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authorJason Ekstrand <jason.ekstrand@intel.com>2016-08-24 23:48:32 -0700
committerJason Ekstrand <jason.ekstrand@intel.com>2016-08-30 15:08:23 -0700
commit689971847005219178f5a484dffecf9e5e515192 (patch)
treea6fd8840cc1a0e3977c20293cb2bea2b849946f6 /src/intel/vulkan/anv_pipeline_cache.c
parent13c09fdd0cfb62f3f45c39ad01a1c8f4b37c9c19 (diff)
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anv: Add a struct for storing a compiled shader
This new anv_shader_bin struct stores the compiled kernel (as an anv_state) as well as all of the metadata that is generated at shader compile time. The struct is very similar to the old cache_entry struct except that it is reference counted and stores the actual pipeline_bind_map. Similarly to cache_entry, much of the actual data is floating-size and stored after the main struct. Unlike cache_entry, which was storred in GPU-accessable memory, the storage for anv_shader_bin kernels comes from a state pool. The struct itself is reference-counted so that it can be used by multiple pipelines at a time without fear of allocation issues. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net> Cc: "12.0" <mesa-stable@lists.freedesktop.org> Acked-by: Kristian Høgsberg Kristensen <krh@bitplanet.net>
Diffstat (limited to 'src/intel/vulkan/anv_pipeline_cache.c')
-rw-r--r--src/intel/vulkan/anv_pipeline_cache.c110
1 files changed, 110 insertions, 0 deletions
diff --git a/src/intel/vulkan/anv_pipeline_cache.c b/src/intel/vulkan/anv_pipeline_cache.c
index 3f111a1..abca9fe 100644
--- a/src/intel/vulkan/anv_pipeline_cache.c
+++ b/src/intel/vulkan/anv_pipeline_cache.c
@@ -25,6 +25,116 @@
#include "util/debug.h"
#include "anv_private.h"
+struct shader_bin_key {
+ uint32_t size;
+ uint8_t data[0];
+};
+
+static size_t
+anv_shader_bin_size(uint32_t prog_data_size, uint32_t key_size,
+ uint32_t surface_count, uint32_t sampler_count)
+{
+ const uint32_t binding_data_size =
+ (surface_count + sampler_count) * sizeof(struct anv_pipeline_binding);
+
+ return align_u32(sizeof(struct anv_shader_bin), 8) +
+ align_u32(prog_data_size, 8) +
+ align_u32(sizeof(uint32_t) + key_size, 8) +
+ align_u32(binding_data_size, 8);
+}
+
+static inline const struct shader_bin_key *
+anv_shader_bin_get_key(const struct anv_shader_bin *shader)
+{
+ const void *data = shader;
+ data += align_u32(sizeof(struct anv_shader_bin), 8);
+ data += align_u32(shader->prog_data_size, 8);
+ return data;
+}
+
+struct anv_shader_bin *
+anv_shader_bin_create(struct anv_device *device,
+ const void *key_data, uint32_t key_size,
+ const void *kernel_data, uint32_t kernel_size,
+ const void *prog_data, uint32_t prog_data_size,
+ const struct anv_pipeline_bind_map *bind_map)
+{
+ const size_t size =
+ anv_shader_bin_size(prog_data_size, key_size,
+ bind_map->surface_count, bind_map->sampler_count);
+
+ struct anv_shader_bin *shader =
+ anv_alloc(&device->alloc, size, 8, VK_SYSTEM_ALLOCATION_SCOPE_DEVICE);
+ if (!shader)
+ return NULL;
+
+ shader->ref_cnt = 1;
+
+ shader->kernel =
+ anv_state_pool_alloc(&device->instruction_state_pool, kernel_size, 64);
+ memcpy(shader->kernel.map, kernel_data, kernel_size);
+ shader->kernel_size = kernel_size;
+ shader->bind_map = *bind_map;
+ shader->prog_data_size = prog_data_size;
+
+ /* Now we fill out the floating data at the end */
+ void *data = shader;
+ data += align_u32(sizeof(struct anv_shader_bin), 8);
+
+ memcpy(data, prog_data, prog_data_size);
+ data += align_u32(prog_data_size, 8);
+
+ struct shader_bin_key *key = data;
+ key->size = key_size;
+ memcpy(key->data, key_data, key_size);
+ data += align_u32(sizeof(*key) + key_size, 8);
+
+ shader->bind_map.surface_to_descriptor = data;
+ memcpy(data, bind_map->surface_to_descriptor,
+ bind_map->surface_count * sizeof(struct anv_pipeline_binding));
+ data += bind_map->surface_count * sizeof(struct anv_pipeline_binding);
+
+ shader->bind_map.sampler_to_descriptor = data;
+ memcpy(data, bind_map->sampler_to_descriptor,
+ bind_map->sampler_count * sizeof(struct anv_pipeline_binding));
+
+ return shader;
+}
+
+void
+anv_shader_bin_destroy(struct anv_device *device,
+ struct anv_shader_bin *shader)
+{
+ assert(shader->ref_cnt == 0);
+ anv_state_pool_free(&device->instruction_state_pool, shader->kernel);
+ anv_free(&device->alloc, shader);
+}
+
+static size_t
+anv_shader_bin_data_size(const struct anv_shader_bin *shader)
+{
+ return anv_shader_bin_size(shader->prog_data_size,
+ anv_shader_bin_get_key(shader)->size,
+ shader->bind_map.surface_count,
+ shader->bind_map.sampler_count) +
+ align_u32(shader->kernel_size, 8);
+}
+
+static void
+anv_shader_bin_write_data(const struct anv_shader_bin *shader, void *data)
+{
+ size_t struct_size =
+ anv_shader_bin_size(shader->prog_data_size,
+ anv_shader_bin_get_key(shader)->size,
+ shader->bind_map.surface_count,
+ shader->bind_map.sampler_count);
+
+ memcpy(data, shader, struct_size);
+ data += struct_size;
+
+ memcpy(data, shader->kernel.map, shader->kernel_size);
+}
+
/* Remaining work:
*
* - Compact binding table layout so it's tight and not dependent on