mesa/st: Remove now unused TGSI paths from disk cache.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8044>
This commit is contained in:
Emma Anholt
2021-09-07 16:46:55 -07:00
committed by Marge Bot
parent 8dc99300d6
commit 7221cc7657
4 changed files with 28 additions and 98 deletions
+1 -1
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@@ -42,7 +42,7 @@ link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
struct pipe_screen *pscreen = sctx->screen; struct pipe_screen *pscreen = sctx->screen;
/* Return early if we are loading the shader from on-disk cache */ /* Return early if we are loading the shader from on-disk cache */
if (st_load_ir_from_disk_cache(ctx, prog, true)) { if (st_load_nir_from_disk_cache(ctx, prog)) {
return GL_TRUE; return GL_TRUE;
} }
+1 -1
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@@ -933,7 +933,7 @@ st_link_nir(struct gl_context *ctx,
shader->Stage == MESA_SHADER_GEOMETRY) shader->Stage == MESA_SHADER_GEOMETRY)
st_translate_stream_output_info(prog); st_translate_stream_output_info(prog);
st_store_ir_in_disk_cache(st, prog, true); st_store_nir_in_disk_cache(st, prog);
st_release_variants(st, prog); st_release_variants(st, prog);
st_finalize_program(st, prog); st_finalize_program(st, prog);
+23 -91
View File
@@ -31,7 +31,6 @@
#include "compiler/nir/nir_serialize.h" #include "compiler/nir/nir_serialize.h"
#include "main/uniforms.h" #include "main/uniforms.h"
#include "pipe/p_shader_tokens.h" #include "pipe/p_shader_tokens.h"
#include "tgsi/tgsi_parse.h"
#include "util/u_memory.h" #include "util/u_memory.h"
void void
@@ -61,17 +60,6 @@ copy_blob_to_driver_cache_blob(struct blob *blob, struct gl_program *prog)
prog->driver_cache_blob_size = blob->size; prog->driver_cache_blob_size = blob->size;
} }
static void
write_tgsi_to_cache(struct blob *blob, const struct tgsi_token *tokens,
struct gl_program *prog)
{
unsigned num_tokens = tgsi_num_tokens(tokens);
blob_write_uint32(blob, num_tokens);
blob_write_bytes(blob, tokens, num_tokens * sizeof(struct tgsi_token));
copy_blob_to_driver_cache_blob(blob, prog);
}
static void static void
write_nir_to_cache(struct blob *blob, struct gl_program *prog) write_nir_to_cache(struct blob *blob, struct gl_program *prog)
{ {
@@ -83,9 +71,8 @@ write_nir_to_cache(struct blob *blob, struct gl_program *prog)
copy_blob_to_driver_cache_blob(blob, prog); copy_blob_to_driver_cache_blob(blob, prog);
} }
static void void
st_serialise_ir_program(struct gl_context *ctx, struct gl_program *prog, st_serialise_nir_program(struct gl_context *ctx, struct gl_program *prog)
bool nir)
{ {
if (prog->driver_cache_blob) if (prog->driver_cache_blob)
return; return;
@@ -107,20 +94,16 @@ st_serialise_ir_program(struct gl_context *ctx, struct gl_program *prog,
prog->info.stage == MESA_SHADER_GEOMETRY) prog->info.stage == MESA_SHADER_GEOMETRY)
write_stream_out_to_cache(&blob, &prog->state); write_stream_out_to_cache(&blob, &prog->state);
if (nir) write_nir_to_cache(&blob, prog);
write_nir_to_cache(&blob, prog);
else
write_tgsi_to_cache(&blob, prog->state.tokens, prog);
blob_finish(&blob); blob_finish(&blob);
} }
/** /**
* Store TGSI or NIR and any other required state in on-disk shader cache. * Store NIR and any other required state in on-disk shader cache.
*/ */
void void
st_store_ir_in_disk_cache(struct st_context *st, struct gl_program *prog, st_store_nir_in_disk_cache(struct st_context *st, struct gl_program *prog)
bool nir)
{ {
if (!st->ctx->Cache) if (!st->ctx->Cache)
return; return;
@@ -132,7 +115,7 @@ st_store_ir_in_disk_cache(struct st_context *st, struct gl_program *prog,
if (memcmp(prog->sh.data->sha1, zero, sizeof(prog->sh.data->sha1)) == 0) if (memcmp(prog->sh.data->sha1, zero, sizeof(prog->sh.data->sha1)) == 0)
return; return;
st_serialise_ir_program(st->ctx, prog, nir); st_serialise_nir_program(st->ctx, prog);
if (st->ctx->_Shader->Flags & GLSL_CACHE_INFO) { if (st->ctx->_Shader->Flags & GLSL_CACHE_INFO) {
fprintf(stderr, "putting %s state tracker IR in cache\n", fprintf(stderr, "putting %s state tracker IR in cache\n",
@@ -154,20 +137,10 @@ read_stream_out_from_cache(struct blob_reader *blob_reader,
} }
} }
static void void
read_tgsi_from_cache(struct blob_reader *blob_reader, st_deserialise_nir_program(struct gl_context *ctx,
const struct tgsi_token **tokens)
{
unsigned num_tokens = blob_read_uint32(blob_reader);
unsigned tokens_size = num_tokens * sizeof(struct tgsi_token);
*tokens = (const struct tgsi_token*) MALLOC(tokens_size);
blob_copy_bytes(blob_reader, (uint8_t *) *tokens, tokens_size);
}
static void
st_deserialise_ir_program(struct gl_context *ctx,
struct gl_shader_program *shProg, struct gl_shader_program *shProg,
struct gl_program *prog, bool nir) struct gl_program *prog)
{ {
struct st_context *st = st_context(ctx); struct st_context *st = st_context(ctx);
size_t size = prog->driver_cache_blob_size; size_t size = prog->driver_cache_blob_size;
@@ -201,29 +174,25 @@ st_deserialise_ir_program(struct gl_context *ctx,
prog->info.stage == MESA_SHADER_GEOMETRY) prog->info.stage == MESA_SHADER_GEOMETRY)
read_stream_out_from_cache(&blob_reader, &prog->state); read_stream_out_from_cache(&blob_reader, &prog->state);
if (nir) { assert(prog->nir == NULL);
assert(prog->nir == NULL); assert(prog->serialized_nir == NULL);
assert(prog->serialized_nir == NULL);
prog->state.type = PIPE_SHADER_IR_NIR; prog->state.type = PIPE_SHADER_IR_NIR;
prog->serialized_nir_size = blob_read_intptr(&blob_reader); prog->serialized_nir_size = blob_read_intptr(&blob_reader);
prog->serialized_nir = malloc(prog->serialized_nir_size); prog->serialized_nir = malloc(prog->serialized_nir_size);
blob_copy_bytes(&blob_reader, prog->serialized_nir, prog->serialized_nir_size); blob_copy_bytes(&blob_reader, prog->serialized_nir, prog->serialized_nir_size);
prog->shader_program = shProg; prog->shader_program = shProg;
} else {
read_tgsi_from_cache(&blob_reader, &prog->state.tokens);
}
/* Make sure we don't try to read more data than we wrote. This should /* Make sure we don't try to read more data than we wrote. This should
* never happen in release builds but its useful to have this check to * never happen in release builds but its useful to have this check to
* catch development bugs. * catch development bugs.
*/ */
if (blob_reader.current != blob_reader.end || blob_reader.overrun) { if (blob_reader.current != blob_reader.end || blob_reader.overrun) {
assert(!"Invalid TGSI shader disk cache item!"); assert(!"Invalid shader disk cache item!");
if (ctx->_Shader->Flags & GLSL_CACHE_INFO) { if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
fprintf(stderr, "Error reading program from cache (invalid " fprintf(stderr, "Error reading program from cache (invalid "
"TGSI cache item)\n"); "cache item)\n");
} }
} }
@@ -231,15 +200,14 @@ st_deserialise_ir_program(struct gl_context *ctx,
} }
bool bool
st_load_ir_from_disk_cache(struct gl_context *ctx, st_load_nir_from_disk_cache(struct gl_context *ctx,
struct gl_shader_program *prog, struct gl_shader_program *prog)
bool nir)
{ {
if (!ctx->Cache) if (!ctx->Cache)
return false; return false;
/* If we didn't load the GLSL metadata from cache then we could not have /* If we didn't load the GLSL metadata from cache then we could not have
* loaded TGSI or NIR either. * loaded the NIR either.
*/ */
if (prog->data->LinkStatus != LINKING_SKIPPED) if (prog->data->LinkStatus != LINKING_SKIPPED)
return false; return false;
@@ -249,7 +217,7 @@ st_load_ir_from_disk_cache(struct gl_context *ctx,
continue; continue;
struct gl_program *glprog = prog->_LinkedShaders[i]->Program; struct gl_program *glprog = prog->_LinkedShaders[i]->Program;
st_deserialise_ir_program(ctx, prog, glprog, nir); st_deserialise_nir_program(ctx, prog, glprog);
/* We don't need the cached blob anymore so free it */ /* We don't need the cached blob anymore so free it */
ralloc_free(glprog->driver_cache_blob); ralloc_free(glprog->driver_cache_blob);
@@ -265,46 +233,10 @@ st_load_ir_from_disk_cache(struct gl_context *ctx,
return true; return true;
} }
void
st_serialise_tgsi_program(struct gl_context *ctx, struct gl_program *prog)
{
st_serialise_ir_program(ctx, prog, false);
}
void
st_serialise_tgsi_program_binary(struct gl_context *ctx,
struct gl_shader_program *shProg,
struct gl_program *prog)
{
st_serialise_ir_program(ctx, prog, false);
}
void
st_deserialise_tgsi_program(struct gl_context *ctx,
struct gl_shader_program *shProg,
struct gl_program *prog)
{
st_deserialise_ir_program(ctx, shProg, prog, false);
}
void
st_serialise_nir_program(struct gl_context *ctx, struct gl_program *prog)
{
st_serialise_ir_program(ctx, prog, true);
}
void void
st_serialise_nir_program_binary(struct gl_context *ctx, st_serialise_nir_program_binary(struct gl_context *ctx,
struct gl_shader_program *shProg, struct gl_shader_program *shProg,
struct gl_program *prog) struct gl_program *prog)
{ {
st_serialise_ir_program(ctx, prog, true); st_serialise_nir_program(ctx, prog);
}
void
st_deserialise_nir_program(struct gl_context *ctx,
struct gl_shader_program *shProg,
struct gl_program *prog)
{
st_deserialise_ir_program(ctx, shProg, prog, true);
} }
+3 -5
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@@ -64,13 +64,11 @@ st_deserialise_nir_program(struct gl_context *ctx,
struct gl_program *prog); struct gl_program *prog);
bool bool
st_load_ir_from_disk_cache(struct gl_context *ctx, st_load_nir_from_disk_cache(struct gl_context *ctx,
struct gl_shader_program *prog, struct gl_shader_program *prog);
bool nir);
void void
st_store_ir_in_disk_cache(struct st_context *st, struct gl_program *prog, st_store_nir_in_disk_cache(struct st_context *st, struct gl_program *prog);
bool nir);
#ifdef __cplusplus #ifdef __cplusplus
} }