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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/angle_version_info.h"
#include "common/utilities.h"
#include "libANGLE/BinaryStream.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