anv: Move shader hashing to anv_pipeline

Shader hashing is very closely related to shader compilation.  Putting
them right next to each other in anv_pipeline makes it easier to verify
that we're actually hashing everything we need to be hashing.  The only
real change (other than the order of hashing) is that we now hash in the
shader stage.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
This commit is contained in:
Jason Ekstrand
2017-04-27 06:25:06 -07:00
parent d6b8106eea
commit dcb6a68bb4
3 changed files with 46 additions and 45 deletions

View File

@@ -21,7 +21,6 @@
* IN THE SOFTWARE.
*/
#include "util/mesa-sha1.h"
#include "util/hash_table.h"
#include "util/debug.h"
#include "anv_private.h"
@@ -198,32 +197,6 @@ anv_pipeline_cache_finish(struct anv_pipeline_cache *cache)
}
}
void
anv_hash_shader(unsigned char *hash, const void *key, size_t key_size,
struct anv_shader_module *module,
const char *entrypoint,
const struct anv_pipeline_layout *pipeline_layout,
const VkSpecializationInfo *spec_info)
{
struct mesa_sha1 ctx;
_mesa_sha1_init(&ctx);
_mesa_sha1_update(&ctx, key, key_size);
_mesa_sha1_update(&ctx, module->sha1, sizeof(module->sha1));
_mesa_sha1_update(&ctx, entrypoint, strlen(entrypoint));
if (pipeline_layout) {
_mesa_sha1_update(&ctx, pipeline_layout->sha1,
sizeof(pipeline_layout->sha1));
}
/* hash in shader stage, pipeline layout? */
if (spec_info) {
_mesa_sha1_update(&ctx, spec_info->pMapEntries,
spec_info->mapEntryCount * sizeof spec_info->pMapEntries[0]);
_mesa_sha1_update(&ctx, spec_info->pData, spec_info->dataSize);
}
_mesa_sha1_final(&ctx, hash);
}
static struct anv_shader_bin *
anv_pipeline_cache_search_locked(struct anv_pipeline_cache *cache,
const void *key_data, uint32_t key_size)