From 3d15d814c0e4f6356a89a60f22e17785d195474e Mon Sep 17 00:00:00 2001 From: Timothy Arceri Date: Wed, 23 Mar 2016 13:50:08 +1100 Subject: [PATCH] glsl: add shader cache support for buffer blocks MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit Reviewed-by: Nicolai Hähnle --- src/compiler/glsl/shader_cache.cpp | 163 +++++++++++++++++++++++++++++ 1 file changed, 163 insertions(+) diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp index b76b4cb33fc..da53a48db37 100644 --- a/src/compiler/glsl/shader_cache.cpp +++ b/src/compiler/glsl/shader_cache.cpp @@ -269,6 +269,141 @@ read_subroutines(struct blob_reader *metadata, struct gl_shader_program *prog) } } +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_xfb(struct blob *metadata, struct gl_shader_program *shProg) { @@ -636,6 +771,24 @@ write_program_resource_data(struct blob *metadata, 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: @@ -711,6 +864,12 @@ read_program_resource_data(struct blob_reader *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: @@ -956,6 +1115,8 @@ shader_cache_write_program_metadata(struct gl_context *ctx, write_uniform_remap_tables(metadata, prog); + write_buffer_blocks(metadata, prog); + write_subroutines(metadata, prog); write_program_resource_list(metadata, prog); @@ -1065,6 +1226,8 @@ shader_cache_read_program_metadata(struct gl_context *ctx, read_uniform_remap_tables(&metadata, prog); + read_buffer_blocks(&metadata, prog); + read_subroutines(&metadata, prog); read_program_resource_list(&metadata, prog); -- 2.30.2