Hash :
cc34aa73
Author :
Date :
2022-12-19T14:03:27
Move BinaryStream to common and expose ShaderState to compiler This is a refactor change in preparation for adding support for glShaderBinary. Move BinaryStream to common so that it is accessible by both libANGLE and the Compiler. Extract members that hold the result of compilation from ShaderState and move into new CompiledShaderState struct. Move helper functions & classes relevant to ShaderVar serialization to the CompiledShaderState header. Tests: EGLBlobCacheTest* Bug: angleproject:7833 Change-Id: I7ec575247eccb3afbc6ab6bfa24d36e69d4576f5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4080998 Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: mohan maiya <m.maiya@samsung.com>
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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/angle_version_info.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
{
void ComputeHash(const Context *context,
const Shader *shader,
const ShCompileOptions &compileOptions,
const ShCompilerInstance &compilerInstance,
egl::BlobCache::Key *hashOut)
{
BinaryOutputStream hashStream;
// Compute the shader hash. Start with the shader hashes and resource strings.
hashStream.writeEnum(shader->getType());
hashStream.writeString(shader->getSourceString());
// Include the commit hash
hashStream.writeString(angle::GetANGLECommitHash());
hashStream.writeEnum(Compiler::SelectShaderSpec(context->getState()));
hashStream.writeEnum(compilerInstance.getShaderOutputType());
hashStream.writeBytes(reinterpret_cast<const uint8_t *>(&compileOptions),
sizeof(compileOptions));
// Include the ShBuiltInResources, which represent the extensions and constants used by the
// shader.
const ShBuiltInResources resources = compilerInstance.getBuiltInResources();
hashStream.writeBytes(reinterpret_cast<const uint8_t *>(&resources), sizeof(resources));
// Call the secure SHA hashing function.
const std::vector<uint8_t> &shaderKey = hashStream.getData();
angle::base::SHA1HashBytes(shaderKey.data(), shaderKey.size(), hashOut->data());
}
} // namespace
MemoryShaderCache::MemoryShaderCache(egl::BlobCache &blobCache) : mBlobCache(blobCache) {}
MemoryShaderCache::~MemoryShaderCache() {}
angle::Result MemoryShaderCache::getShader(const Context *context,
Shader *shader,
const ShCompileOptions &compileOptions,
const ShCompilerInstance &compilerInstance,
egl::BlobCache::Key *hashOut)
{
// If caching is effectively disabled, don't bother calculating the hash.
if (!mBlobCache.isCachingEnabled())
{
return angle::Result::Incomplete;
}
ComputeHash(context, shader, compileOptions, compilerInstance, hashOut);
angle::MemoryBuffer uncompressedData;
switch (mBlobCache.getAndDecompress(context->getScratchBuffer(), *hashOut, &uncompressedData))
{
case egl::BlobCache::GetAndDecompressResult::DecompressFailure:
ANGLE_PERF_WARNING(context->getState().getDebug(), GL_DEBUG_SEVERITY_LOW,
"Error decompressing shader binary data from cache.");
return angle::Result::Incomplete;
case egl::BlobCache::GetAndDecompressResult::NotFound:
return angle::Result::Incomplete;
case egl::BlobCache::GetAndDecompressResult::GetSuccess:
angle::Result result = shader->loadBinary(context, uncompressedData.data(),
static_cast<int>(uncompressedData.size()));
{
std::scoped_lock<std::mutex> lock(mHistogramMutex);
ANGLE_HISTOGRAM_BOOLEAN("GPU.ANGLE.ShaderCache.LoadBinarySuccess",
result == angle::Result::Continue);
}
ANGLE_TRY(result);
if (result == angle::Result::Continue)
return angle::Result::Continue;
// Cache load failed, evict.
ANGLE_PERF_WARNING(context->getState().getDebug(), GL_DEBUG_SEVERITY_LOW,
"Failed to load shader binary from cache.");
mBlobCache.remove(*hashOut);
return angle::Result::Incomplete;
}
UNREACHABLE();
return angle::Result::Incomplete;
}
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::Incomplete;
}
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::Incomplete;
}
{
std::scoped_lock<std::mutex> lock(mHistogramMutex);
ANGLE_HISTOGRAM_COUNTS("GPU.ANGLE.ShaderCache.ShaderBinarySizeBytes",
static_cast<int>(compressedSize));
}
return angle::Result::Continue;
}
void MemoryShaderCache::clear()
{
mBlobCache.clear();
}
size_t MemoryShaderCache::maxSize() const
{
return mBlobCache.maxSize();
}
} // namespace gl