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* Copyright © 2020 Google, Inc.
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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#include "nir_serialize.h"
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#include "ir3_compiler.h"
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* Shader disk-cache implementation.
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* Note that at least in the EGL_ANDROID_blob_cache, we should never
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* rely on inter-dependencies between different cache entries:
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* No guarantees are made as to whether a given key/value pair is present in
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* the cache after the set call. If a different value has been associated
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* with the given key in the past then it is undefined which value, if any,
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* is associated with the key after the set call. Note that while there are
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* no guarantees, the cache implementation should attempt to cache the most
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* recently set value for a given key.
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* for this reason, because binning pass variants share const_state with
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* their draw-pass counterpart, both variants are serialized together.
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ir3_disk_cache_init(struct ir3_compiler *compiler)
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if (ir3_shader_debug & IR3_DBG_NOCACHE)
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const char *renderer = fd_dev_name(compiler->dev_id);
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const struct build_id_note *note =
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build_id_find_nhdr_for_addr(ir3_disk_cache_init);
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assert(note && build_id_length(note) == 20); /* sha1 */
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const uint8_t *id_sha1 = build_id_data(note);
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_mesa_sha1_format(timestamp, id_sha1);
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uint64_t driver_flags = ir3_shader_debug;
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if (compiler->robust_buffer_access2)
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driver_flags |= IR3_DBG_ROBUST_UBO_ACCESS;
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compiler->disk_cache = disk_cache_create(renderer, timestamp, driver_flags);
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ir3_disk_cache_init_shader_key(struct ir3_compiler *compiler,
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struct ir3_shader *shader)
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if (!compiler->disk_cache)
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_mesa_sha1_init(&ctx);
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/* Serialize the NIR to a binary blob that we can hash for the disk
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* cache. Drop unnecessary information (like variable names)
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* so the serialized NIR is smaller, and also to let us detect more
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* isomorphic shaders when hashing, increasing cache hits.
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nir_serialize(&blob, shader->nir, true);
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_mesa_sha1_update(&ctx, blob.data, blob.size);
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_mesa_sha1_update(&ctx, &shader->api_wavesize,
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sizeof(shader->api_wavesize));
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_mesa_sha1_update(&ctx, &shader->real_wavesize,
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sizeof(shader->real_wavesize));
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/* Note that on some gens stream-out is lowered in ir3 to stg. For later
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* gens we maybe don't need to include stream-out in the cache key.
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_mesa_sha1_update(&ctx, &shader->stream_output,
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sizeof(shader->stream_output));
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_mesa_sha1_final(&ctx, shader->cache_key);
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compute_variant_key(struct ir3_shader *shader, struct ir3_shader_variant *v,
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blob_write_bytes(&blob, &shader->cache_key, sizeof(shader->cache_key));
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blob_write_bytes(&blob, &v->key, sizeof(v->key));
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blob_write_uint8(&blob, v->binning_pass);
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disk_cache_compute_key(shader->compiler->disk_cache, blob.data, blob.size,
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retrieve_variant(struct blob_reader *blob, struct ir3_shader_variant *v)
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blob_copy_bytes(blob, VARIANT_CACHE_PTR(v), VARIANT_CACHE_SIZE);
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* pointers need special handling:
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v->bin = rzalloc_size(v, v->info.size);
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blob_copy_bytes(blob, v->bin, v->info.size);
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if (!v->binning_pass) {
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blob_copy_bytes(blob, v->const_state, sizeof(*v->const_state));
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unsigned immeds_sz = v->const_state->immediates_size *
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sizeof(v->const_state->immediates[0]);
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v->const_state->immediates = ralloc_size(v->const_state, immeds_sz);
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blob_copy_bytes(blob, v->const_state->immediates, immeds_sz);
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store_variant(struct blob *blob, struct ir3_shader_variant *v)
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blob_write_bytes(blob, VARIANT_CACHE_PTR(v), VARIANT_CACHE_SIZE);
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* pointers need special handling:
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blob_write_bytes(blob, v->bin, v->info.size);
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/* No saving constant_data, it's already baked into bin at this point. */
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if (!v->binning_pass) {
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blob_write_bytes(blob, v->const_state, sizeof(*v->const_state));
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unsigned immeds_sz = v->const_state->immediates_size *
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sizeof(v->const_state->immediates[0]);
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blob_write_bytes(blob, v->const_state->immediates, immeds_sz);
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struct ir3_shader_variant *
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ir3_retrieve_variant(struct blob_reader *blob, struct ir3_compiler *compiler,
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struct ir3_shader_variant *v = rzalloc_size(mem_ctx, sizeof(*v));
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v->compiler = compiler;
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v->binning_pass = false;
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v->nonbinning = NULL;
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blob_copy_bytes(blob, &v->key, sizeof(v->key));
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v->type = blob_read_uint32(blob);
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v->mergedregs = blob_read_uint32(blob);
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v->const_state = rzalloc_size(v, sizeof(*v->const_state));
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retrieve_variant(blob, v);
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if (v->type == MESA_SHADER_VERTEX && ir3_has_binning_vs(&v->key)) {
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v->binning = rzalloc_size(v, sizeof(*v->binning));
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v->binning->compiler = compiler;
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v->binning->binning_pass = true;
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v->binning->nonbinning = v;
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v->binning->key = v->key;
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v->binning->type = MESA_SHADER_VERTEX;
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v->binning->mergedregs = v->mergedregs;
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v->binning->const_state = v->const_state;
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retrieve_variant(blob, v->binning);
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ir3_store_variant(struct blob *blob, struct ir3_shader_variant *v)
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blob_write_bytes(blob, &v->key, sizeof(v->key));
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blob_write_uint32(blob, v->type);
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blob_write_uint32(blob, v->mergedregs);
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store_variant(blob, v);
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if (v->type == MESA_SHADER_VERTEX && ir3_has_binning_vs(&v->key)) {
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store_variant(blob, v->binning);
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ir3_disk_cache_retrieve(struct ir3_shader *shader,
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struct ir3_shader_variant *v)
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if (!shader->compiler->disk_cache)
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compute_variant_key(shader, v, cache_key);
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_mesa_sha1_format(sha1, cache_key);
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fprintf(stderr, "[mesa disk cache] retrieving variant %s: ", sha1);
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void *buffer = disk_cache_get(shader->compiler->disk_cache, cache_key, &size);
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fprintf(stderr, "%s\n", buffer ? "found" : "missing");
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struct blob_reader blob;
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blob_reader_init(&blob, buffer, size);
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retrieve_variant(&blob, v);
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retrieve_variant(&blob, v->binning);
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ir3_disk_cache_store(struct ir3_shader *shader,
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struct ir3_shader_variant *v)
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if (!shader->compiler->disk_cache)
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compute_variant_key(shader, v, cache_key);
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_mesa_sha1_format(sha1, cache_key);
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fprintf(stderr, "[mesa disk cache] storing variant %s\n", sha1);
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store_variant(&blob, v);
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store_variant(&blob, v->binning);
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disk_cache_put(shader->compiler->disk_cache, cache_key, blob.data, blob.size, NULL);