anv/pipeline: Recompile all shaders if any are missing from the cache

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This commit is contained in:
Jason Ekstrand 2017-10-27 15:05:02 -07:00
parent f76d6d8a63
commit 946fcd02a9
1 changed files with 37 additions and 4 deletions

View File

@ -1066,6 +1066,7 @@ anv_pipeline_compile_graphics(struct anv_pipeline *pipeline,
unsigned char sha1[20];
anv_pipeline_hash_graphics(pipeline, layout, stages, sha1);
unsigned found = 0;
for (unsigned s = 0; s < MESA_SHADER_STAGES; s++) {
if (!stages[s].entrypoint)
continue;
@ -1077,8 +1078,42 @@ anv_pipeline_compile_graphics(struct anv_pipeline *pipeline,
anv_device_search_for_kernel(pipeline->device, cache,
&stages[s].cache_key,
sizeof(stages[s].cache_key));
if (bin)
if (bin) {
found++;
pipeline->shaders[s] = bin;
}
}
if (found == __builtin_popcount(pipeline->active_stages)) {
/* We found all our shaders in the cache. We're done. */
return VK_SUCCESS;
} else if (found > 0) {
/* We found some but not all of our shaders. This shouldn't happen
* most of the time but it can if we have a partially populated
* pipeline cache.
*/
assert(found < __builtin_popcount(pipeline->active_stages));
vk_debug_report(&pipeline->device->instance->debug_report_callbacks,
VK_DEBUG_REPORT_WARNING_BIT_EXT |
VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT,
VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_CACHE_EXT,
(uint64_t)(uintptr_t)cache,
0, 0, "anv",
"Found a partial pipeline in the cache. This is "
"most likely caused by an incomplete pipeline cache "
"import or export");
/* We're going to have to recompile anyway, so just throw away our
* references to the shaders in the cache. We'll get them out of the
* cache again as part of the compilation process.
*/
for (unsigned s = 0; s < MESA_SHADER_STAGES; s++) {
if (pipeline->shaders[s]) {
anv_shader_bin_unref(pipeline->device, pipeline->shaders[s]);
pipeline->shaders[s] = NULL;
}
}
}
for (unsigned s = 0; s < MESA_SHADER_STAGES; s++) {
@ -1086,9 +1121,7 @@ anv_pipeline_compile_graphics(struct anv_pipeline *pipeline,
continue;
assert(stages[s].stage == s);
if (pipeline->shaders[s])
continue;
assert(pipeline->shaders[s] == NULL);
switch (s) {
case MESA_SHADER_VERTEX: