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