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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
compile_shaders(struct gl_context * ctx,struct gl_shader_program * prog)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
create_binding_str(const char * key,unsigned value,void * closure)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
shader_cache_write_program_metadata(struct gl_context * ctx,struct gl_shader_program * prog)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
shader_cache_read_program_metadata(struct gl_context * ctx,struct gl_shader_program * prog)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