Hash :
2a6336ed
Author :
Date :
2023-11-29T13:35:57
Don't construct a compiler instance on shader cache hits. We can avoid constructing a shader compiler instance and then destroying it when we get shader cache hits. The resources and output type are available from the root gl::Compiler object. Bug: angleproject:8434 Change-Id: I2de43db34dc1b86265aa648b1275e32814487ff4 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5073292 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 2022 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// MemoryShaderCache: Stores compiled shader in memory so they don't
// always have to be re-compiled. Can be used in conjunction with the platform
// layer to warm up the cache from disk.
#include "libANGLE/MemoryShaderCache.h"
#include <GLSLANG/ShaderVars.h>
#include <anglebase/sha1.h>
#include "common/BinaryStream.h"
#include "common/utilities.h"
#include "libANGLE/Compiler.h"
#include "libANGLE/Context.h"
#include "libANGLE/Debug.h"
#include "libANGLE/Uniform.h"
#include "libANGLE/histogram_macros.h"
#include "libANGLE/renderer/ShaderImpl.h"
#include "platform/PlatformMethods.h"
namespace gl
{
namespace
{
// Limit decompressed programs to 5MB. If they're larger then this there is a good chance the data
// is not what we expect. This limits the amount of memory we will allocate based on a binary blob
// we believe is compressed data.
static constexpr size_t kMaxUncompressedShaderSize = 5 * 1024 * 1024;
} // namespace
MemoryShaderCache::MemoryShaderCache(egl::BlobCache &blobCache) : mBlobCache(blobCache) {}
MemoryShaderCache::~MemoryShaderCache() {}
bool MemoryShaderCache::getShader(const Context *context,
Shader *shader,
const egl::BlobCache::Key &shaderHash)
{
// If caching is effectively disabled, don't bother calculating the hash.
if (!mBlobCache.isCachingEnabled())
{
return false;
}
angle::MemoryBuffer uncompressedData;
switch (mBlobCache.getAndDecompress(context->getScratchBuffer(), shaderHash,
kMaxUncompressedShaderSize, &uncompressedData))
{
case egl::BlobCache::GetAndDecompressResult::DecompressFailure:
ANGLE_PERF_WARNING(context->getState().getDebug(), GL_DEBUG_SEVERITY_LOW,
"Error decompressing shader binary data from cache.");
return false;
case egl::BlobCache::GetAndDecompressResult::NotFound:
return false;
case egl::BlobCache::GetAndDecompressResult::GetSuccess:
if (shader->loadBinary(context, uncompressedData.data(),
static_cast<int>(uncompressedData.size())))
{
return true;
}
// Cache load failed, evict.
ANGLE_PERF_WARNING(context->getState().getDebug(), GL_DEBUG_SEVERITY_LOW,
"Failed to load shader binary from cache.");
mBlobCache.remove(shaderHash);
return false;
}
UNREACHABLE();
return false;
}
angle::Result MemoryShaderCache::putShader(const Context *context,
const egl::BlobCache::Key &shaderHash,
const Shader *shader)
{
// If caching is effectively disabled, don't bother serializing the shader.
if (!mBlobCache.isCachingEnabled())
{
return angle::Result::Continue;
}
angle::MemoryBuffer serializedShader;
ANGLE_TRY(shader->serialize(nullptr, &serializedShader));
size_t compressedSize;
if (!mBlobCache.compressAndPut(shaderHash, std::move(serializedShader), &compressedSize))
{
ANGLE_PERF_WARNING(context->getState().getDebug(), GL_DEBUG_SEVERITY_LOW,
"Error compressing shader binary data for insertion into cache.");
return angle::Result::Continue;
}
return angle::Result::Continue;
}
void MemoryShaderCache::clear()
{
mBlobCache.clear();
}
size_t MemoryShaderCache::maxSize() const
{
return mBlobCache.maxSize();
}
} // namespace gl