glsl: add shader cache support for buffer blocks
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:

committed by
Timothy Arceri

parent
6761259958
commit
3d15d814c0
@@ -269,6 +269,141 @@ read_subroutines(struct blob_reader *metadata, struct gl_shader_program *prog)
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}
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}
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static void
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write_buffer_block(struct blob *metadata, struct gl_uniform_block *b)
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{
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blob_write_string(metadata, b->Name);
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blob_write_uint32(metadata, b->NumUniforms);
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blob_write_uint32(metadata, b->Binding);
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blob_write_uint32(metadata, b->UniformBufferSize);
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blob_write_uint32(metadata, b->stageref);
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for (unsigned j = 0; j < b->NumUniforms; j++) {
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blob_write_string(metadata, b->Uniforms[j].Name);
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blob_write_string(metadata, b->Uniforms[j].IndexName);
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encode_type_to_blob(metadata, b->Uniforms[j].Type);
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blob_write_uint32(metadata, b->Uniforms[j].Offset);
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}
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}
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static void
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write_buffer_blocks(struct blob *metadata, struct gl_shader_program *prog)
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{
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blob_write_uint32(metadata, prog->data->NumUniformBlocks);
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blob_write_uint32(metadata, prog->data->NumShaderStorageBlocks);
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for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
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write_buffer_block(metadata, &prog->data->UniformBlocks[i]);
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}
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for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
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write_buffer_block(metadata, &prog->data->ShaderStorageBlocks[i]);
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}
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for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
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struct gl_linked_shader *sh = prog->_LinkedShaders[i];
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if (!sh)
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continue;
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struct gl_program *glprog = sh->Program;
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blob_write_uint32(metadata, glprog->info.num_ubos);
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blob_write_uint32(metadata, glprog->info.num_ssbos);
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for (unsigned j = 0; j < glprog->info.num_ubos; j++) {
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uint32_t offset =
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glprog->sh.UniformBlocks[j] - prog->data->UniformBlocks;
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blob_write_uint32(metadata, offset);
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}
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for (unsigned j = 0; j < glprog->info.num_ssbos; j++) {
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uint32_t offset = glprog->sh.ShaderStorageBlocks[j] -
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prog->data->ShaderStorageBlocks;
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blob_write_uint32(metadata, offset);
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}
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}
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}
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static void
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read_buffer_block(struct blob_reader *metadata, struct gl_uniform_block *b,
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struct gl_shader_program *prog)
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{
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b->Name = ralloc_strdup(prog->data, blob_read_string (metadata));
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b->NumUniforms = blob_read_uint32(metadata);
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b->Binding = blob_read_uint32(metadata);
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b->UniformBufferSize = blob_read_uint32(metadata);
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b->stageref = blob_read_uint32(metadata);
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b->Uniforms =
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rzalloc_array(prog->data, struct gl_uniform_buffer_variable,
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b->NumUniforms);
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for (unsigned j = 0; j < b->NumUniforms; j++) {
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b->Uniforms[j].Name = ralloc_strdup(prog->data,
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blob_read_string (metadata));
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char *index_name = blob_read_string(metadata);
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if (strcmp(b->Uniforms[j].Name, index_name) == 0) {
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b->Uniforms[j].IndexName = b->Uniforms[j].Name;
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} else {
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b->Uniforms[j].IndexName = ralloc_strdup(prog->data, index_name);
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}
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b->Uniforms[j].Type = decode_type_from_blob(metadata);
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b->Uniforms[j].Offset = blob_read_uint32(metadata);
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}
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}
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static void
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read_buffer_blocks(struct blob_reader *metadata,
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struct gl_shader_program *prog)
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{
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prog->data->NumUniformBlocks = blob_read_uint32(metadata);
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prog->data->NumShaderStorageBlocks = blob_read_uint32(metadata);
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prog->data->UniformBlocks =
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rzalloc_array(prog->data, struct gl_uniform_block,
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prog->data->NumUniformBlocks);
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prog->data->ShaderStorageBlocks =
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rzalloc_array(prog->data, struct gl_uniform_block,
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prog->data->NumShaderStorageBlocks);
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for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
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read_buffer_block(metadata, &prog->data->UniformBlocks[i], prog);
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}
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for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
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read_buffer_block(metadata, &prog->data->ShaderStorageBlocks[i], prog);
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}
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for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
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struct gl_linked_shader *sh = prog->_LinkedShaders[i];
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if (!sh)
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continue;
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struct gl_program *glprog = sh->Program;
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glprog->info.num_ubos = blob_read_uint32(metadata);
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glprog->info.num_ssbos = blob_read_uint32(metadata);
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glprog->sh.UniformBlocks =
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rzalloc_array(glprog, gl_uniform_block *, glprog->info.num_ubos);
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glprog->sh.ShaderStorageBlocks =
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rzalloc_array(glprog, gl_uniform_block *, glprog->info.num_ssbos);
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for (unsigned j = 0; j < glprog->info.num_ubos; j++) {
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uint32_t offset = blob_read_uint32(metadata);
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glprog->sh.UniformBlocks[j] = prog->data->UniformBlocks + offset;
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}
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for (unsigned j = 0; j < glprog->info.num_ssbos; j++) {
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uint32_t offset = blob_read_uint32(metadata);
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glprog->sh.ShaderStorageBlocks[j] =
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prog->data->ShaderStorageBlocks + offset;
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}
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}
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}
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static void
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write_xfb(struct blob *metadata, struct gl_shader_program *shProg)
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{
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@@ -636,6 +771,24 @@ write_program_resource_data(struct blob *metadata,
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blob_write_string(metadata, var->name);
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break;
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}
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case GL_UNIFORM_BLOCK:
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for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
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if (strcmp(((gl_uniform_block *)res->Data)->Name,
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prog->data->UniformBlocks[i].Name) == 0) {
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blob_write_uint32(metadata, i);
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break;
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}
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}
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break;
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case GL_SHADER_STORAGE_BLOCK:
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for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
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if (strcmp(((gl_uniform_block *)res->Data)->Name,
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prog->data->ShaderStorageBlocks[i].Name) == 0) {
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blob_write_uint32(metadata, i);
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break;
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}
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}
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break;
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case GL_BUFFER_VARIABLE:
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case GL_VERTEX_SUBROUTINE_UNIFORM:
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case GL_GEOMETRY_SUBROUTINE_UNIFORM:
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@@ -711,6 +864,12 @@ read_program_resource_data(struct blob_reader *metadata,
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res->Data = var;
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break;
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}
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case GL_UNIFORM_BLOCK:
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res->Data = &prog->data->UniformBlocks[blob_read_uint32(metadata)];
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break;
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case GL_SHADER_STORAGE_BLOCK:
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res->Data = &prog->data->ShaderStorageBlocks[blob_read_uint32(metadata)];
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break;
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case GL_BUFFER_VARIABLE:
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case GL_VERTEX_SUBROUTINE_UNIFORM:
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case GL_GEOMETRY_SUBROUTINE_UNIFORM:
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@@ -956,6 +1115,8 @@ shader_cache_write_program_metadata(struct gl_context *ctx,
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write_uniform_remap_tables(metadata, prog);
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write_buffer_blocks(metadata, prog);
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write_subroutines(metadata, prog);
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write_program_resource_list(metadata, prog);
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@@ -1065,6 +1226,8 @@ shader_cache_read_program_metadata(struct gl_context *ctx,
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read_uniform_remap_tables(&metadata, prog);
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read_buffer_blocks(&metadata, prog);
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read_subroutines(&metadata, prog);
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read_program_resource_list(&metadata, prog);
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