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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
{
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, &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