glsl: add shader cache support for buffer blocks

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Timothy Arceri
2016-03-23 13:50:08 +11:00
committed by Timothy Arceri
parent 6761259958
commit 3d15d814c0

View File

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