mesa: add shader source SHA1s that are propagated up to glCompileShader
glCompileShader can use two different sources, so we need 2 different SHA1s there. Successful compilation sets compiled_source_sha1. Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13869>
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@@ -2146,8 +2146,9 @@ opt_shader_and_create_symbol_table(struct gl_context *ctx,
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static bool
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can_skip_compile(struct gl_context *ctx, struct gl_shader *shader,
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const char *source, bool force_recompile,
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bool source_has_shader_include)
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const char *source,
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const uint8_t source_sha1[SHA1_DIGEST_LENGTH],
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bool force_recompile, bool source_has_shader_include)
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{
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if (!force_recompile) {
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if (ctx->Cache) {
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@@ -2168,8 +2169,15 @@ can_skip_compile(struct gl_context *ctx, struct gl_shader *shader,
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* we have no guarantee the shader include source tree has not
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* changed.
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*/
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shader->FallbackSource = source_has_shader_include ?
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strdup(source) : NULL;
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if (source_has_shader_include) {
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shader->FallbackSource = strdup(source);
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memcpy(shader->fallback_source_sha1, source_sha1,
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SHA1_DIGEST_LENGTH);
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} else {
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shader->FallbackSource = NULL;
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}
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memcpy(shader->compiled_source_sha1, source_sha1,
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SHA1_DIGEST_LENGTH);
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return true;
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}
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}
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@@ -2189,8 +2197,16 @@ void
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_mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
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bool dump_ast, bool dump_hir, bool force_recompile)
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{
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const char *source = force_recompile && shader->FallbackSource ?
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shader->FallbackSource : shader->Source;
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const char *source;
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const uint8_t *source_sha1;
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if (force_recompile && shader->FallbackSource) {
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source = shader->FallbackSource;
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source_sha1 = shader->fallback_source_sha1;
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} else {
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source = shader->Source;
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source_sha1 = shader->source_sha1;
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}
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/* Note this will be true for shaders the have #include inside comments
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* however that should be rare enough not to worry about.
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@@ -2204,7 +2220,8 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
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* keep duplicate copies of the shader include source tree and paths.
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*/
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if (!source_has_shader_include &&
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can_skip_compile(ctx, shader, source, force_recompile, false))
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can_skip_compile(ctx, shader, source, source_sha1, force_recompile,
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false))
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return;
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struct _mesa_glsl_parse_state *state =
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@@ -2224,7 +2241,8 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
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* include.
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*/
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if (source_has_shader_include &&
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can_skip_compile(ctx, shader, source, force_recompile, true))
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can_skip_compile(ctx, shader, source, source_sha1, force_recompile,
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true))
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return;
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if (!state->error) {
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@@ -2286,14 +2304,20 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
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/* Copy pre-processed shader include to fallback source otherwise we
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* have no guarantee the shader include source tree has not changed.
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*/
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shader->FallbackSource = source_has_shader_include ?
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strdup(source) : NULL;
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if (source_has_shader_include) {
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shader->FallbackSource = strdup(source);
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memcpy(shader->fallback_source_sha1, source_sha1, SHA1_DIGEST_LENGTH);
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} else {
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shader->FallbackSource = NULL;
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}
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}
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delete state->symbols;
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ralloc_free(state);
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if (ctx->Cache && shader->CompileStatus == COMPILE_SUCCESS) {
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memcpy(shader->compiled_source_sha1, source_sha1, SHA1_DIGEST_LENGTH);
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char sha1_buf[41];
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disk_cache_put_key(ctx->Cache, shader->disk_cache_sha1);
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if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
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