vc4: Avoid VS shader recompiles by keeping a set of FS inputs seen so far.

We don't want to bake the whole array into the FS key, because of the
hashing overhead.  But we can keep a set of the arrays seen, and use a
pointer to the copy in as the array's proxy.

Between this and the previous patch, gl-1.0-blend-func now passes on
hardware, where previously it was filling the 256MB CMA area with shaders
and OOMing.

Drops 712 shaders from shader-db.
This commit is contained in:
Eric Anholt 2016-08-03 11:55:55 -07:00
parent 62ea2461ed
commit 2350569a78
3 changed files with 81 additions and 25 deletions

View File

@ -69,6 +69,7 @@
#define VC4_DIRTY_COMPILED_CS (1 << 23)
#define VC4_DIRTY_COMPILED_VS (1 << 24)
#define VC4_DIRTY_COMPILED_FS (1 << 25)
#define VC4_DIRTY_FS_INPUTS (1 << 26)
struct vc4_sampler_view {
struct pipe_sampler_view base;
@ -123,6 +124,17 @@ struct vc4_ubo_range {
uint32_t size;
};
struct vc4_fs_inputs {
/**
* Array of the meanings of the VPM inputs this shader needs.
*
* It doesn't include those that aren't part of the VPM, like
* point/line coordinates.
*/
struct vc4_varying_slot *input_slots;
uint32_t num_inputs;
};
struct vc4_compiled_shader {
uint64_t program_id;
struct vc4_bo *bo;
@ -152,13 +164,7 @@ struct vc4_compiled_shader {
uint8_t vattr_offsets[9];
uint8_t vattrs_live;
/**
* Array of the meanings of the VPM inputs this shader needs.
*
* It doesn't include those that aren't part of the VPM, like
* point/line coordinates.
*/
struct vc4_varying_slot *input_slots;
const struct vc4_fs_inputs *fs_inputs;
};
struct vc4_program_stateobj {
@ -270,6 +276,7 @@ struct vc4_context {
struct primconvert_context *primconvert;
struct hash_table *fs_cache, *vs_cache;
struct set *fs_inputs_set;
uint32_t next_uncompiled_program_id;
uint64_t next_compiled_program_id;

View File

@ -2100,8 +2100,8 @@ vc4_shader_ntq(struct vc4_context *vc4, enum qstage stage,
break;
case QSTAGE_VERT:
emit_vert_end(c,
vc4->prog.fs->input_slots,
vc4->prog.fs->num_inputs);
c->vs_key->fs_inputs->input_slots,
c->vs_key->fs_inputs->num_inputs);
break;
case QSTAGE_COORD:
emit_coord_end(c);
@ -2207,6 +2207,13 @@ static void
vc4_setup_compiled_fs_inputs(struct vc4_context *vc4, struct vc4_compile *c,
struct vc4_compiled_shader *shader)
{
struct vc4_fs_inputs inputs;
memset(&inputs, 0, sizeof(inputs));
inputs.input_slots = ralloc_array(shader,
struct vc4_varying_slot,
c->num_input_slots);
bool input_live[c->num_input_slots];
memset(input_live, 0, sizeof(input_live));
@ -2217,10 +2224,6 @@ vc4_setup_compiled_fs_inputs(struct vc4_context *vc4, struct vc4_compile *c,
}
}
shader->input_slots = ralloc_array(shader,
struct vc4_varying_slot,
c->num_input_slots);
for (int i = 0; i < c->num_input_slots; i++) {
struct vc4_varying_slot *slot = &c->input_slots[i];
@ -2235,11 +2238,33 @@ vc4_setup_compiled_fs_inputs(struct vc4_context *vc4, struct vc4_compile *c,
slot->slot == VARYING_SLOT_COL1 ||
slot->slot == VARYING_SLOT_BFC0 ||
slot->slot == VARYING_SLOT_BFC1) {
shader->color_inputs |= (1 << shader->num_inputs);
shader->color_inputs |= (1 << inputs.num_inputs);
}
shader->input_slots[shader->num_inputs] = *slot;
shader->num_inputs++;
inputs.input_slots[inputs.num_inputs] = *slot;
inputs.num_inputs++;
}
shader->num_inputs = inputs.num_inputs;
/* Add our set of inputs to the set of all inputs seen. This way, we
* can have a single pointer that identifies an FS inputs set,
* allowing VS to avoid recompiling when the FS is recompiled (or a
* new one is bound using separate shader objects) but the inputs
* don't change.
*/
struct set_entry *entry = _mesa_set_search(vc4->fs_inputs_set, &inputs);
if (entry) {
shader->fs_inputs = entry->key;
ralloc_free(inputs.input_slots);
} else {
struct vc4_fs_inputs *alloc_inputs;
alloc_inputs = rzalloc(vc4->fs_inputs_set, struct vc4_fs_inputs);
memcpy(alloc_inputs, &inputs, sizeof(inputs));
ralloc_steal(alloc_inputs, inputs.input_slots);
_mesa_set_add(vc4->fs_inputs_set, alloc_inputs);
shader->fs_inputs = alloc_inputs;
}
}
@ -2434,10 +2459,14 @@ vc4_update_compiled_fs(struct vc4_context *vc4, uint8_t prim_mode)
return;
vc4->dirty |= VC4_DIRTY_COMPILED_FS;
if (vc4->rasterizer->base.flatshade &&
old_fs && vc4->prog.fs->color_inputs != old_fs->color_inputs) {
vc4->dirty |= VC4_DIRTY_FLAT_SHADE_FLAGS;
}
if (old_fs && vc4->prog.fs->fs_inputs != old_fs->fs_inputs)
vc4->dirty |= VC4_DIRTY_FS_INPUTS;
}
static void
@ -2451,14 +2480,14 @@ vc4_update_compiled_vs(struct vc4_context *vc4, uint8_t prim_mode)
VC4_DIRTY_VERTTEX |
VC4_DIRTY_VTXSTATE |
VC4_DIRTY_UNCOMPILED_VS |
VC4_DIRTY_COMPILED_FS))) {
VC4_DIRTY_FS_INPUTS))) {
return;
}
memset(key, 0, sizeof(*key));
vc4_setup_shared_key(vc4, &key->base, &vc4->verttex);
key->base.shader_state = vc4->prog.bind_vs;
key->compiled_fs_id = vc4->prog.fs->program_id;
key->fs_inputs = vc4->prog.fs->fs_inputs;
key->clamp_color = vc4->rasterizer->base.clamp_vertex_color;
for (int i = 0; i < ARRAY_SIZE(key->attr_formats); i++)
@ -2477,7 +2506,7 @@ vc4_update_compiled_vs(struct vc4_context *vc4, uint8_t prim_mode)
key->is_coord = true;
/* Coord shaders don't care what the FS inputs are. */
key->compiled_fs_id = 0;
key->fs_inputs = NULL;
struct vc4_compiled_shader *cs =
vc4_get_compiled_shader(vc4, QSTAGE_COORD, &key->base);
if (cs != vc4->prog.cs) {
@ -2517,6 +2546,29 @@ vs_cache_compare(const void *key1, const void *key2)
return memcmp(key1, key2, sizeof(struct vc4_vs_key)) == 0;
}
static uint32_t
fs_inputs_hash(const void *key)
{
const struct vc4_fs_inputs *inputs = key;
return _mesa_hash_data(inputs->input_slots,
sizeof(*inputs->input_slots) *
inputs->num_inputs);
}
static bool
fs_inputs_compare(const void *key1, const void *key2)
{
const struct vc4_fs_inputs *inputs1 = key1;
const struct vc4_fs_inputs *inputs2 = key2;
return (inputs1->num_inputs == inputs2->num_inputs &&
memcmp(inputs1->input_slots,
inputs2->input_slots,
sizeof(*inputs1->input_slots) *
inputs1->num_inputs) == 0);
}
static void
delete_from_cache_if_matches(struct hash_table *ht,
struct hash_entry *entry,
@ -2582,6 +2634,8 @@ vc4_program_init(struct pipe_context *pctx)
fs_cache_compare);
vc4->vs_cache = _mesa_hash_table_create(pctx, vs_cache_hash,
vs_cache_compare);
vc4->fs_inputs_set = _mesa_set_create(pctx, fs_inputs_hash,
fs_inputs_compare);
}
void

View File

@ -352,12 +352,7 @@ struct vc4_fs_key {
struct vc4_vs_key {
struct vc4_key base;
/**
* This is a proxy for the array of FS input semantics, which is
* larger than we would want to put in the key.
*/
uint64_t compiled_fs_id;
const struct vc4_fs_inputs *fs_inputs;
enum pipe_format attr_formats[8];
bool is_coord;
bool per_vertex_point_size;