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glsl: drop cache_fallback

This turned out to be a dead end, it is much easier and less error
prone to just cache the IR used by the drivers backend e.g. TGSI or
NIR.

Cc: "17.2 17.3" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
tags/18.0-branchpoint
Timothy Arceri 7 年之前
父節點
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cf05bb506a

+ 3
- 12
src/compiler/glsl/link_uniforms.cpp 查看文件

@@ -1400,13 +1400,6 @@ link_assign_uniform_storage(struct gl_context *ctx,
sizeof(shader->Program->sh.SamplerTargets));
}

/* If this is a fallback compile for a cache miss we already have the
* correct uniform mappings and we don't want to reinitialise uniforms so
* just return now.
*/
if (prog->data->cache_fallback)
return;

#ifndef NDEBUG
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
assert(prog->data->UniformStorage[i].storage != NULL ||
@@ -1431,11 +1424,9 @@ void
link_assign_uniform_locations(struct gl_shader_program *prog,
struct gl_context *ctx)
{
if (!prog->data->cache_fallback) {
ralloc_free(prog->data->UniformStorage);
prog->data->UniformStorage = NULL;
prog->data->NumUniformStorage = 0;
}
ralloc_free(prog->data->UniformStorage);
prog->data->UniformStorage = NULL;
prog->data->NumUniformStorage = 0;

if (prog->UniformHash != NULL) {
prog->UniformHash->clear();

+ 38
- 47
src/compiler/glsl/linker.cpp 查看文件

@@ -2264,8 +2264,7 @@ link_intrastage_shaders(void *mem_ctx,
return NULL;
}

if (!prog->data->cache_fallback)
_mesa_reference_shader_program_data(ctx, &gl_prog->sh.data, prog->data);
_mesa_reference_shader_program_data(ctx, &gl_prog->sh.data, prog->data);

/* Don't use _mesa_reference_program() just take ownership */
linked->Program = gl_prog;
@@ -2322,34 +2321,32 @@ link_intrastage_shaders(void *mem_ctx,
v.run(linked->ir);
v.fixup_unnamed_interface_types();

if (!prog->data->cache_fallback) {
/* Link up uniform blocks defined within this stage. */
link_uniform_blocks(mem_ctx, ctx, prog, linked, &ubo_blocks,
&num_ubo_blocks, &ssbo_blocks, &num_ssbo_blocks);
/* Link up uniform blocks defined within this stage. */
link_uniform_blocks(mem_ctx, ctx, prog, linked, &ubo_blocks,
&num_ubo_blocks, &ssbo_blocks, &num_ssbo_blocks);

if (!prog->data->LinkStatus) {
_mesa_delete_linked_shader(ctx, linked);
return NULL;
}
if (!prog->data->LinkStatus) {
_mesa_delete_linked_shader(ctx, linked);
return NULL;
}

/* Copy ubo blocks to linked shader list */
linked->Program->sh.UniformBlocks =
ralloc_array(linked, gl_uniform_block *, num_ubo_blocks);
ralloc_steal(linked, ubo_blocks);
for (unsigned i = 0; i < num_ubo_blocks; i++) {
linked->Program->sh.UniformBlocks[i] = &ubo_blocks[i];
}
linked->Program->info.num_ubos = num_ubo_blocks;

/* Copy ssbo blocks to linked shader list */
linked->Program->sh.ShaderStorageBlocks =
ralloc_array(linked, gl_uniform_block *, num_ssbo_blocks);
ralloc_steal(linked, ssbo_blocks);
for (unsigned i = 0; i < num_ssbo_blocks; i++) {
linked->Program->sh.ShaderStorageBlocks[i] = &ssbo_blocks[i];
}
linked->Program->info.num_ssbos = num_ssbo_blocks;
/* Copy ubo blocks to linked shader list */
linked->Program->sh.UniformBlocks =
ralloc_array(linked, gl_uniform_block *, num_ubo_blocks);
ralloc_steal(linked, ubo_blocks);
for (unsigned i = 0; i < num_ubo_blocks; i++) {
linked->Program->sh.UniformBlocks[i] = &ubo_blocks[i];
}
linked->Program->info.num_ubos = num_ubo_blocks;

/* Copy ssbo blocks to linked shader list */
linked->Program->sh.ShaderStorageBlocks =
ralloc_array(linked, gl_uniform_block *, num_ssbo_blocks);
ralloc_steal(linked, ssbo_blocks);
for (unsigned i = 0; i < num_ssbo_blocks; i++) {
linked->Program->sh.ShaderStorageBlocks[i] = &ssbo_blocks[i];
}
linked->Program->info.num_ssbos = num_ssbo_blocks;

/* At this point linked should contain all of the linked IR, so
* validate it to make sure nothing went wrong.
@@ -4639,14 +4636,12 @@ link_and_validate_uniforms(struct gl_context *ctx,
update_array_sizes(prog);
link_assign_uniform_locations(prog, ctx);

if (!prog->data->cache_fallback) {
link_assign_atomic_counter_resources(ctx, prog);
link_calculate_subroutine_compat(prog);
check_resources(ctx, prog);
check_subroutine_resources(prog);
check_image_resources(ctx, prog);
link_check_atomic_counter_resources(ctx, prog);
}
link_assign_atomic_counter_resources(ctx, prog);
link_calculate_subroutine_compat(prog);
check_resources(ctx, prog);
check_subroutine_resources(prog);
check_image_resources(ctx, prog);
link_check_atomic_counter_resources(ctx, prog);
}

static bool
@@ -4960,10 +4955,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
last = i;
}

if (!prog->data->cache_fallback) {
check_explicit_uniform_locations(ctx, prog);
link_assign_subroutine_types(prog);
}
check_explicit_uniform_locations(ctx, prog);
link_assign_subroutine_types(prog);

if (!prog->data->LinkStatus)
goto done;
@@ -5028,15 +5021,13 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
if (prog->SeparateShader)
disable_varying_optimizations_for_sso(prog);

if (!prog->data->cache_fallback) {
/* Process UBOs */
if (!interstage_cross_validate_uniform_blocks(prog, false))
goto done;
/* Process UBOs */
if (!interstage_cross_validate_uniform_blocks(prog, false))
goto done;

/* Process SSBOs */
if (!interstage_cross_validate_uniform_blocks(prog, true))
goto done;
}
/* Process SSBOs */
if (!interstage_cross_validate_uniform_blocks(prog, true))
goto done;

/* Do common optimization before assigning storage for attributes,
* uniforms, and varyings. Later optimization could possibly make

+ 1
- 1
src/compiler/glsl/shader_cache.cpp 查看文件

@@ -1299,7 +1299,7 @@ shader_cache_read_program_metadata(struct gl_context *ctx,
return false;

struct disk_cache *cache = ctx->Cache;
if (!cache || prog->data->cache_fallback || prog->data->skip_cache)
if (!cache || prog->data->skip_cache)
return false;

/* Include bindings when creating sha1. These bindings change the resulting

+ 3
- 4
src/mesa/main/mtypes.h 查看文件

@@ -2872,12 +2872,11 @@ struct gl_shader_program_data
unsigned NumUniformDataSlots;
union gl_constant_value *UniformDataSlots;

bool cache_fallback;

/* TODO: This used by Gallium drivers to skip the cache on tgsi fallback.
* All structures (gl_program, uniform storage, etc) will get recreated
* even though we have already loaded them from cache. Once the i965 cache
* lands we should switch to using the cache_fallback support.
* even though we have already loaded them from cache. We should instead
* switch to storing the GLSL metadata and TGSI IR in a single cache item
* like the i965 driver does with NIR.
*/
bool skip_cache;
GLboolean Validated;

+ 10
- 13
src/mesa/main/shaderobj.c 查看文件

@@ -327,7 +327,7 @@ _mesa_clear_shader_program_data(struct gl_context *ctx,

shProg->data->linked_stages = 0;

if (shProg->data->UniformStorage && !shProg->data->cache_fallback) {
if (shProg->data->UniformStorage) {
for (unsigned i = 0; i < shProg->data->NumUniformStorage; ++i)
_mesa_uniform_detach_all_driver_storage(&shProg->data->
UniformStorage[i]);
@@ -336,7 +336,7 @@ _mesa_clear_shader_program_data(struct gl_context *ctx,
shProg->data->UniformStorage = NULL;
}

if (shProg->UniformRemapTable && !shProg->data->cache_fallback) {
if (shProg->UniformRemapTable) {
ralloc_free(shProg->UniformRemapTable);
shProg->NumUniformRemapTable = 0;
shProg->UniformRemapTable = NULL;
@@ -351,17 +351,15 @@ _mesa_clear_shader_program_data(struct gl_context *ctx,
ralloc_free(shProg->data->InfoLog);
shProg->data->InfoLog = ralloc_strdup(shProg->data, "");

if (!shProg->data->cache_fallback) {
ralloc_free(shProg->data->UniformBlocks);
shProg->data->UniformBlocks = NULL;
shProg->data->NumUniformBlocks = 0;
ralloc_free(shProg->data->UniformBlocks);
shProg->data->UniformBlocks = NULL;
shProg->data->NumUniformBlocks = 0;

ralloc_free(shProg->data->ShaderStorageBlocks);
shProg->data->ShaderStorageBlocks = NULL;
shProg->data->NumShaderStorageBlocks = 0;
}
ralloc_free(shProg->data->ShaderStorageBlocks);
shProg->data->ShaderStorageBlocks = NULL;
shProg->data->NumShaderStorageBlocks = 0;

if (shProg->data->AtomicBuffers && !shProg->data->cache_fallback) {
if (shProg->data->AtomicBuffers) {
ralloc_free(shProg->data->AtomicBuffers);
shProg->data->AtomicBuffers = NULL;
shProg->data->NumAtomicBuffers = 0;
@@ -434,8 +432,7 @@ _mesa_delete_shader_program(struct gl_context *ctx,
struct gl_shader_program *shProg)
{
_mesa_free_shader_program_data(ctx, shProg);
if (!shProg->data->cache_fallback)
_mesa_reference_shader_program_data(ctx, &shProg->data, NULL);
_mesa_reference_shader_program_data(ctx, &shProg->data, NULL);
ralloc_free(shProg);
}


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