletion until they're not bound.
+ *
+ * For simplicity, we always move deleted variants to the list,
+ * even if we could delete them immediately. We'll then process
+ * the list, catching both these variants and any others.
+ */
+ list_addtail(&shader->link, &ice->shaders.deleted_variants[stage]);
+ }
+ }
+
+ /* Process any pending deferred variant deletions. */
+ list_for_each_entry_safe(struct iris_compiled_shader, shader,
+ &ice->shaders.deleted_variants[stage], link) {
+ /* If the shader is still bound, defer deletion. */
+ if (ice->shaders.prog[stage] == shader)
+ continue;
+
+ list_del(&shader->link);
+
+ /* Actually delete the variant. */
+ pipe_resource_reference(&shader->assembly.res, NULL);
+ ralloc_free(shader);
+ }
+}
+
+
/**
* Look for an existing entry in the cache that has identical assembly code.
*
memcpy(shader->map, assembly, prog_data->program_size);
}
+ list_inithead(&shader->link);
+
shader->prog_data = prog_data;
shader->streamout = streamout;
shader->system_values = system_values;
ice->shaders.uploader =
u_upload_create(&ice->ctx, 16384, PIPE_BIND_CUSTOM, PIPE_USAGE_IMMUTABLE,
IRIS_RESOURCE_FLAG_SHADER_MEMZONE);
+
+ for (int i = 0; i < MESA_SHADER_STAGES; i++)
+ list_inithead(&ice->shaders.deleted_variants[i]);
}
void
{
for (int i = 0; i < MESA_SHADER_STAGES; i++) {
ice->shaders.prog[i] = NULL;
+
+ list_for_each_entry_safe(struct iris_compiled_shader, shader,
+ &ice->shaders.deleted_variants[i], link) {
+ pipe_resource_reference(&shader->assembly.res, NULL);
+ }
}
hash_table_foreach(ice->shaders.cache, entry) {