Added few more stubs so that control reaches to DestroyDevice().
[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 "compiler/shader_info.h"
48 #include "glsl_symbol_table.h"
49 #include "glsl_parser_extras.h"
50 #include "ir.h"
51 #include "ir_optimization.h"
52 #include "ir_rvalue_visitor.h"
53 #include "ir_uniform.h"
54 #include "linker.h"
55 #include "link_varyings.h"
56 #include "nir.h"
57 #include "program.h"
58 #include "serialize.h"
59 #include "shader_cache.h"
60 #include "util/mesa-sha1.h"
61 #include "string_to_uint_map.h"
62 #include "main/mtypes.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 create_binding_str(const char *key, unsigned value, void *closure)
79 {
80 char **bindings_str = (char **) closure;
81 ralloc_asprintf_append(bindings_str, "%s:%u,", key, value);
82 }
83
84 void
85 shader_cache_write_program_metadata(struct gl_context *ctx,
86 struct gl_shader_program *prog)
87 {
88 struct disk_cache *cache = ctx->Cache;
89 if (!cache)
90 return;
91
92 /* Exit early when we are dealing with a ff shader with no source file to
93 * generate a source from, or with a SPIR-V shader.
94 *
95 * TODO: In future we should use another method to generate a key for ff
96 * programs, and SPIR-V shaders.
97 */
98 static const char zero[sizeof(prog->data->sha1)] = {0};
99 if (memcmp(prog->data->sha1, zero, sizeof(prog->data->sha1)) == 0)
100 return;
101
102 struct blob metadata;
103 blob_init(&metadata);
104
105 if (ctx->Driver.ShaderCacheSerializeDriverBlob) {
106 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
107 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
108 if (sh)
109 ctx->Driver.ShaderCacheSerializeDriverBlob(ctx, sh->Program);
110 }
111 }
112
113 serialize_glsl_program(&metadata, ctx, prog);
114
115 struct cache_item_metadata cache_item_metadata;
116 cache_item_metadata.type = CACHE_ITEM_TYPE_GLSL;
117 cache_item_metadata.keys =
118 (cache_key *) malloc(prog->NumShaders * sizeof(cache_key));
119 cache_item_metadata.num_keys = prog->NumShaders;
120
121 if (!cache_item_metadata.keys)
122 goto fail;
123
124 for (unsigned i = 0; i < prog->NumShaders; i++) {
125 memcpy(cache_item_metadata.keys[i], prog->Shaders[i]->sha1,
126 sizeof(cache_key));
127 }
128
129 disk_cache_put(cache, prog->data->sha1, metadata.data, metadata.size,
130 &cache_item_metadata);
131
132 char sha1_buf[41];
133 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
134 _mesa_sha1_format(sha1_buf, prog->data->sha1);
135 fprintf(stderr, "putting program metadata in cache: %s\n", sha1_buf);
136 }
137
138 fail:
139 free(cache_item_metadata.keys);
140 blob_finish(&metadata);
141 }
142
143 bool
144 shader_cache_read_program_metadata(struct gl_context *ctx,
145 struct gl_shader_program *prog)
146 {
147 /* Fixed function programs generated by Mesa, or SPIR-V shaders, are not
148 * cached. So don't try to read metadata for them from the cache.
149 */
150 if (prog->Name == 0 || prog->data->spirv)
151 return false;
152
153 struct disk_cache *cache = ctx->Cache;
154 if (!cache)
155 return false;
156
157 /* Include bindings when creating sha1. These bindings change the resulting
158 * binary so they are just as important as the shader source.
159 */
160 char *buf = ralloc_strdup(NULL, "vb: ");
161 prog->AttributeBindings->iterate(create_binding_str, &buf);
162 ralloc_strcat(&buf, "fb: ");
163 prog->FragDataBindings->iterate(create_binding_str, &buf);
164 ralloc_strcat(&buf, "fbi: ");
165 prog->FragDataIndexBindings->iterate(create_binding_str, &buf);
166 ralloc_asprintf_append(&buf, "tf: %d ", prog->TransformFeedback.BufferMode);
167 for (unsigned int i = 0; i < prog->TransformFeedback.NumVarying; i++) {
168 ralloc_asprintf_append(&buf, "%s ",
169 prog->TransformFeedback.VaryingNames[i]);
170 }
171
172 /* SSO has an effect on the linked program so include this when generating
173 * the sha also.
174 */
175 ralloc_asprintf_append(&buf, "sso: %s\n",
176 prog->SeparateShader ? "T" : "F");
177
178 /* A shader might end up producing different output depending on the glsl
179 * version supported by the compiler. For example a different path might be
180 * taken by the preprocessor, so add the version to the hash input.
181 */
182 ralloc_asprintf_append(&buf, "api: %d glsl: %d fglsl: %d\n",
183 ctx->API, ctx->Const.GLSLVersion,
184 ctx->Const.ForceGLSLVersion);
185
186 /* We run the preprocessor on shaders after hashing them, so we need to
187 * add any extension override vars to the hash. If we don't do this the
188 * preprocessor could result in different output and we could load the
189 * wrong shader.
190 */
191 char *ext_override = getenv("MESA_EXTENSION_OVERRIDE");
192 if (ext_override) {
193 ralloc_asprintf_append(&buf, "ext:%s", ext_override);
194 }
195
196 /* DRI config options may also change the output from the compiler so
197 * include them as an input to sha1 creation.
198 */
199 char sha1buf[41];
200 _mesa_sha1_format(sha1buf, ctx->Const.dri_config_options_sha1);
201 ralloc_strcat(&buf, sha1buf);
202
203 for (unsigned i = 0; i < prog->NumShaders; i++) {
204 struct gl_shader *sh = prog->Shaders[i];
205 _mesa_sha1_format(sha1buf, sh->sha1);
206 ralloc_asprintf_append(&buf, "%s: %s\n",
207 _mesa_shader_stage_to_abbrev(sh->Stage), sha1buf);
208 }
209 disk_cache_compute_key(cache, buf, strlen(buf), prog->data->sha1);
210 ralloc_free(buf);
211
212 size_t size;
213 uint8_t *buffer = (uint8_t *) disk_cache_get(cache, prog->data->sha1,
214 &size);
215 if (buffer == NULL) {
216 /* Cached program not found. We may have seen the individual shaders
217 * before and skipped compiling but they may not have been used together
218 * in this combination before. Fall back to linking shaders but first
219 * re-compile the shaders.
220 *
221 * We could probably only compile the shaders which were skipped here
222 * but we need to be careful because the source may also have been
223 * changed since the last compile so for now we just recompile
224 * everything.
225 */
226 compile_shaders(ctx, prog);
227 return false;
228 }
229
230 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
231 _mesa_sha1_format(sha1buf, prog->data->sha1);
232 fprintf(stderr, "loading shader program meta data from cache: %s\n",
233 sha1buf);
234 }
235
236 struct blob_reader metadata;
237 blob_reader_init(&metadata, buffer, size);
238
239 bool deserialized = deserialize_glsl_program(&metadata, ctx, prog);
240
241 if (!deserialized || metadata.current != metadata.end || metadata.overrun) {
242 /* Something has gone wrong discard the item from the cache and rebuild
243 * from source.
244 */
245 assert(!"Invalid GLSL shader disk cache item!");
246
247 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
248 fprintf(stderr, "Error reading program from cache (invalid GLSL "
249 "cache item)\n");
250 }
251
252 disk_cache_remove(cache, prog->data->sha1);
253 compile_shaders(ctx, prog);
254 free(buffer);
255 return false;
256 }
257
258 /* This is used to flag a shader retrieved from cache */
259 prog->data->LinkStatus = LINKING_SKIPPED;
260
261 free (buffer);
262
263 return true;
264 }