101e04c3fSmrg/*
201e04c3fSmrg * Copyright © 2014 Intel Corporation
301e04c3fSmrg *
401e04c3fSmrg * Permission is hereby granted, free of charge, to any person obtaining a
501e04c3fSmrg * copy of this software and associated documentation files (the "Software"),
601e04c3fSmrg * to deal in the Software without restriction, including without limitation
701e04c3fSmrg * the rights to use, copy, modify, merge, publish, distribute, sublicense,
801e04c3fSmrg * and/or sell copies of the Software, and to permit persons to whom the
901e04c3fSmrg * Software is furnished to do so, subject to the following conditions:
1001e04c3fSmrg *
1101e04c3fSmrg * The above copyright notice and this permission notice (including the next
1201e04c3fSmrg * paragraph) shall be included in all copies or substantial portions of the
1301e04c3fSmrg * Software.
1401e04c3fSmrg *
1501e04c3fSmrg * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
1601e04c3fSmrg * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
1701e04c3fSmrg * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
1801e04c3fSmrg * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
1901e04c3fSmrg * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
2001e04c3fSmrg * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
2101e04c3fSmrg * DEALINGS IN THE SOFTWARE.
2201e04c3fSmrg */
2301e04c3fSmrg
2401e04c3fSmrg/**
2501e04c3fSmrg * \file shader_cache.cpp
2601e04c3fSmrg *
2701e04c3fSmrg * GLSL shader cache implementation
2801e04c3fSmrg *
2901e04c3fSmrg * This uses disk_cache.c to write out a serialization of various
3001e04c3fSmrg * state that's required in order to successfully load and use a
3101e04c3fSmrg * binary written out by a drivers backend, this state is referred to as
3201e04c3fSmrg * "metadata" throughout the implementation.
3301e04c3fSmrg *
3401e04c3fSmrg * The hash key for glsl metadata is a hash of the hashes of each GLSL
3501e04c3fSmrg * source string as well as some API settings that change the final program
3601e04c3fSmrg * such as SSO, attribute bindings, frag data bindings, etc.
3701e04c3fSmrg *
3801e04c3fSmrg * In order to avoid caching any actual IR we use the put_key/get_key support
3901e04c3fSmrg * in the disk_cache to put the SHA-1 hash for each successfully compiled
4001e04c3fSmrg * shader into the cache, and optimisticly return early from glCompileShader
4101e04c3fSmrg * (if the identical shader had been successfully compiled in the past),
4201e04c3fSmrg * in the hope that the final linked shader will be found in the cache.
4301e04c3fSmrg * If anything goes wrong (shader variant not found, backend cache item is
4401e04c3fSmrg * corrupt, etc) we will use a fallback path to compile and link the IR.
4501e04c3fSmrg */
4601e04c3fSmrg
477ec681f3Smrg#include "util/os_misc.h"
487ec681f3Smrg
4901e04c3fSmrg#include "compiler/shader_info.h"
5001e04c3fSmrg#include "glsl_symbol_table.h"
5101e04c3fSmrg#include "glsl_parser_extras.h"
5201e04c3fSmrg#include "ir.h"
5301e04c3fSmrg#include "ir_optimization.h"
5401e04c3fSmrg#include "ir_rvalue_visitor.h"
5501e04c3fSmrg#include "ir_uniform.h"
5601e04c3fSmrg#include "linker.h"
5701e04c3fSmrg#include "link_varyings.h"
5801e04c3fSmrg#include "nir.h"
5901e04c3fSmrg#include "program.h"
6001e04c3fSmrg#include "serialize.h"
6101e04c3fSmrg#include "shader_cache.h"
6201e04c3fSmrg#include "util/mesa-sha1.h"
6301e04c3fSmrg#include "string_to_uint_map.h"
6401e04c3fSmrg#include "main/mtypes.h"
6501e04c3fSmrg
6601e04c3fSmrgextern "C" {
6701e04c3fSmrg#include "main/enums.h"
6801e04c3fSmrg#include "main/shaderobj.h"
6901e04c3fSmrg#include "program/program.h"
7001e04c3fSmrg}
7101e04c3fSmrg
7201e04c3fSmrgstatic void
7301e04c3fSmrgcompile_shaders(struct gl_context *ctx, struct gl_shader_program *prog) {
7401e04c3fSmrg   for (unsigned i = 0; i < prog->NumShaders; i++) {
7501e04c3fSmrg      _mesa_glsl_compile_shader(ctx, prog->Shaders[i], false, false, true);
7601e04c3fSmrg   }
7701e04c3fSmrg}
7801e04c3fSmrg
7901e04c3fSmrgstatic void
8001e04c3fSmrgcreate_binding_str(const char *key, unsigned value, void *closure)
8101e04c3fSmrg{
8201e04c3fSmrg   char **bindings_str = (char **) closure;
8301e04c3fSmrg   ralloc_asprintf_append(bindings_str, "%s:%u,", key, value);
8401e04c3fSmrg}
8501e04c3fSmrg
8601e04c3fSmrgvoid
8701e04c3fSmrgshader_cache_write_program_metadata(struct gl_context *ctx,
8801e04c3fSmrg                                    struct gl_shader_program *prog)
8901e04c3fSmrg{
9001e04c3fSmrg   struct disk_cache *cache = ctx->Cache;
9101e04c3fSmrg   if (!cache)
9201e04c3fSmrg      return;
9301e04c3fSmrg
9401e04c3fSmrg   /* Exit early when we are dealing with a ff shader with no source file to
957ec681f3Smrg    * generate a source from, or with a SPIR-V shader.
9601e04c3fSmrg    *
9701e04c3fSmrg    * TODO: In future we should use another method to generate a key for ff
987ec681f3Smrg    * programs, and SPIR-V shaders.
9901e04c3fSmrg    */
10001e04c3fSmrg   static const char zero[sizeof(prog->data->sha1)] = {0};
10101e04c3fSmrg   if (memcmp(prog->data->sha1, zero, sizeof(prog->data->sha1)) == 0)
10201e04c3fSmrg      return;
10301e04c3fSmrg
10401e04c3fSmrg   struct blob metadata;
10501e04c3fSmrg   blob_init(&metadata);
10601e04c3fSmrg
10701e04c3fSmrg   if (ctx->Driver.ShaderCacheSerializeDriverBlob) {
10801e04c3fSmrg      for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
10901e04c3fSmrg         struct gl_linked_shader *sh = prog->_LinkedShaders[i];
11001e04c3fSmrg         if (sh)
11101e04c3fSmrg            ctx->Driver.ShaderCacheSerializeDriverBlob(ctx, sh->Program);
11201e04c3fSmrg      }
11301e04c3fSmrg   }
11401e04c3fSmrg
11501e04c3fSmrg   serialize_glsl_program(&metadata, ctx, prog);
11601e04c3fSmrg
11701e04c3fSmrg   struct cache_item_metadata cache_item_metadata;
11801e04c3fSmrg   cache_item_metadata.type = CACHE_ITEM_TYPE_GLSL;
11901e04c3fSmrg   cache_item_metadata.keys =
12001e04c3fSmrg      (cache_key *) malloc(prog->NumShaders * sizeof(cache_key));
12101e04c3fSmrg   cache_item_metadata.num_keys = prog->NumShaders;
12201e04c3fSmrg
12301e04c3fSmrg   if (!cache_item_metadata.keys)
12401e04c3fSmrg      goto fail;
12501e04c3fSmrg
12601e04c3fSmrg   for (unsigned i = 0; i < prog->NumShaders; i++) {
12701e04c3fSmrg      memcpy(cache_item_metadata.keys[i], prog->Shaders[i]->sha1,
12801e04c3fSmrg             sizeof(cache_key));
12901e04c3fSmrg   }
13001e04c3fSmrg
13101e04c3fSmrg   disk_cache_put(cache, prog->data->sha1, metadata.data, metadata.size,
13201e04c3fSmrg                  &cache_item_metadata);
13301e04c3fSmrg
1347e102996Smaya   char sha1_buf[41];
13501e04c3fSmrg   if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
13601e04c3fSmrg      _mesa_sha1_format(sha1_buf, prog->data->sha1);
13701e04c3fSmrg      fprintf(stderr, "putting program metadata in cache: %s\n", sha1_buf);
13801e04c3fSmrg   }
13901e04c3fSmrg
14001e04c3fSmrgfail:
14101e04c3fSmrg   free(cache_item_metadata.keys);
14201e04c3fSmrg   blob_finish(&metadata);
14301e04c3fSmrg}
14401e04c3fSmrg
14501e04c3fSmrgbool
14601e04c3fSmrgshader_cache_read_program_metadata(struct gl_context *ctx,
14701e04c3fSmrg                                   struct gl_shader_program *prog)
14801e04c3fSmrg{
1497ec681f3Smrg   /* Fixed function programs generated by Mesa, or SPIR-V shaders, are not
1507ec681f3Smrg    * cached. So don't try to read metadata for them from the cache.
15101e04c3fSmrg    */
1527ec681f3Smrg   if (prog->Name == 0 || prog->data->spirv)
15301e04c3fSmrg      return false;
15401e04c3fSmrg
15501e04c3fSmrg   struct disk_cache *cache = ctx->Cache;
15601e04c3fSmrg   if (!cache)
15701e04c3fSmrg      return false;
15801e04c3fSmrg
15901e04c3fSmrg   /* Include bindings when creating sha1. These bindings change the resulting
16001e04c3fSmrg    * binary so they are just as important as the shader source.
16101e04c3fSmrg    */
16201e04c3fSmrg   char *buf = ralloc_strdup(NULL, "vb: ");
16301e04c3fSmrg   prog->AttributeBindings->iterate(create_binding_str, &buf);
16401e04c3fSmrg   ralloc_strcat(&buf, "fb: ");
16501e04c3fSmrg   prog->FragDataBindings->iterate(create_binding_str, &buf);
16601e04c3fSmrg   ralloc_strcat(&buf, "fbi: ");
16701e04c3fSmrg   prog->FragDataIndexBindings->iterate(create_binding_str, &buf);
16801e04c3fSmrg   ralloc_asprintf_append(&buf, "tf: %d ", prog->TransformFeedback.BufferMode);
16901e04c3fSmrg   for (unsigned int i = 0; i < prog->TransformFeedback.NumVarying; i++) {
1707e102996Smaya      ralloc_asprintf_append(&buf, "%s ",
1717e102996Smaya                             prog->TransformFeedback.VaryingNames[i]);
17201e04c3fSmrg   }
17301e04c3fSmrg
17401e04c3fSmrg   /* SSO has an effect on the linked program so include this when generating
17501e04c3fSmrg    * the sha also.
17601e04c3fSmrg    */
17701e04c3fSmrg   ralloc_asprintf_append(&buf, "sso: %s\n",
17801e04c3fSmrg                          prog->SeparateShader ? "T" : "F");
17901e04c3fSmrg
18001e04c3fSmrg   /* A shader might end up producing different output depending on the glsl
18101e04c3fSmrg    * version supported by the compiler. For example a different path might be
18201e04c3fSmrg    * taken by the preprocessor, so add the version to the hash input.
18301e04c3fSmrg    */
18401e04c3fSmrg   ralloc_asprintf_append(&buf, "api: %d glsl: %d fglsl: %d\n",
18501e04c3fSmrg                          ctx->API, ctx->Const.GLSLVersion,
18601e04c3fSmrg                          ctx->Const.ForceGLSLVersion);
18701e04c3fSmrg
18801e04c3fSmrg   /* We run the preprocessor on shaders after hashing them, so we need to
18901e04c3fSmrg    * add any extension override vars to the hash. If we don't do this the
19001e04c3fSmrg    * preprocessor could result in different output and we could load the
19101e04c3fSmrg    * wrong shader.
19201e04c3fSmrg    */
1937ec681f3Smrg   const char *ext_override = os_get_option("MESA_EXTENSION_OVERRIDE");
19401e04c3fSmrg   if (ext_override) {
19501e04c3fSmrg      ralloc_asprintf_append(&buf, "ext:%s", ext_override);
19601e04c3fSmrg   }
19701e04c3fSmrg
19801e04c3fSmrg   /* DRI config options may also change the output from the compiler so
19901e04c3fSmrg    * include them as an input to sha1 creation.
20001e04c3fSmrg    */
20101e04c3fSmrg   char sha1buf[41];
20201e04c3fSmrg   _mesa_sha1_format(sha1buf, ctx->Const.dri_config_options_sha1);
20301e04c3fSmrg   ralloc_strcat(&buf, sha1buf);
20401e04c3fSmrg
20501e04c3fSmrg   for (unsigned i = 0; i < prog->NumShaders; i++) {
20601e04c3fSmrg      struct gl_shader *sh = prog->Shaders[i];
20701e04c3fSmrg      _mesa_sha1_format(sha1buf, sh->sha1);
20801e04c3fSmrg      ralloc_asprintf_append(&buf, "%s: %s\n",
20901e04c3fSmrg                             _mesa_shader_stage_to_abbrev(sh->Stage), sha1buf);
21001e04c3fSmrg   }
21101e04c3fSmrg   disk_cache_compute_key(cache, buf, strlen(buf), prog->data->sha1);
21201e04c3fSmrg   ralloc_free(buf);
21301e04c3fSmrg
21401e04c3fSmrg   size_t size;
21501e04c3fSmrg   uint8_t *buffer = (uint8_t *) disk_cache_get(cache, prog->data->sha1,
21601e04c3fSmrg                                                &size);
21701e04c3fSmrg   if (buffer == NULL) {
21801e04c3fSmrg      /* Cached program not found. We may have seen the individual shaders
21901e04c3fSmrg       * before and skipped compiling but they may not have been used together
22001e04c3fSmrg       * in this combination before. Fall back to linking shaders but first
22101e04c3fSmrg       * re-compile the shaders.
22201e04c3fSmrg       *
22301e04c3fSmrg       * We could probably only compile the shaders which were skipped here
22401e04c3fSmrg       * but we need to be careful because the source may also have been
22501e04c3fSmrg       * changed since the last compile so for now we just recompile
22601e04c3fSmrg       * everything.
22701e04c3fSmrg       */
22801e04c3fSmrg      compile_shaders(ctx, prog);
22901e04c3fSmrg      return false;
23001e04c3fSmrg   }
23101e04c3fSmrg
23201e04c3fSmrg   if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
23301e04c3fSmrg      _mesa_sha1_format(sha1buf, prog->data->sha1);
23401e04c3fSmrg      fprintf(stderr, "loading shader program meta data from cache: %s\n",
23501e04c3fSmrg              sha1buf);
23601e04c3fSmrg   }
23701e04c3fSmrg
23801e04c3fSmrg   struct blob_reader metadata;
23901e04c3fSmrg   blob_reader_init(&metadata, buffer, size);
24001e04c3fSmrg
24101e04c3fSmrg   bool deserialized = deserialize_glsl_program(&metadata, ctx, prog);
24201e04c3fSmrg
24301e04c3fSmrg   if (!deserialized || metadata.current != metadata.end || metadata.overrun) {
24401e04c3fSmrg      /* Something has gone wrong discard the item from the cache and rebuild
24501e04c3fSmrg       * from source.
24601e04c3fSmrg       */
24701e04c3fSmrg      assert(!"Invalid GLSL shader disk cache item!");
24801e04c3fSmrg
24901e04c3fSmrg      if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
25001e04c3fSmrg         fprintf(stderr, "Error reading program from cache (invalid GLSL "
25101e04c3fSmrg                 "cache item)\n");
25201e04c3fSmrg      }
25301e04c3fSmrg
25401e04c3fSmrg      disk_cache_remove(cache, prog->data->sha1);
25501e04c3fSmrg      compile_shaders(ctx, prog);
25601e04c3fSmrg      free(buffer);
25701e04c3fSmrg      return false;
25801e04c3fSmrg   }
25901e04c3fSmrg
26001e04c3fSmrg   /* This is used to flag a shader retrieved from cache */
26101e04c3fSmrg   prog->data->LinkStatus = LINKING_SKIPPED;
26201e04c3fSmrg
26301e04c3fSmrg   free (buffer);
26401e04c3fSmrg
26501e04c3fSmrg   return true;
26601e04c3fSmrg}
267