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 "program.h"
57 #include "serialize.h"
58 #include "shader_cache.h"
59 #include "util/mesa-sha1.h"
60 #include "string_to_uint_map.h"
61 #include "main/mtypes.h"
62
63 extern "C" {
64 #include "main/enums.h"
65 #include "main/shaderobj.h"
66 #include "program/program.h"
67 }
68
69 static void
compile_shaders(struct gl_context * ctx,struct gl_shader_program * prog)70 compile_shaders(struct gl_context *ctx, struct gl_shader_program *prog) {
71 for (unsigned i = 0; i < prog->NumShaders; i++) {
72 _mesa_glsl_compile_shader(ctx, prog->Shaders[i], false, false, true);
73 }
74 }
75
76 static void
create_binding_str(const char * key,unsigned value,void * closure)77 create_binding_str(const char *key, unsigned value, void *closure)
78 {
79 char **bindings_str = (char **) closure;
80 ralloc_asprintf_append(bindings_str, "%s:%u,", key, value);
81 }
82
83 void
shader_cache_write_program_metadata(struct gl_context * ctx,struct gl_shader_program * prog)84 shader_cache_write_program_metadata(struct gl_context *ctx,
85 struct gl_shader_program *prog)
86 {
87 struct disk_cache *cache = ctx->Cache;
88 if (!cache)
89 return;
90
91 /* Exit early when we are dealing with a ff shader with no source file to
92 * generate a source from, or with a SPIR-V shader.
93 *
94 * TODO: In future we should use another method to generate a key for ff
95 * programs, and SPIR-V shaders.
96 */
97 static const char zero[sizeof(prog->data->sha1)] = {0};
98 if (memcmp(prog->data->sha1, zero, sizeof(prog->data->sha1)) == 0)
99 return;
100
101 struct blob metadata;
102 blob_init(&metadata);
103
104 if (ctx->Driver.ShaderCacheSerializeDriverBlob) {
105 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
106 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
107 if (sh)
108 ctx->Driver.ShaderCacheSerializeDriverBlob(ctx, sh->Program);
109 }
110 }
111
112 serialize_glsl_program(&metadata, ctx, prog);
113
114 struct cache_item_metadata cache_item_metadata;
115 cache_item_metadata.type = CACHE_ITEM_TYPE_GLSL;
116 cache_item_metadata.keys =
117 (cache_key *) malloc(prog->NumShaders * sizeof(cache_key));
118 cache_item_metadata.num_keys = prog->NumShaders;
119
120 if (!cache_item_metadata.keys)
121 goto fail;
122
123 for (unsigned i = 0; i < prog->NumShaders; i++) {
124 memcpy(cache_item_metadata.keys[i], prog->Shaders[i]->sha1,
125 sizeof(cache_key));
126 }
127
128 disk_cache_put(cache, prog->data->sha1, metadata.data, metadata.size,
129 &cache_item_metadata);
130
131 char sha1_buf[41];
132 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
133 _mesa_sha1_format(sha1_buf, prog->data->sha1);
134 fprintf(stderr, "putting program metadata in cache: %s\n", sha1_buf);
135 }
136
137 fail:
138 free(cache_item_metadata.keys);
139 blob_finish(&metadata);
140 }
141
142 bool
shader_cache_read_program_metadata(struct gl_context * ctx,struct gl_shader_program * prog)143 shader_cache_read_program_metadata(struct gl_context *ctx,
144 struct gl_shader_program *prog)
145 {
146 /* Fixed function programs generated by Mesa, or SPIR-V shaders, are not
147 * cached. So don't try to read metadata for them from the cache.
148 */
149 if (prog->Name == 0 || prog->data->spirv)
150 return false;
151
152 struct disk_cache *cache = ctx->Cache;
153 if (!cache)
154 return false;
155
156 /* Include bindings when creating sha1. These bindings change the resulting
157 * binary so they are just as important as the shader source.
158 */
159 char *buf = ralloc_strdup(NULL, "vb: ");
160 prog->AttributeBindings->iterate(create_binding_str, &buf);
161 ralloc_strcat(&buf, "fb: ");
162 prog->FragDataBindings->iterate(create_binding_str, &buf);
163 ralloc_strcat(&buf, "fbi: ");
164 prog->FragDataIndexBindings->iterate(create_binding_str, &buf);
165 ralloc_asprintf_append(&buf, "tf: %d ", prog->TransformFeedback.BufferMode);
166 for (unsigned int i = 0; i < prog->TransformFeedback.NumVarying; i++) {
167 ralloc_asprintf_append(&buf, "%s ",
168 prog->TransformFeedback.VaryingNames[i]);
169 }
170
171 /* SSO has an effect on the linked program so include this when generating
172 * the sha also.
173 */
174 ralloc_asprintf_append(&buf, "sso: %s\n",
175 prog->SeparateShader ? "T" : "F");
176
177 /* A shader might end up producing different output depending on the glsl
178 * version supported by the compiler. For example a different path might be
179 * taken by the preprocessor, so add the version to the hash input.
180 */
181 ralloc_asprintf_append(&buf, "api: %d glsl: %d fglsl: %d\n",
182 ctx->API, ctx->Const.GLSLVersion,
183 ctx->Const.ForceGLSLVersion);
184
185 /* We run the preprocessor on shaders after hashing them, so we need to
186 * add any extension override vars to the hash. If we don't do this the
187 * preprocessor could result in different output and we could load the
188 * wrong shader.
189 */
190 char *ext_override = getenv("MESA_EXTENSION_OVERRIDE");
191 if (ext_override) {
192 ralloc_asprintf_append(&buf, "ext:%s", ext_override);
193 }
194
195 /* DRI config options may also change the output from the compiler so
196 * include them as an input to sha1 creation.
197 */
198 char sha1buf[41];
199 _mesa_sha1_format(sha1buf, ctx->Const.dri_config_options_sha1);
200 ralloc_strcat(&buf, sha1buf);
201
202 for (unsigned i = 0; i < prog->NumShaders; i++) {
203 struct gl_shader *sh = prog->Shaders[i];
204 _mesa_sha1_format(sha1buf, sh->sha1);
205 ralloc_asprintf_append(&buf, "%s: %s\n",
206 _mesa_shader_stage_to_abbrev(sh->Stage), sha1buf);
207 }
208 disk_cache_compute_key(cache, buf, strlen(buf), prog->data->sha1);
209 ralloc_free(buf);
210
211 size_t size;
212 uint8_t *buffer = (uint8_t *) disk_cache_get(cache, prog->data->sha1,
213 &size);
214 if (buffer == NULL) {
215 /* Cached program not found. We may have seen the individual shaders
216 * before and skipped compiling but they may not have been used together
217 * in this combination before. Fall back to linking shaders but first
218 * re-compile the shaders.
219 *
220 * We could probably only compile the shaders which were skipped here
221 * but we need to be careful because the source may also have been
222 * changed since the last compile so for now we just recompile
223 * everything.
224 */
225 compile_shaders(ctx, prog);
226 return false;
227 }
228
229 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
230 _mesa_sha1_format(sha1buf, prog->data->sha1);
231 fprintf(stderr, "loading shader program meta data from cache: %s\n",
232 sha1buf);
233 }
234
235 struct blob_reader metadata;
236 blob_reader_init(&metadata, buffer, size);
237
238 bool deserialized = deserialize_glsl_program(&metadata, ctx, prog);
239
240 if (!deserialized || metadata.current != metadata.end || metadata.overrun) {
241 /* Something has gone wrong discard the item from the cache and rebuild
242 * from source.
243 */
244 assert(!"Invalid GLSL shader disk cache item!");
245
246 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
247 fprintf(stderr, "Error reading program from cache (invalid GLSL "
248 "cache item)\n");
249 }
250
251 disk_cache_remove(cache, prog->data->sha1);
252 compile_shaders(ctx, prog);
253 free(buffer);
254 return false;
255 }
256
257 /* This is used to flag a shader retrieved from cache */
258 prog->data->LinkStatus = LINKING_SKIPPED;
259
260 free (buffer);
261
262 return true;
263 }
264