diff options
author | Jonathan Gray <jsg@cvs.openbsd.org> | 2018-10-23 06:36:00 +0000 |
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committer | Jonathan Gray <jsg@cvs.openbsd.org> | 2018-10-23 06:36:00 +0000 |
commit | b65fcab046d3a1b6b6ac315720df220925c5322e (patch) | |
tree | ff73dcc383ac0799c655ff6194cda9dacb75dde9 /lib/mesa/src/compiler/glsl/shader_cache.cpp | |
parent | 18d6381c51e253e4c41c62619f80d9ce745b95c8 (diff) |
Merge Mesa 17.3.9
Mesa 18.x needs an ld with build-id for at least the intel code
Mesa 18.2 assumes linux only memfd syscalls in intel code
Tested by matthieu@, kettenis@ and myself on a variety of hardware and
architectures. ok kettenis@
Diffstat (limited to 'lib/mesa/src/compiler/glsl/shader_cache.cpp')
-rw-r--r-- | lib/mesa/src/compiler/glsl/shader_cache.cpp | 1599 |
1 files changed, 1599 insertions, 0 deletions
diff --git a/lib/mesa/src/compiler/glsl/shader_cache.cpp b/lib/mesa/src/compiler/glsl/shader_cache.cpp new file mode 100644 index 000000000..c0e7d76e2 --- /dev/null +++ b/lib/mesa/src/compiler/glsl/shader_cache.cpp @@ -0,0 +1,1599 @@ +/* + * Copyright © 2014 Intel Corporation + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice (including the next + * paragraph) shall be included in all copies or substantial portions of the + * Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/** + * \file shader_cache.cpp + * + * GLSL shader cache implementation + * + * This uses disk_cache.c to write out a serialization of various + * state that's required in order to successfully load and use a + * binary written out by a drivers backend, this state is referred to as + * "metadata" throughout the implementation. + * + * The hash key for glsl metadata is a hash of the hashes of each GLSL + * source string as well as some API settings that change the final program + * such as SSO, attribute bindings, frag data bindings, etc. + * + * In order to avoid caching any actual IR we use the put_key/get_key support + * in the disk_cache to put the SHA-1 hash for each successfully compiled + * shader into the cache, and optimisticly return early from glCompileShader + * (if the identical shader had been successfully compiled in the past), + * in the hope that the final linked shader will be found in the cache. + * If anything goes wrong (shader variant not found, backend cache item is + * corrupt, etc) we will use a fallback path to compile and link the IR. + */ + +#include "blob.h" +#include "compiler/shader_info.h" +#include "glsl_symbol_table.h" +#include "glsl_parser_extras.h" +#include "ir.h" +#include "ir_optimization.h" +#include "ir_rvalue_visitor.h" +#include "ir_uniform.h" +#include "linker.h" +#include "link_varyings.h" +#include "main/core.h" +#include "nir.h" +#include "program.h" +#include "shader_cache.h" +#include "util/mesa-sha1.h" +#include "string_to_uint_map.h" + +extern "C" { +#include "main/enums.h" +#include "main/shaderobj.h" +#include "program/program.h" +} + +static void +compile_shaders(struct gl_context *ctx, struct gl_shader_program *prog) { + for (unsigned i = 0; i < prog->NumShaders; i++) { + _mesa_glsl_compile_shader(ctx, prog->Shaders[i], false, false, true); + } +} + +static void +get_struct_type_field_and_pointer_sizes(size_t *s_field_size, + size_t *s_field_ptrs) +{ + *s_field_size = sizeof(glsl_struct_field); + *s_field_ptrs = + sizeof(((glsl_struct_field *)0)->type) + + sizeof(((glsl_struct_field *)0)->name); +} + +static void +encode_type_to_blob(struct blob *blob, const glsl_type *type) +{ + uint32_t encoding; + + if (!type) { + blob_write_uint32(blob, 0); + return; + } + + switch (type->base_type) { + case GLSL_TYPE_UINT: + case GLSL_TYPE_INT: + case GLSL_TYPE_FLOAT: + case GLSL_TYPE_BOOL: + case GLSL_TYPE_DOUBLE: + case GLSL_TYPE_UINT64: + case GLSL_TYPE_INT64: + encoding = (type->base_type << 24) | + (type->vector_elements << 4) | + (type->matrix_columns); + break; + case GLSL_TYPE_SAMPLER: + encoding = (type->base_type) << 24 | + (type->sampler_dimensionality << 4) | + (type->sampler_shadow << 3) | + (type->sampler_array << 2) | + (type->sampled_type); + break; + case GLSL_TYPE_SUBROUTINE: + encoding = type->base_type << 24; + blob_write_uint32(blob, encoding); + blob_write_string(blob, type->name); + return; + case GLSL_TYPE_IMAGE: + encoding = (type->base_type) << 24 | + (type->sampler_dimensionality << 3) | + (type->sampler_array << 2) | + (type->sampled_type); + break; + case GLSL_TYPE_ATOMIC_UINT: + encoding = (type->base_type << 24); + break; + case GLSL_TYPE_ARRAY: + blob_write_uint32(blob, (type->base_type) << 24); + blob_write_uint32(blob, type->length); + encode_type_to_blob(blob, type->fields.array); + return; + case GLSL_TYPE_STRUCT: + case GLSL_TYPE_INTERFACE: + blob_write_uint32(blob, (type->base_type) << 24); + blob_write_string(blob, type->name); + blob_write_uint32(blob, type->length); + + size_t s_field_size, s_field_ptrs; + get_struct_type_field_and_pointer_sizes(&s_field_size, &s_field_ptrs); + + for (unsigned i = 0; i < type->length; i++) { + encode_type_to_blob(blob, type->fields.structure[i].type); + blob_write_string(blob, type->fields.structure[i].name); + + /* Write the struct field skipping the pointers */ + blob_write_bytes(blob, + ((char *)&type->fields.structure[i]) + s_field_ptrs, + s_field_size - s_field_ptrs); + } + + if (type->is_interface()) { + blob_write_uint32(blob, type->interface_packing); + blob_write_uint32(blob, type->interface_row_major); + } + return; + case GLSL_TYPE_VOID: + case GLSL_TYPE_ERROR: + default: + assert(!"Cannot encode type!"); + encoding = 0; + break; + } + + blob_write_uint32(blob, encoding); +} + +static const glsl_type * +decode_type_from_blob(struct blob_reader *blob) +{ + uint32_t u = blob_read_uint32(blob); + + if (u == 0) { + return NULL; + } + + glsl_base_type base_type = (glsl_base_type) (u >> 24); + + switch (base_type) { + case GLSL_TYPE_UINT: + case GLSL_TYPE_INT: + case GLSL_TYPE_FLOAT: + case GLSL_TYPE_BOOL: + case GLSL_TYPE_DOUBLE: + case GLSL_TYPE_UINT64: + case GLSL_TYPE_INT64: + return glsl_type::get_instance(base_type, (u >> 4) & 0x0f, u & 0x0f); + case GLSL_TYPE_SAMPLER: + return glsl_type::get_sampler_instance((enum glsl_sampler_dim) ((u >> 4) & 0x07), + (u >> 3) & 0x01, + (u >> 2) & 0x01, + (glsl_base_type) ((u >> 0) & 0x03)); + case GLSL_TYPE_SUBROUTINE: + return glsl_type::get_subroutine_instance(blob_read_string(blob)); + case GLSL_TYPE_IMAGE: + return glsl_type::get_image_instance((enum glsl_sampler_dim) ((u >> 3) & 0x07), + (u >> 2) & 0x01, + (glsl_base_type) ((u >> 0) & 0x03)); + case GLSL_TYPE_ATOMIC_UINT: + return glsl_type::atomic_uint_type; + case GLSL_TYPE_ARRAY: { + unsigned length = blob_read_uint32(blob); + return glsl_type::get_array_instance(decode_type_from_blob(blob), + length); + } + case GLSL_TYPE_STRUCT: + case GLSL_TYPE_INTERFACE: { + char *name = blob_read_string(blob); + unsigned num_fields = blob_read_uint32(blob); + + size_t s_field_size, s_field_ptrs; + get_struct_type_field_and_pointer_sizes(&s_field_size, &s_field_ptrs); + + glsl_struct_field *fields = + (glsl_struct_field *) malloc(s_field_size * num_fields); + for (unsigned i = 0; i < num_fields; i++) { + fields[i].type = decode_type_from_blob(blob); + fields[i].name = blob_read_string(blob); + + blob_copy_bytes(blob, ((uint8_t *) &fields[i]) + s_field_ptrs, + s_field_size - s_field_ptrs); + } + + const glsl_type *t; + if (base_type == GLSL_TYPE_INTERFACE) { + enum glsl_interface_packing packing = + (glsl_interface_packing) blob_read_uint32(blob); + bool row_major = blob_read_uint32(blob); + t = glsl_type::get_interface_instance(fields, num_fields, packing, + row_major, name); + } else { + t = glsl_type::get_record_instance(fields, num_fields, name); + } + + free(fields); + return t; + } + case GLSL_TYPE_VOID: + case GLSL_TYPE_ERROR: + default: + assert(!"Cannot decode type!"); + return NULL; + } +} + +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 bool +has_uniform_storage(struct gl_shader_program *prog, unsigned idx) +{ + if (!prog->data->UniformStorage[idx].builtin && + !prog->data->UniformStorage[idx].is_shader_storage && + prog->data->UniformStorage[idx].block_index == -1) + return true; + + return false; +} + +static void +write_uniforms(struct blob *metadata, struct gl_shader_program *prog) +{ + blob_write_uint32(metadata, prog->SamplersValidated); + blob_write_uint32(metadata, prog->data->NumUniformStorage); + blob_write_uint32(metadata, prog->data->NumUniformDataSlots); + + for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) { + encode_type_to_blob(metadata, prog->data->UniformStorage[i].type); + blob_write_uint32(metadata, prog->data->UniformStorage[i].array_elements); + blob_write_string(metadata, prog->data->UniformStorage[i].name); + 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].active_shader_mask); + 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].is_bindless); + blob_write_uint32(metadata, + prog->data->UniformStorage[i].num_compatible_subroutines); + blob_write_uint32(metadata, + prog->data->UniformStorage[i].top_level_array_size); + blob_write_uint32(metadata, + prog->data->UniformStorage[i].top_level_array_stride); + + if (has_uniform_storage(prog, i)) { + blob_write_uint32(metadata, prog->data->UniformStorage[i].storage - + prog->data->UniformDataSlots); + } + + 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 (has_uniform_storage(prog, i)) { + unsigned vec_size = + prog->data->UniformStorage[i].type->component_slots() * + MAX2(prog->data->UniformStorage[i].array_elements, 1); + blob_write_bytes(metadata, prog->data->UniformStorage[i].storage, + sizeof(union gl_constant_value) * vec_size); + } + } +} + +static void +read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog) +{ + struct gl_uniform_storage *uniforms; + union gl_constant_value *data; + + prog->SamplersValidated = blob_read_uint32(metadata); + prog->data->NumUniformStorage = blob_read_uint32(metadata); + prog->data->NumUniformDataSlots = blob_read_uint32(metadata); + + uniforms = rzalloc_array(prog->data, struct gl_uniform_storage, + prog->data->NumUniformStorage); + prog->data->UniformStorage = uniforms; + + data = rzalloc_array(uniforms, union gl_constant_value, + prog->data->NumUniformDataSlots); + prog->data->UniformDataSlots = data; + + prog->UniformHash = new string_to_uint_map; + + for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) { + uniforms[i].type = decode_type_from_blob(metadata); + uniforms[i].array_elements = blob_read_uint32(metadata); + uniforms[i].name = ralloc_strdup(prog, blob_read_string (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].active_shader_mask = blob_read_uint32(metadata); + uniforms[i].matrix_stride = blob_read_uint32(metadata); + uniforms[i].row_major = blob_read_uint32(metadata); + uniforms[i].is_bindless = 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); + + if (has_uniform_storage(prog, i)) { + uniforms[i].storage = data + blob_read_uint32(metadata); + } + + 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 (has_uniform_storage(prog, i)) { + unsigned vec_size = + prog->data->UniformStorage[i].type->component_slots() * + 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_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++) { + 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_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); + + for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) { + 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); + } + } + } +} + +struct whte_closure +{ + struct blob *blob; + size_t num_entries; +}; + +static void +write_hash_table_entry(const char *key, unsigned value, void *closure) +{ + struct whte_closure *whte = (struct whte_closure *) closure; + + blob_write_string(whte->blob, key); + blob_write_uint32(whte->blob, value); + + whte->num_entries++; +} + +static void +write_hash_table(struct blob *metadata, struct string_to_uint_map *hash) +{ + size_t offset; + struct whte_closure whte; + + whte.blob = metadata; + whte.num_entries = 0; + + offset = metadata->size; + + /* Write a placeholder for the hashtable size. */ + blob_write_uint32 (metadata, 0); + + hash->iterate(write_hash_table_entry, &whte); + + /* Overwrite with the computed number of entries written. */ + blob_overwrite_uint32 (metadata, offset, whte.num_entries); +} + +static void +read_hash_table(struct blob_reader *metadata, struct string_to_uint_map *hash) +{ + size_t i, num_entries; + const char *key; + uint32_t value; + + num_entries = blob_read_uint32 (metadata); + + for (i = 0; i < num_entries; i++) { + key = blob_read_string(metadata); + value = blob_read_uint32(metadata); + + hash->put(value, key); + } +} + +static void +write_hash_tables(struct blob *metadata, struct gl_shader_program *prog) +{ + write_hash_table(metadata, prog->AttributeBindings); + write_hash_table(metadata, prog->FragDataBindings); + write_hash_table(metadata, prog->FragDataIndexBindings); +} + +static void +read_hash_tables(struct blob_reader *metadata, struct gl_shader_program *prog) +{ + read_hash_table(metadata, prog->AttributeBindings); + read_hash_table(metadata, prog->FragDataBindings); + 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 +get_shader_var_and_pointer_sizes(size_t *s_var_size, size_t *s_var_ptrs, + const gl_shader_variable *var) +{ + *s_var_size = sizeof(gl_shader_variable); + *s_var_ptrs = + sizeof(var->type) + + sizeof(var->interface_type) + + sizeof(var->outermost_struct_type) + + sizeof(var->name); +} + +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; + + encode_type_to_blob(metadata, var->type); + encode_type_to_blob(metadata, var->interface_type); + encode_type_to_blob(metadata, var->outermost_struct_type); + + blob_write_string(metadata, var->name); + + size_t s_var_size, s_var_ptrs; + get_shader_var_and_pointer_sizes(&s_var_size, &s_var_ptrs, var); + + /* Write gl_shader_variable skipping over the pointers */ + blob_write_bytes(metadata, ((char *)var) + s_var_ptrs, + s_var_size - s_var_ptrs); + 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); + + var->type = decode_type_from_blob(metadata); + var->interface_type = decode_type_from_blob(metadata); + var->outermost_struct_type = decode_type_from_blob(metadata); + + var->name = ralloc_strdup(prog, blob_read_string(metadata)); + + size_t s_var_size, s_var_ptrs; + get_shader_var_and_pointer_sizes(&s_var_size, &s_var_ptrs, var); + + blob_copy_bytes(metadata, ((uint8_t *) var) + s_var_ptrs, + s_var_size - s_var_ptrs); + + 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->data, 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) +{ + blob_write_uint32(metadata, params->NumParameters); + uint32_t i = 0; + + while (i < params->NumParameters) { + struct gl_program_parameter *param = ¶ms->Parameters[i]; + + blob_write_uint32(metadata, param->Type); + blob_write_string(metadata, param->Name); + blob_write_uint32(metadata, param->Size); + blob_write_uint32(metadata, param->DataType); + blob_write_bytes(metadata, param->StateIndexes, + sizeof(param->StateIndexes)); + + i += (param->Size + 3) / 4; + } + + blob_write_bytes(metadata, params->ParameterValues, + sizeof(gl_constant_value) * 4 * params->NumParameters); + + blob_write_uint32(metadata, params->StateFlags); +} + +static void +read_shader_parameters(struct blob_reader *metadata, + struct gl_program_parameter_list *params) +{ + gl_state_index state_indexes[STATE_LENGTH]; + 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); + unsigned size = blob_read_uint32(metadata); + unsigned data_type = blob_read_uint32(metadata); + blob_copy_bytes(metadata, (uint8_t *) state_indexes, + sizeof(state_indexes)); + + _mesa_add_parameter(params, type, name, size, data_type, + NULL, state_indexes); + + i += (size + 3) / 4; + } + + blob_copy_bytes(metadata, (uint8_t *) params->ParameterValues, + sizeof(gl_constant_value) * 4 * params->NumParameters); + + params->StateFlags = blob_read_uint32(metadata); +} + +static void +write_shader_metadata(struct blob *metadata, gl_linked_shader *shader) +{ + assert(shader->Program); + struct gl_program *glprog = shader->Program; + unsigned i; + + blob_write_bytes(metadata, glprog->TexturesUsed, + 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)); + + size_t ptr_size = sizeof(GLvoid *); + + blob_write_uint32(metadata, glprog->sh.NumBindlessSamplers); + blob_write_uint32(metadata, glprog->sh.HasBoundBindlessSampler); + for (i = 0; i < glprog->sh.NumBindlessSamplers; i++) { + blob_write_bytes(metadata, &glprog->sh.BindlessSamplers[i], + sizeof(struct gl_bindless_sampler) - ptr_size); + } + + blob_write_uint32(metadata, glprog->sh.NumBindlessImages); + blob_write_uint32(metadata, glprog->sh.HasBoundBindlessImage); + for (i = 0; i < glprog->sh.NumBindlessImages; i++) { + blob_write_bytes(metadata, &glprog->sh.BindlessImages[i], + sizeof(struct gl_bindless_image) - ptr_size); + } + + write_shader_parameters(metadata, glprog->Parameters); +} + +static void +read_shader_metadata(struct blob_reader *metadata, + struct gl_program *glprog, + gl_linked_shader *linked) +{ + unsigned i; + + blob_copy_bytes(metadata, (uint8_t *) glprog->TexturesUsed, + 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)); + + size_t ptr_size = sizeof(GLvoid *); + + glprog->sh.NumBindlessSamplers = blob_read_uint32(metadata); + glprog->sh.HasBoundBindlessSampler = blob_read_uint32(metadata); + if (glprog->sh.NumBindlessSamplers > 0) { + glprog->sh.BindlessSamplers = + rzalloc_array(glprog, gl_bindless_sampler, + glprog->sh.NumBindlessSamplers); + + for (i = 0; i < glprog->sh.NumBindlessSamplers; i++) { + blob_copy_bytes(metadata, (uint8_t *) &glprog->sh.BindlessSamplers[i], + sizeof(struct gl_bindless_sampler) - ptr_size); + } + } + + glprog->sh.NumBindlessImages = blob_read_uint32(metadata); + glprog->sh.HasBoundBindlessImage = blob_read_uint32(metadata); + if (glprog->sh.NumBindlessImages > 0) { + glprog->sh.BindlessImages = + rzalloc_array(glprog, gl_bindless_image, + glprog->sh.NumBindlessImages); + + for (i = 0; i < glprog->sh.NumBindlessImages; i++) { + blob_copy_bytes(metadata, (uint8_t *) &glprog->sh.BindlessImages[i], + sizeof(struct gl_bindless_image) - ptr_size); + } + } + + glprog->Parameters = _mesa_new_parameter_list(); + read_shader_parameters(metadata, glprog->Parameters); +} + +static void +create_binding_str(const char *key, unsigned value, void *closure) +{ + char **bindings_str = (char **) closure; + ralloc_asprintf_append(bindings_str, "%s:%u,", key, value); +} + +static void +get_shader_info_and_pointer_sizes(size_t *s_info_size, size_t *s_info_ptrs, + shader_info *info) +{ + *s_info_size = sizeof(shader_info); + *s_info_ptrs = sizeof(info->name) + sizeof(info->label); +} + +static void +create_linked_shader_and_program(struct gl_context *ctx, + gl_shader_stage stage, + struct gl_shader_program *prog, + struct blob_reader *metadata) +{ + struct gl_program *glprog; + + struct gl_linked_shader *linked = rzalloc(NULL, struct gl_linked_shader); + linked->Stage = stage; + + glprog = ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage), + prog->Name, false); + glprog->info.stage = stage; + linked->Program = glprog; + + read_shader_metadata(metadata, glprog, linked); + + glprog->info.name = ralloc_strdup(glprog, blob_read_string(metadata)); + glprog->info.label = ralloc_strdup(glprog, blob_read_string(metadata)); + + size_t s_info_size, s_info_ptrs; + get_shader_info_and_pointer_sizes(&s_info_size, &s_info_ptrs, + &glprog->info); + + /* Restore shader info */ + blob_copy_bytes(metadata, ((uint8_t *) &glprog->info) + s_info_ptrs, + s_info_size - s_info_ptrs); + + _mesa_reference_shader_program_data(ctx, &glprog->sh.data, prog->data); + _mesa_reference_program(ctx, &linked->Program, glprog); + prog->_LinkedShaders[stage] = linked; +} + +void +shader_cache_write_program_metadata(struct gl_context *ctx, + struct gl_shader_program *prog) +{ + struct disk_cache *cache = ctx->Cache; + if (!cache) + return; + + /* Exit early when we are dealing with a ff shader with no source file to + * generate a source from. + * + * TODO: In future we should use another method to generate a key for ff + * programs. + */ + 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_init(&metadata); + + write_uniforms(&metadata, prog); + + write_hash_tables(&metadata, prog); + + blob_write_uint32(&metadata, prog->data->Version); + blob_write_uint32(&metadata, prog->data->linked_stages); + + for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { + struct gl_linked_shader *sh = prog->_LinkedShaders[i]; + if (sh) { + write_shader_metadata(&metadata, sh); + + if (sh->Program->info.name) + blob_write_string(&metadata, sh->Program->info.name); + else + blob_write_string(&metadata, ""); + + if (sh->Program->info.label) + blob_write_string(&metadata, sh->Program->info.label); + else + blob_write_string(&metadata, ""); + + size_t s_info_size, s_info_ptrs; + get_shader_info_and_pointer_sizes(&s_info_size, &s_info_ptrs, + &sh->Program->info); + + /* Store shader info */ + blob_write_bytes(&metadata, + ((char *) &sh->Program->info) + s_info_ptrs, + s_info_size - s_info_ptrs); + } + } + + 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); + + struct cache_item_metadata cache_item_metadata; + cache_item_metadata.type = CACHE_ITEM_TYPE_GLSL; + cache_item_metadata.keys = + (cache_key *) malloc(prog->NumShaders * sizeof(cache_key)); + cache_item_metadata.num_keys = prog->NumShaders; + + if (!cache_item_metadata.keys) + goto fail; + + char sha1_buf[41]; + for (unsigned i = 0; i < prog->NumShaders; i++) { + disk_cache_put_key(cache, prog->Shaders[i]->sha1); + memcpy(cache_item_metadata.keys[i], prog->Shaders[i]->sha1, + sizeof(cache_key)); + if (ctx->_Shader->Flags & GLSL_CACHE_INFO) { + _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, + &cache_item_metadata); + + if (ctx->_Shader->Flags & GLSL_CACHE_INFO) { + _mesa_sha1_format(sha1_buf, prog->data->sha1); + fprintf(stderr, "putting program metadata in cache: %s\n", sha1_buf); + } + +fail: + free(cache_item_metadata.keys); + blob_finish(&metadata); +} + +bool +shader_cache_read_program_metadata(struct gl_context *ctx, + struct gl_shader_program *prog) +{ + /* Fixed function programs generated by Mesa are not cached. So don't + * try to read metadata for them from the cache. + */ + if (prog->Name == 0) + return false; + + struct disk_cache *cache = ctx->Cache; + if (!cache || prog->data->skip_cache) + return false; + + /* Include bindings when creating sha1. These bindings change the resulting + * binary so they are just as important as the shader source. + */ + char *buf = ralloc_strdup(NULL, "vb: "); + prog->AttributeBindings->iterate(create_binding_str, &buf); + ralloc_strcat(&buf, "fb: "); + prog->FragDataBindings->iterate(create_binding_str, &buf); + ralloc_strcat(&buf, "fbi: "); + prog->FragDataIndexBindings->iterate(create_binding_str, &buf); + + /* SSO has an effect on the linked program so include this when generating + * the sha also. + */ + 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); + + /* We run the preprocessor on shaders after hashing them, so we need to + * add any extension override vars to the hash. If we don't do this the + * preprocessor could result in different output and we could load the + * wrong shader. + */ + char *ext_override = getenv("MESA_EXTENSION_OVERRIDE"); + if (ext_override) { + ralloc_asprintf_append(&buf, "ext:%s", ext_override); + } + + /* 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), sha1buf); + } + disk_cache_compute_key(cache, buf, strlen(buf), prog->data->sha1); + ralloc_free(buf); + + size_t size; + uint8_t *buffer = (uint8_t *) disk_cache_get(cache, prog->data->sha1, + &size); + if (buffer == NULL) { + /* Cached program not found. We may have seen the individual shaders + * before and skipped compiling but they may not have been used together + * in this combination before. Fall back to linking shaders but first + * re-compile the shaders. + * + * We could probably only compile the shaders which were skipped here + * but we need to be careful because the source may also have been + * changed since the last compile so for now we just recompile + * everything. + */ + compile_shaders(ctx, prog); + return false; + } + + 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", + sha1buf); + } + + struct blob_reader metadata; + blob_reader_init(&metadata, buffer, size); + + assert(prog->data->UniformStorage == NULL); + + read_uniforms(&metadata, prog); + + read_hash_tables(&metadata, prog); + + prog->data->Version = blob_read_uint32(&metadata); + prog->data->linked_stages = blob_read_uint32(&metadata); + + unsigned mask = prog->data->linked_stages; + while (mask) { + const int j = u_bit_scan(&mask); + create_linked_shader_and_program(ctx, (gl_shader_stage) j, prog, + &metadata); + } + + 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 + * from source. + */ + assert(!"Invalid GLSL shader disk cache item!"); + + if (ctx->_Shader->Flags & GLSL_CACHE_INFO) { + fprintf(stderr, "Error reading program from cache (invalid GLSL " + "cache item)\n"); + } + + disk_cache_remove(cache, prog->data->sha1); + compile_shaders(ctx, prog); + free(buffer); + return false; + } + + /* 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; +} |