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