anv: Add a struct for storing a compiled shader

This new anv_shader_bin struct stores the compiled kernel (as an anv_state)
as well as all of the metadata that is generated at shader compile time.
The struct is very similar to the old cache_entry struct except that it
is reference counted and stores the actual pipeline_bind_map.  Similarly to
cache_entry, much of the actual data is floating-size and stored after the
main struct.  Unlike cache_entry, which was storred in GPU-accessable
memory, the storage for anv_shader_bin kernels comes from a state pool.
The struct itself is reference-counted so that it can be used by multiple
pipelines at a time without fear of allocation issues.

Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Acked-by: Kristian Høgsberg Kristensen <krh@bitplanet.net>
This commit is contained in:
Jason Ekstrand
2016-08-24 23:48:32 -07:00
parent 13c09fdd0c
commit 6899718470
3 changed files with 160 additions and 0 deletions

View File

@@ -25,6 +25,116 @@
#include "util/debug.h"
#include "anv_private.h"
struct shader_bin_key {
uint32_t size;
uint8_t data[0];
};
static size_t
anv_shader_bin_size(uint32_t prog_data_size, uint32_t key_size,
uint32_t surface_count, uint32_t sampler_count)
{
const uint32_t binding_data_size =
(surface_count + sampler_count) * sizeof(struct anv_pipeline_binding);
return align_u32(sizeof(struct anv_shader_bin), 8) +
align_u32(prog_data_size, 8) +
align_u32(sizeof(uint32_t) + key_size, 8) +
align_u32(binding_data_size, 8);
}
static inline const struct shader_bin_key *
anv_shader_bin_get_key(const struct anv_shader_bin *shader)
{
const void *data = shader;
data += align_u32(sizeof(struct anv_shader_bin), 8);
data += align_u32(shader->prog_data_size, 8);
return data;
}
struct anv_shader_bin *
anv_shader_bin_create(struct anv_device *device,
const void *key_data, uint32_t key_size,
const void *kernel_data, uint32_t kernel_size,
const void *prog_data, uint32_t prog_data_size,
const struct anv_pipeline_bind_map *bind_map)
{
const size_t size =
anv_shader_bin_size(prog_data_size, key_size,
bind_map->surface_count, bind_map->sampler_count);
struct anv_shader_bin *shader =
anv_alloc(&device->alloc, size, 8, VK_SYSTEM_ALLOCATION_SCOPE_DEVICE);
if (!shader)
return NULL;
shader->ref_cnt = 1;
shader->kernel =
anv_state_pool_alloc(&device->instruction_state_pool, kernel_size, 64);
memcpy(shader->kernel.map, kernel_data, kernel_size);
shader->kernel_size = kernel_size;
shader->bind_map = *bind_map;
shader->prog_data_size = prog_data_size;
/* Now we fill out the floating data at the end */
void *data = shader;
data += align_u32(sizeof(struct anv_shader_bin), 8);
memcpy(data, prog_data, prog_data_size);
data += align_u32(prog_data_size, 8);
struct shader_bin_key *key = data;
key->size = key_size;
memcpy(key->data, key_data, key_size);
data += align_u32(sizeof(*key) + key_size, 8);
shader->bind_map.surface_to_descriptor = data;
memcpy(data, bind_map->surface_to_descriptor,
bind_map->surface_count * sizeof(struct anv_pipeline_binding));
data += bind_map->surface_count * sizeof(struct anv_pipeline_binding);
shader->bind_map.sampler_to_descriptor = data;
memcpy(data, bind_map->sampler_to_descriptor,
bind_map->sampler_count * sizeof(struct anv_pipeline_binding));
return shader;
}
void
anv_shader_bin_destroy(struct anv_device *device,
struct anv_shader_bin *shader)
{
assert(shader->ref_cnt == 0);
anv_state_pool_free(&device->instruction_state_pool, shader->kernel);
anv_free(&device->alloc, shader);
}
static size_t
anv_shader_bin_data_size(const struct anv_shader_bin *shader)
{
return anv_shader_bin_size(shader->prog_data_size,
anv_shader_bin_get_key(shader)->size,
shader->bind_map.surface_count,
shader->bind_map.sampler_count) +
align_u32(shader->kernel_size, 8);
}
static void
anv_shader_bin_write_data(const struct anv_shader_bin *shader, void *data)
{
size_t struct_size =
anv_shader_bin_size(shader->prog_data_size,
anv_shader_bin_get_key(shader)->size,
shader->bind_map.surface_count,
shader->bind_map.sampler_count);
memcpy(data, shader, struct_size);
data += struct_size;
memcpy(data, shader->kernel.map, shader->kernel_size);
}
/* Remaining work:
*
* - Compact binding table layout so it's tight and not dependent on