/* * Copyright © 2022 Raspberry Pi Ltd * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ /** * V3D on-disk shader cache. */ #include "v3d_context.h" #include "compiler/nir/nir_serialize.h" #include "util/blob.h" #include "util/u_upload_mgr.h" #ifdef ENABLE_SHADER_CACHE static uint32_t v3d_key_size(gl_shader_stage stage) { static const int key_size[] = { [MESA_SHADER_VERTEX] = sizeof(struct v3d_vs_key), [MESA_SHADER_GEOMETRY] = sizeof(struct v3d_gs_key), [MESA_SHADER_FRAGMENT] = sizeof(struct v3d_fs_key), [MESA_SHADER_COMPUTE] = sizeof(struct v3d_key), }; assert(stage >= 0 && stage < ARRAY_SIZE(key_size) && key_size[stage]); return key_size[stage]; } void v3d_disk_cache_init(struct v3d_screen *screen) { char *renderer; ASSERTED int len = asprintf(&renderer, "V3D %d.%d", screen->devinfo.ver / 10, screen->devinfo.ver % 10); assert(len > 0); const struct build_id_note *note = build_id_find_nhdr_for_addr(v3d_disk_cache_init); assert(note && build_id_length(note) == 20); const uint8_t *id_sha1 = build_id_data(note); assert(id_sha1); char timestamp[41]; _mesa_sha1_format(timestamp, id_sha1); screen->disk_cache = disk_cache_create(renderer, timestamp, 0); free(renderer); } static void v3d_disk_cache_compute_key(struct disk_cache *cache, const struct v3d_key *key, cache_key cache_key) { assert(cache); struct v3d_uncompiled_shader *uncompiled = key->shader_state; assert(uncompiled->base.type == PIPE_SHADER_IR_NIR); nir_shader *nir = uncompiled->base.ir.nir; struct blob blob; blob_init(&blob); uint32_t ckey_size = v3d_key_size(nir->info.stage); struct v3d_key *ckey = malloc(ckey_size); memcpy(ckey, key, ckey_size); ckey->shader_state = NULL; blob_write_bytes(&blob, ckey, ckey_size); nir_serialize(&blob, nir, true); disk_cache_compute_key(cache, blob.data, blob.size, cache_key); blob_finish(&blob); free(ckey); } struct v3d_compiled_shader * v3d_disk_cache_retrieve(struct v3d_context *v3d, const struct v3d_key *key) { struct v3d_screen *screen = v3d->screen; struct disk_cache *cache = screen->disk_cache; if (!cache) return NULL; struct v3d_uncompiled_shader *uncompiled = key->shader_state; assert(uncompiled->base.type == PIPE_SHADER_IR_NIR); nir_shader *nir = uncompiled->base.ir.nir; cache_key cache_key; v3d_disk_cache_compute_key(cache, key, cache_key); size_t buffer_size; void *buffer = disk_cache_get(cache, cache_key, &buffer_size); if (unlikely(V3D_DEBUG & V3D_DEBUG_CACHE)) { char sha1[41]; _mesa_sha1_format(sha1, cache_key); fprintf(stderr, "[v3d on-disk cache] %s %s\n", buffer ? "hit" : "miss", sha1); } if (!buffer) return NULL; /* Load data */ struct blob_reader blob; blob_reader_init(&blob, buffer, buffer_size); uint32_t prog_data_size = v3d_prog_data_size(nir->info.stage); const void *prog_data = blob_read_bytes(&blob, prog_data_size); if (blob.overrun) return NULL; uint32_t ulist_count = blob_read_uint32(&blob); uint32_t ulist_contents_size = ulist_count * sizeof(enum quniform_contents); const void *ulist_contents = blob_read_bytes(&blob, ulist_contents_size); if (blob.overrun) return NULL; uint32_t ulist_data_size = ulist_count * sizeof(uint32_t); const void *ulist_data = blob_read_bytes(&blob, ulist_data_size); if (blob.overrun) return NULL; uint32_t qpu_size = blob_read_uint32(&blob); const void *qpu_insts = blob_read_bytes(&blob, qpu_size); if (blob.overrun) return NULL; /* Assemble data */ struct v3d_compiled_shader *shader = rzalloc(NULL, struct v3d_compiled_shader); shader->prog_data.base = rzalloc_size(shader, prog_data_size); memcpy(shader->prog_data.base, prog_data, prog_data_size); shader->prog_data.base->uniforms.count = ulist_count; shader->prog_data.base->uniforms.contents = ralloc_array(shader->prog_data.base, enum quniform_contents, ulist_count); memcpy(shader->prog_data.base->uniforms.contents, ulist_contents, ulist_contents_size); shader->prog_data.base->uniforms.data = ralloc_array(shader->prog_data.base, uint32_t, ulist_count); memcpy(shader->prog_data.base->uniforms.data, ulist_data, ulist_data_size); u_upload_data(v3d->state_uploader, 0, qpu_size, 8, qpu_insts, &shader->offset, &shader->resource); free(buffer); return shader; } void v3d_disk_cache_store(struct v3d_context *v3d, const struct v3d_key *key, const struct v3d_compiled_shader *shader, uint64_t *qpu_insts, uint32_t qpu_size) { struct v3d_screen *screen = v3d->screen; struct disk_cache *cache = screen->disk_cache; if (!cache) return; struct v3d_uncompiled_shader *uncompiled = key->shader_state; assert(uncompiled->base.type == PIPE_SHADER_IR_NIR); nir_shader *nir = uncompiled->base.ir.nir; cache_key cache_key; v3d_disk_cache_compute_key(cache, key, cache_key); if (unlikely(V3D_DEBUG & V3D_DEBUG_CACHE)) { char sha1[41]; _mesa_sha1_format(sha1, cache_key); fprintf(stderr, "[v3d on-disk cache] storing %s\n", sha1); } struct blob blob; blob_init(&blob); blob_write_bytes(&blob, shader->prog_data.base, v3d_prog_data_size(nir->info.stage)); uint32_t ulist_count = shader->prog_data.base->uniforms.count; blob_write_uint32(&blob, ulist_count); blob_write_bytes(&blob, shader->prog_data.base->uniforms.contents, ulist_count * sizeof(enum quniform_contents)); blob_write_bytes(&blob, shader->prog_data.base->uniforms.data, ulist_count * sizeof(uint32_t)); blob_write_uint32(&blob, qpu_size); blob_write_bytes(&blob, qpu_insts, qpu_size); disk_cache_put(cache, cache_key, blob.data, blob.size, NULL); blob_finish(&blob); } #endif /* ENABLE_SHADER_CACHE */