Hash :
7cacb537
Author :
Date :
2023-09-26T11:27:49
Limit the uncompressed data size when decompressing blobs. If the data in the blob cache is invalid for any reason, ANGLE will take the last 32 bits of it an interpret it as a size for decompressing the blob. Add some reasonal upper bounds on the decompressed data size so that if the data is invalid it will simply fail decompression instead of allocating giant buffers. Bug: chromium:1485277 Change-Id: Ifb807f5ea836b692f37734b20789f5daefcca5c9 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4887599 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Geoff Lang <geofflang@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() {}
angle::Result MemoryShaderCache::getShader(const Context *context,
Shader *shader,
const ShCompileOptions &compileOptions,
const ShCompilerInstance &compilerInstance,
const egl::BlobCache::Key &shaderHash)
{
// If caching is effectively disabled, don't bother calculating the hash.
if (!mBlobCache.isCachingEnabled())
{
return angle::Result::Incomplete;
}
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 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(shaderHash);
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