1b8e80941Smrg/* 2b8e80941Smrg * Copyright © 2014 Intel Corporation 3b8e80941Smrg * 4b8e80941Smrg * Permission is hereby granted, free of charge, to any person obtaining a 5b8e80941Smrg * copy of this software and associated documentation files (the "Software"), 6b8e80941Smrg * to deal in the Software without restriction, including without limitation 7b8e80941Smrg * the rights to use, copy, modify, merge, publish, distribute, sublicense, 8b8e80941Smrg * and/or sell copies of the Software, and to permit persons to whom the 9b8e80941Smrg * Software is furnished to do so, subject to the following conditions: 10b8e80941Smrg * 11b8e80941Smrg * The above copyright notice and this permission notice (including the next 12b8e80941Smrg * paragraph) shall be included in all copies or substantial portions of the 13b8e80941Smrg * Software. 14b8e80941Smrg * 15b8e80941Smrg * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16b8e80941Smrg * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17b8e80941Smrg * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 18b8e80941Smrg * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19b8e80941Smrg * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20b8e80941Smrg * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER 21b8e80941Smrg * DEALINGS IN THE SOFTWARE. 22b8e80941Smrg */ 23b8e80941Smrg 24b8e80941Smrg/** 25b8e80941Smrg * \file shader_cache.cpp 26b8e80941Smrg * 27b8e80941Smrg * GLSL shader cache implementation 28b8e80941Smrg * 29b8e80941Smrg * This uses disk_cache.c to write out a serialization of various 30b8e80941Smrg * state that's required in order to successfully load and use a 31b8e80941Smrg * binary written out by a drivers backend, this state is referred to as 32b8e80941Smrg * "metadata" throughout the implementation. 33b8e80941Smrg * 34b8e80941Smrg * The hash key for glsl metadata is a hash of the hashes of each GLSL 35b8e80941Smrg * source string as well as some API settings that change the final program 36b8e80941Smrg * such as SSO, attribute bindings, frag data bindings, etc. 37b8e80941Smrg * 38b8e80941Smrg * In order to avoid caching any actual IR we use the put_key/get_key support 39b8e80941Smrg * in the disk_cache to put the SHA-1 hash for each successfully compiled 40b8e80941Smrg * shader into the cache, and optimisticly return early from glCompileShader 41b8e80941Smrg * (if the identical shader had been successfully compiled in the past), 42b8e80941Smrg * in the hope that the final linked shader will be found in the cache. 43b8e80941Smrg * If anything goes wrong (shader variant not found, backend cache item is 44b8e80941Smrg * corrupt, etc) we will use a fallback path to compile and link the IR. 45b8e80941Smrg */ 46b8e80941Smrg 47b8e80941Smrg#include "compiler/shader_info.h" 48b8e80941Smrg#include "glsl_symbol_table.h" 49b8e80941Smrg#include "glsl_parser_extras.h" 50b8e80941Smrg#include "ir.h" 51b8e80941Smrg#include "ir_optimization.h" 52b8e80941Smrg#include "ir_rvalue_visitor.h" 53b8e80941Smrg#include "ir_uniform.h" 54b8e80941Smrg#include "linker.h" 55b8e80941Smrg#include "link_varyings.h" 56b8e80941Smrg#include "nir.h" 57b8e80941Smrg#include "program.h" 58b8e80941Smrg#include "serialize.h" 59b8e80941Smrg#include "shader_cache.h" 60b8e80941Smrg#include "util/mesa-sha1.h" 61b8e80941Smrg#include "string_to_uint_map.h" 62b8e80941Smrg#include "main/mtypes.h" 63b8e80941Smrg 64b8e80941Smrgextern "C" { 65b8e80941Smrg#include "main/enums.h" 66b8e80941Smrg#include "main/shaderobj.h" 67b8e80941Smrg#include "program/program.h" 68b8e80941Smrg} 69b8e80941Smrg 70b8e80941Smrgstatic void 71b8e80941Smrgcompile_shaders(struct gl_context *ctx, struct gl_shader_program *prog) { 72b8e80941Smrg for (unsigned i = 0; i < prog->NumShaders; i++) { 73b8e80941Smrg _mesa_glsl_compile_shader(ctx, prog->Shaders[i], false, false, true); 74b8e80941Smrg } 75b8e80941Smrg} 76b8e80941Smrg 77b8e80941Smrgstatic void 78b8e80941Smrgcreate_binding_str(const char *key, unsigned value, void *closure) 79b8e80941Smrg{ 80b8e80941Smrg char **bindings_str = (char **) closure; 81b8e80941Smrg ralloc_asprintf_append(bindings_str, "%s:%u,", key, value); 82b8e80941Smrg} 83b8e80941Smrg 84b8e80941Smrgvoid 85b8e80941Smrgshader_cache_write_program_metadata(struct gl_context *ctx, 86b8e80941Smrg struct gl_shader_program *prog) 87b8e80941Smrg{ 88b8e80941Smrg struct disk_cache *cache = ctx->Cache; 89b8e80941Smrg if (!cache) 90b8e80941Smrg return; 91b8e80941Smrg 92b8e80941Smrg /* Exit early when we are dealing with a ff shader with no source file to 93b8e80941Smrg * generate a source from. 94b8e80941Smrg * 95b8e80941Smrg * TODO: In future we should use another method to generate a key for ff 96b8e80941Smrg * programs. 97b8e80941Smrg */ 98b8e80941Smrg static const char zero[sizeof(prog->data->sha1)] = {0}; 99b8e80941Smrg if (memcmp(prog->data->sha1, zero, sizeof(prog->data->sha1)) == 0) 100b8e80941Smrg return; 101b8e80941Smrg 102b8e80941Smrg struct blob metadata; 103b8e80941Smrg blob_init(&metadata); 104b8e80941Smrg 105b8e80941Smrg if (ctx->Driver.ShaderCacheSerializeDriverBlob) { 106b8e80941Smrg for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { 107b8e80941Smrg struct gl_linked_shader *sh = prog->_LinkedShaders[i]; 108b8e80941Smrg if (sh) 109b8e80941Smrg ctx->Driver.ShaderCacheSerializeDriverBlob(ctx, sh->Program); 110b8e80941Smrg } 111b8e80941Smrg } 112b8e80941Smrg 113b8e80941Smrg serialize_glsl_program(&metadata, ctx, prog); 114b8e80941Smrg 115b8e80941Smrg struct cache_item_metadata cache_item_metadata; 116b8e80941Smrg cache_item_metadata.type = CACHE_ITEM_TYPE_GLSL; 117b8e80941Smrg cache_item_metadata.keys = 118b8e80941Smrg (cache_key *) malloc(prog->NumShaders * sizeof(cache_key)); 119b8e80941Smrg cache_item_metadata.num_keys = prog->NumShaders; 120b8e80941Smrg 121b8e80941Smrg if (!cache_item_metadata.keys) 122b8e80941Smrg goto fail; 123b8e80941Smrg 124b8e80941Smrg for (unsigned i = 0; i < prog->NumShaders; i++) { 125b8e80941Smrg memcpy(cache_item_metadata.keys[i], prog->Shaders[i]->sha1, 126b8e80941Smrg sizeof(cache_key)); 127b8e80941Smrg } 128b8e80941Smrg 129b8e80941Smrg disk_cache_put(cache, prog->data->sha1, metadata.data, metadata.size, 130b8e80941Smrg &cache_item_metadata); 131b8e80941Smrg 132b8e80941Smrg char sha1_buf[41]; 133b8e80941Smrg if (ctx->_Shader->Flags & GLSL_CACHE_INFO) { 134b8e80941Smrg _mesa_sha1_format(sha1_buf, prog->data->sha1); 135b8e80941Smrg fprintf(stderr, "putting program metadata in cache: %s\n", sha1_buf); 136b8e80941Smrg } 137b8e80941Smrg 138b8e80941Smrgfail: 139b8e80941Smrg free(cache_item_metadata.keys); 140b8e80941Smrg blob_finish(&metadata); 141b8e80941Smrg} 142b8e80941Smrg 143b8e80941Smrgbool 144b8e80941Smrgshader_cache_read_program_metadata(struct gl_context *ctx, 145b8e80941Smrg struct gl_shader_program *prog) 146b8e80941Smrg{ 147b8e80941Smrg /* Fixed function programs generated by Mesa are not cached. So don't 148b8e80941Smrg * try to read metadata for them from the cache. 149b8e80941Smrg */ 150b8e80941Smrg if (prog->Name == 0) 151b8e80941Smrg return false; 152b8e80941Smrg 153b8e80941Smrg struct disk_cache *cache = ctx->Cache; 154b8e80941Smrg if (!cache) 155b8e80941Smrg return false; 156b8e80941Smrg 157b8e80941Smrg /* Include bindings when creating sha1. These bindings change the resulting 158b8e80941Smrg * binary so they are just as important as the shader source. 159b8e80941Smrg */ 160b8e80941Smrg char *buf = ralloc_strdup(NULL, "vb: "); 161b8e80941Smrg prog->AttributeBindings->iterate(create_binding_str, &buf); 162b8e80941Smrg ralloc_strcat(&buf, "fb: "); 163b8e80941Smrg prog->FragDataBindings->iterate(create_binding_str, &buf); 164b8e80941Smrg ralloc_strcat(&buf, "fbi: "); 165b8e80941Smrg prog->FragDataIndexBindings->iterate(create_binding_str, &buf); 166b8e80941Smrg ralloc_asprintf_append(&buf, "tf: %d ", prog->TransformFeedback.BufferMode); 167b8e80941Smrg for (unsigned int i = 0; i < prog->TransformFeedback.NumVarying; i++) { 168b8e80941Smrg ralloc_asprintf_append(&buf, "%s ", 169b8e80941Smrg prog->TransformFeedback.VaryingNames[i]); 170b8e80941Smrg } 171b8e80941Smrg 172b8e80941Smrg /* SSO has an effect on the linked program so include this when generating 173b8e80941Smrg * the sha also. 174b8e80941Smrg */ 175b8e80941Smrg ralloc_asprintf_append(&buf, "sso: %s\n", 176b8e80941Smrg prog->SeparateShader ? "T" : "F"); 177b8e80941Smrg 178b8e80941Smrg /* A shader might end up producing different output depending on the glsl 179b8e80941Smrg * version supported by the compiler. For example a different path might be 180b8e80941Smrg * taken by the preprocessor, so add the version to the hash input. 181b8e80941Smrg */ 182b8e80941Smrg ralloc_asprintf_append(&buf, "api: %d glsl: %d fglsl: %d\n", 183b8e80941Smrg ctx->API, ctx->Const.GLSLVersion, 184b8e80941Smrg ctx->Const.ForceGLSLVersion); 185b8e80941Smrg 186b8e80941Smrg /* We run the preprocessor on shaders after hashing them, so we need to 187b8e80941Smrg * add any extension override vars to the hash. If we don't do this the 188b8e80941Smrg * preprocessor could result in different output and we could load the 189b8e80941Smrg * wrong shader. 190b8e80941Smrg */ 191b8e80941Smrg char *ext_override = getenv("MESA_EXTENSION_OVERRIDE"); 192b8e80941Smrg if (ext_override) { 193b8e80941Smrg ralloc_asprintf_append(&buf, "ext:%s", ext_override); 194b8e80941Smrg } 195b8e80941Smrg 196b8e80941Smrg /* DRI config options may also change the output from the compiler so 197b8e80941Smrg * include them as an input to sha1 creation. 198b8e80941Smrg */ 199b8e80941Smrg char sha1buf[41]; 200b8e80941Smrg _mesa_sha1_format(sha1buf, ctx->Const.dri_config_options_sha1); 201b8e80941Smrg ralloc_strcat(&buf, sha1buf); 202b8e80941Smrg 203b8e80941Smrg for (unsigned i = 0; i < prog->NumShaders; i++) { 204b8e80941Smrg struct gl_shader *sh = prog->Shaders[i]; 205b8e80941Smrg _mesa_sha1_format(sha1buf, sh->sha1); 206b8e80941Smrg ralloc_asprintf_append(&buf, "%s: %s\n", 207b8e80941Smrg _mesa_shader_stage_to_abbrev(sh->Stage), sha1buf); 208b8e80941Smrg } 209b8e80941Smrg disk_cache_compute_key(cache, buf, strlen(buf), prog->data->sha1); 210b8e80941Smrg ralloc_free(buf); 211b8e80941Smrg 212b8e80941Smrg size_t size; 213b8e80941Smrg uint8_t *buffer = (uint8_t *) disk_cache_get(cache, prog->data->sha1, 214b8e80941Smrg &size); 215b8e80941Smrg if (buffer == NULL) { 216b8e80941Smrg /* Cached program not found. We may have seen the individual shaders 217b8e80941Smrg * before and skipped compiling but they may not have been used together 218b8e80941Smrg * in this combination before. Fall back to linking shaders but first 219b8e80941Smrg * re-compile the shaders. 220b8e80941Smrg * 221b8e80941Smrg * We could probably only compile the shaders which were skipped here 222b8e80941Smrg * but we need to be careful because the source may also have been 223b8e80941Smrg * changed since the last compile so for now we just recompile 224b8e80941Smrg * everything. 225b8e80941Smrg */ 226b8e80941Smrg compile_shaders(ctx, prog); 227b8e80941Smrg return false; 228b8e80941Smrg } 229b8e80941Smrg 230b8e80941Smrg if (ctx->_Shader->Flags & GLSL_CACHE_INFO) { 231b8e80941Smrg _mesa_sha1_format(sha1buf, prog->data->sha1); 232b8e80941Smrg fprintf(stderr, "loading shader program meta data from cache: %s\n", 233b8e80941Smrg sha1buf); 234b8e80941Smrg } 235b8e80941Smrg 236b8e80941Smrg struct blob_reader metadata; 237b8e80941Smrg blob_reader_init(&metadata, buffer, size); 238b8e80941Smrg 239b8e80941Smrg bool deserialized = deserialize_glsl_program(&metadata, ctx, prog); 240b8e80941Smrg 241b8e80941Smrg if (!deserialized || metadata.current != metadata.end || metadata.overrun) { 242b8e80941Smrg /* Something has gone wrong discard the item from the cache and rebuild 243b8e80941Smrg * from source. 244b8e80941Smrg */ 245b8e80941Smrg assert(!"Invalid GLSL shader disk cache item!"); 246b8e80941Smrg 247b8e80941Smrg if (ctx->_Shader->Flags & GLSL_CACHE_INFO) { 248b8e80941Smrg fprintf(stderr, "Error reading program from cache (invalid GLSL " 249b8e80941Smrg "cache item)\n"); 250b8e80941Smrg } 251b8e80941Smrg 252b8e80941Smrg disk_cache_remove(cache, prog->data->sha1); 253b8e80941Smrg compile_shaders(ctx, prog); 254b8e80941Smrg free(buffer); 255b8e80941Smrg return false; 256b8e80941Smrg } 257b8e80941Smrg 258b8e80941Smrg /* This is used to flag a shader retrieved from cache */ 259b8e80941Smrg prog->data->LinkStatus = LINKING_SKIPPED; 260b8e80941Smrg 261b8e80941Smrg free (buffer); 262b8e80941Smrg 263b8e80941Smrg return true; 264b8e80941Smrg} 265