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      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 "main/core.h"
     57 #include "nir.h"
     58 #include "program.h"
     59 #include "serialize.h"
     60 #include "shader_cache.h"
     61 #include "util/mesa-sha1.h"
     62 #include "string_to_uint_map.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.
     94     *
     95     * TODO: In future we should use another method to generate a key for ff
     96     * programs.
     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    serialize_glsl_program(&metadata, ctx, prog);
    106 
    107    struct cache_item_metadata cache_item_metadata;
    108    cache_item_metadata.type = CACHE_ITEM_TYPE_GLSL;
    109    cache_item_metadata.keys =
    110       (cache_key *) malloc(prog->NumShaders * sizeof(cache_key));
    111    cache_item_metadata.num_keys = prog->NumShaders;
    112 
    113    if (!cache_item_metadata.keys)
    114       goto fail;
    115 
    116    char sha1_buf[41];
    117    for (unsigned i = 0; i < prog->NumShaders; i++) {
    118       disk_cache_put_key(cache, prog->Shaders[i]->sha1);
    119       memcpy(cache_item_metadata.keys[i], prog->Shaders[i]->sha1,
    120              sizeof(cache_key));
    121       if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
    122          _mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1);
    123          fprintf(stderr, "marking shader: %s\n", sha1_buf);
    124       }
    125    }
    126 
    127    disk_cache_put(cache, prog->data->sha1, metadata.data, metadata.size,
    128                   &cache_item_metadata);
    129 
    130    if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
    131       _mesa_sha1_format(sha1_buf, prog->data->sha1);
    132       fprintf(stderr, "putting program metadata in cache: %s\n", sha1_buf);
    133    }
    134 
    135 fail:
    136    free(cache_item_metadata.keys);
    137    blob_finish(&metadata);
    138 }
    139 
    140 bool
    141 shader_cache_read_program_metadata(struct gl_context *ctx,
    142                                    struct gl_shader_program *prog)
    143 {
    144    /* Fixed function programs generated by Mesa are not cached. So don't
    145     * try to read metadata for them from the cache.
    146     */
    147    if (prog->Name == 0)
    148       return false;
    149 
    150    struct disk_cache *cache = ctx->Cache;
    151    if (!cache)
    152       return false;
    153 
    154    /* Include bindings when creating sha1. These bindings change the resulting
    155     * binary so they are just as important as the shader source.
    156     */
    157    char *buf = ralloc_strdup(NULL, "vb: ");
    158    prog->AttributeBindings->iterate(create_binding_str, &buf);
    159    ralloc_strcat(&buf, "fb: ");
    160    prog->FragDataBindings->iterate(create_binding_str, &buf);
    161    ralloc_strcat(&buf, "fbi: ");
    162    prog->FragDataIndexBindings->iterate(create_binding_str, &buf);
    163 
    164    /* SSO has an effect on the linked program so include this when generating
    165     * the sha also.
    166     */
    167    ralloc_asprintf_append(&buf, "sso: %s\n",
    168                           prog->SeparateShader ? "T" : "F");
    169 
    170    /* A shader might end up producing different output depending on the glsl
    171     * version supported by the compiler. For example a different path might be
    172     * taken by the preprocessor, so add the version to the hash input.
    173     */
    174    ralloc_asprintf_append(&buf, "api: %d glsl: %d fglsl: %d\n",
    175                           ctx->API, ctx->Const.GLSLVersion,
    176                           ctx->Const.ForceGLSLVersion);
    177 
    178    /* We run the preprocessor on shaders after hashing them, so we need to
    179     * add any extension override vars to the hash. If we don't do this the
    180     * preprocessor could result in different output and we could load the
    181     * wrong shader.
    182     */
    183    char *ext_override = getenv("MESA_EXTENSION_OVERRIDE");
    184    if (ext_override) {
    185       ralloc_asprintf_append(&buf, "ext:%s", ext_override);
    186    }
    187 
    188    /* DRI config options may also change the output from the compiler so
    189     * include them as an input to sha1 creation.
    190     */
    191    char sha1buf[41];
    192    _mesa_sha1_format(sha1buf, ctx->Const.dri_config_options_sha1);
    193    ralloc_strcat(&buf, sha1buf);
    194 
    195    for (unsigned i = 0; i < prog->NumShaders; i++) {
    196       struct gl_shader *sh = prog->Shaders[i];
    197       _mesa_sha1_format(sha1buf, sh->sha1);
    198       ralloc_asprintf_append(&buf, "%s: %s\n",
    199                              _mesa_shader_stage_to_abbrev(sh->Stage), sha1buf);
    200    }
    201    disk_cache_compute_key(cache, buf, strlen(buf), prog->data->sha1);
    202    ralloc_free(buf);
    203 
    204    size_t size;
    205    uint8_t *buffer = (uint8_t *) disk_cache_get(cache, prog->data->sha1,
    206                                                 &size);
    207    if (buffer == NULL) {
    208       /* Cached program not found. We may have seen the individual shaders
    209        * before and skipped compiling but they may not have been used together
    210        * in this combination before. Fall back to linking shaders but first
    211        * re-compile the shaders.
    212        *
    213        * We could probably only compile the shaders which were skipped here
    214        * but we need to be careful because the source may also have been
    215        * changed since the last compile so for now we just recompile
    216        * everything.
    217        */
    218       compile_shaders(ctx, prog);
    219       return false;
    220    }
    221 
    222    if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
    223       _mesa_sha1_format(sha1buf, prog->data->sha1);
    224       fprintf(stderr, "loading shader program meta data from cache: %s\n",
    225               sha1buf);
    226    }
    227 
    228    struct blob_reader metadata;
    229    blob_reader_init(&metadata, buffer, size);
    230 
    231    bool deserialized = deserialize_glsl_program(&metadata, ctx, prog);
    232 
    233    if (!deserialized || metadata.current != metadata.end || metadata.overrun) {
    234       /* Something has gone wrong discard the item from the cache and rebuild
    235        * from source.
    236        */
    237       assert(!"Invalid GLSL shader disk cache item!");
    238 
    239       if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
    240          fprintf(stderr, "Error reading program from cache (invalid GLSL "
    241                  "cache item)\n");
    242       }
    243 
    244       disk_cache_remove(cache, prog->data->sha1);
    245       compile_shaders(ctx, prog);
    246       free(buffer);
    247       return false;
    248    }
    249 
    250    /* This is used to flag a shader retrieved from cache */
    251    prog->data->LinkStatus = linking_skipped;
    252 
    253    /* Since the program load was successful, CompileStatus of all shaders at
    254     * this point should normally be compile_skipped. However because of how
    255     * the eviction works, it may happen that some of the individual shader keys
    256     * have been evicted, resulting in unnecessary recompiles on this load, so
    257     * mark them again to skip such recompiles next time.
    258     */
    259    char sha1_buf[41];
    260    for (unsigned i = 0; i < prog->NumShaders; i++) {
    261       if (prog->Shaders[i]->CompileStatus == compiled_no_opts) {
    262          disk_cache_put_key(cache, prog->Shaders[i]->sha1);
    263          if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
    264             _mesa_sha1_format(sha1_buf, prog->Shaders[i]->sha1);
    265             fprintf(stderr, "re-marking shader: %s\n", sha1_buf);
    266          }
    267       }
    268    }
    269 
    270    free (buffer);
    271 
    272    return true;
    273 }
    274