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Unified Diff: gpu/command_buffer/service/program_manager.cc

Issue 10534173: GPU Program Caching (Closed) Base URL: http://git.chromium.org/chromium/src.git@master
Patch Set: Created 8 years, 6 months ago
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Index: gpu/command_buffer/service/program_manager.cc
diff --git a/gpu/command_buffer/service/program_manager.cc b/gpu/command_buffer/service/program_manager.cc
index 5d504a4afc97ae20a14c43f529ec652a37b86332..48ea8adc4dbdb26fe99d5546c7896690640b7e03 100644
--- a/gpu/command_buffer/service/program_manager.cc
+++ b/gpu/command_buffer/service/program_manager.cc
@@ -8,10 +8,12 @@
#include <set>
#include "base/basictypes.h"
+#include "base/bind.h"
#include "base/command_line.h"
#include "base/logging.h"
#include "base/memory/scoped_ptr.h"
#include "base/string_number_conversions.h"
+#include "net/base/net_log.h"
#include "gpu/command_buffer/common/gles2_cmd_format.h"
#include "gpu/command_buffer/common/gles2_cmd_utils.h"
#include "gpu/command_buffer/service/gles2_cmd_decoder.h"
@@ -253,7 +255,78 @@ void ProgramManager::ProgramInfo::ExecuteBindAttribLocationCalls() {
}
}
-bool ProgramManager::ProgramInfo::Link() {
+void ProgramManager::DoCompileShader(ShaderManager::ShaderInfo* info,
+ ShaderTranslator* translator,
+ FeatureInfo::Ref feature_info) {
greggman 2012/06/15 08:10:24 feature_info should just be a raw pointer.
dmurph 2012/06/19 01:08:33 Done.
+ // Translate GL ES 2.0 shader to Desktop GL shader and pass that to
+ // glShaderSource and then glCompileShader.
+ const char* shader_src = info->source() ? info->source()->c_str() : "";
+ if (translator) {
+ if (!translator->Translate(shader_src)) {
+ info->SetStatus(false, translator->info_log(), NULL);
+ if(shader_cache_) {
+ shader_cache_->setShaderCompilationStatus(
+ info->source()->c_str(),
+ SHADER_CACHE_COMPILATION_SUCCEEDED);
+ }
+ return;
+ }
+ shader_src = translator->translated_shader();
+ if (!feature_info->feature_flags().angle_translated_shader_source)
+ info->UpdateTranslatedSource(shader_src);
+ }
+
+ glShaderSource(info->service_id(), 1, &shader_src, NULL);
+ glCompileShader(info->service_id());
+ if (feature_info->feature_flags().angle_translated_shader_source) {
+ GLint max_len = 0;
+ glGetShaderiv(info->service_id(),
+ GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE,
+ &max_len);
+ scoped_array<char> temp(new char[max_len]);
+ GLint len = 0;
+ glGetTranslatedShaderSourceANGLE(
+ info->service_id(), max_len, &len, temp.get());
+ DCHECK(max_len == 0 || len < max_len);
+ DCHECK(len == 0 || temp[len] == '\0');
+ info->UpdateTranslatedSource(temp.get());
+ }
+
+ GLint status = GL_FALSE;
+ glGetShaderiv(info->service_id(), GL_COMPILE_STATUS, &status);
+ if (status) {
+ info->SetStatus(true, "", translator);
+ if(shader_cache_) {
+ shader_cache_->setShaderCompilationStatus(
+ info->source()->c_str(),
+ SHADER_CACHE_COMPILATION_SUCCEEDED);
+ }
+ } else {
+ // We cannot reach here if we are using the shader translator.
+ // All invalid shaders must be rejected by the translator.
+ // All translated shaders must compile.
+ LOG_IF(ERROR, translator)
+ << "Shader translator allowed/produced an invalid shader.";
+ GLint max_len = 0;
+ glGetShaderiv(info->service_id(), GL_INFO_LOG_LENGTH, &max_len);
+ scoped_array<char> temp(new char[max_len]);
+ GLint len = 0;
+ glGetShaderInfoLog(info->service_id(), max_len, &len, temp.get());
+ DCHECK(max_len == 0 || len < max_len);
+ DCHECK(len == 0 || temp[len] == '\0');
+ info->SetStatus(false, std::string(temp.get(), len).c_str(), NULL);
+ if(shader_cache_) {
+ shader_cache_->setShaderCompilationStatus(
+ info->source()->c_str(),
+ SHADER_CACHE_COMPILATION_UNKNOWN);
+ }
+ }
+}
+
+bool ProgramManager::ProgramInfo::Link(ShaderManager* manager,
+ ShaderTranslator* vertex_translator,
+ ShaderTranslator* fragment_shader,
+ FeatureInfo::Ref feature_info) {
ClearLinkStatus();
if (!CanLink()) {
set_log_info("missing shaders");
@@ -264,13 +337,88 @@ bool ProgramManager::ProgramInfo::Link() {
return false;
}
ExecuteBindAttribLocationCalls();
- glLinkProgram(service_id());
+
+ bool link = true;
+ ShaderCache* cache = manager_->shader_cache_;
+ const char* shader_a = attached_shaders_[0]->source()->c_str();
+ const char* shader_b = attached_shaders_[1]->source()->c_str();
+ if(cache) {
+ LinkedProgramStatus status = cache->getLinkedProgramStatus(
+ shader_a,
+ shader_b);
+ switch(status) {
+ case SHADER_CACHE_LINK_UNKNOWN:
+ fprintf(stderr,
+ "program %i not linked yet compiling and linking\n",
+ service_id());
+ // compile our shaders + attach
+ manager_->DoCompileShader(attached_shaders_[0],
+ vertex_translator,
+ feature_info);
+ manager_->DoCompileShader(attached_shaders_[1],
+ fragment_shader,
+ feature_info);
+ AttachShader(manager, attached_shaders_[0]);
greggman 2012/06/15 08:10:24 Why do you have to attach here? Shouldn't they alr
dmurph 2012/06/19 01:08:33 Done.
+ glAttachShader(service_id(), attached_shaders_[0]->service_id());
+ AttachShader(manager, attached_shaders_[1]);
+ glAttachShader(service_id(), attached_shaders_[1]->service_id());
+ link = true;
+ break;
+ case SHADER_CACHE_LINK_SUCCEEDED:
+ fprintf(stderr, "program %i linked and cached!\n", service_id());
+ GLsizei length;
+ GLenum format;
+ const GLvoid* binary;
+ cache->getLinkedProgram(shader_a, shader_b,
+ &length, &format, &binary);
+ glProgramBinary(service_id(), format, binary, length);
+ link = false;
+ break;
+ }
+ }
+
+ if(link) {
+ glLinkProgram(service_id());
+ }
+
GLint success = 0;
glGetProgramiv(service_id(), GL_LINK_STATUS, &success);
if (success == GL_TRUE) {
Update();
+ if(cache && link) {
+ fprintf(stderr, "program %i just linked, caching\n", service_id());
+ GLsizei length;
+ GLenum format;
+ glGetProgramBinary(service_id(),
greggman 2012/06/15 08:10:24 This code makes no sense to me. What is cache->cac
dmurph 2012/06/15 16:40:23 Sounds good, I didn't know I could query the size
+ kShaderCacheBufferSize,
+ &length,
+ &format,
+ cache->cache_buffer());
+ fprintf(stderr, "got length of %i\n", length);
+
+ if(length != 0) {
+ GLvoid* trimedBinary = new char[length];
greggman 2012/06/15 08:10:24 Related to the above comment where does this memor
dmurph 2012/06/15 16:40:23 I like that, the memory issue was bothering me yes
+ memcpy(trimedBinary, cache->cache_buffer(), length);
+ cache->setLinkedProgram(shader_a,
+ shader_b,
+ length,
+ format,
+ trimedBinary);
+ cache->setLinkedProgramStatus(shader_a,
+ shader_b,
+ SHADER_CACHE_LINK_SUCCEEDED);
+ fprintf(stderr, "caching [%s] and [%s]\n", shader_a, shader_b);
+ }
+
+ }
} else {
UpdateLogInfo();
+ if(cache) {
+ fprintf(stderr, "program %i not linked correctly\n", service_id());
+ cache->setLinkedProgramStatus(shader_a,
+ shader_b,
+ SHADER_CACHE_LINK_UNKNOWN);
+ }
}
return success == GL_TRUE;
}
@@ -683,14 +831,14 @@ ProgramManager::ProgramInfo::~ProgramInfo() {
// by at least 1 bit each time chrome is run.
static int uniform_random_offset_ = 3;
-ProgramManager::ProgramManager()
+ProgramManager::ProgramManager(base::WeakPtr<ShaderCache> shader_cache)
: uniform_swizzle_(uniform_random_offset_++ % 15),
program_info_count_(0),
have_context_(true),
disable_workarounds_(
CommandLine::ForCurrentProcess()->HasSwitch(
- switches::kDisableGpuDriverBugWorkarounds)) {
-}
+ switches::kDisableGpuDriverBugWorkarounds)),
+ shader_cache_(shader_cache){ }
ProgramManager::~ProgramManager() {
DCHECK(program_infos_.empty());
@@ -736,6 +884,10 @@ bool ProgramManager::GetClientId(GLuint service_id, GLuint* client_id) const {
return false;
}
+ShaderCache* ProgramManager::GetShaderCache() const {
+ return shader_cache_;
+}
+
bool ProgramManager::IsOwned(ProgramManager::ProgramInfo* info) {
for (ProgramInfoMap::iterator it = program_infos_.begin();
it != program_infos_.end(); ++it) {

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