Files
mesa/src/vulkan/runtime/vk_shader_module.h
Tatsuyuki Ishi b69a1b4153 vulkan: Migrate shader module hash to BLAKE3.
Shaders are the largest thing we hash now, so they benefit from a faster
hash.

Change the field name from `sha1` to `hash` to avoid tying the definition
to a particular algorithm. This doubles down as a precaution against
callers still assuming a 20-byte hash (in which case the compilation will
error out).

Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22571>
2023-06-23 09:28:04 +00:00

87 lines
3.0 KiB
C

/*
* Copyright © 2017 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#ifndef VK_SHADER_MODULE_H
#define VK_SHADER_MODULE_H
#include <vulkan/vulkan_core.h>
#include "util/mesa-blake3.h"
#include "compiler/shader_enums.h"
#include "vk_object.h"
#ifdef __cplusplus
extern "C" {
#endif
struct nir_shader;
struct nir_shader_compiler_options;
struct spirv_to_nir_options;
struct vk_shader_module {
struct vk_object_base base;
struct nir_shader *nir;
blake3_hash hash;
uint32_t size;
char data[0];
};
extern const uint8_t vk_shaderModuleIdentifierAlgorithmUUID[VK_UUID_SIZE];
VK_DEFINE_NONDISP_HANDLE_CASTS(vk_shader_module, base, VkShaderModule,
VK_OBJECT_TYPE_SHADER_MODULE)
void vk_shader_module_init(struct vk_device *device,
struct vk_shader_module *module,
const VkShaderModuleCreateInfo *create_info);
uint32_t vk_shader_module_spirv_version(const struct vk_shader_module *mod);
VkResult
vk_shader_module_to_nir(struct vk_device *device,
const struct vk_shader_module *mod,
gl_shader_stage stage,
const char *entrypoint_name,
const VkSpecializationInfo *spec_info,
const struct spirv_to_nir_options *spirv_options,
const struct nir_shader_compiler_options *nir_options,
void *mem_ctx, struct nir_shader **nir_out);
/* this should only be used for stack-allocated, temporary objects */
#define vk_shader_module_handle_from_nir(_nir) \
((VkShaderModule)(uintptr_t)&(struct vk_shader_module) { \
.base.type = VK_OBJECT_TYPE_SHADER_MODULE, \
.nir = _nir, \
})
#define vk_shader_module_from_nir(_nir) \
(struct vk_shader_module) { \
.base.type = VK_OBJECT_TYPE_SHADER_MODULE, \
.nir = _nir, \
}
#ifdef __cplusplus
}
#endif
#endif /* VK_SHADER_MODULE_H */