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