/* * Copyright 2019 Advanced Micro Devices, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * on the rights to use, copy, modify, merge, publish, distribute, sub * license, and/or sell copies of the Software, and to permit persons to whom * the Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE * USE OR OTHER DEALINGS IN THE SOFTWARE. */ /* This deduplicates live shader CSOs, meaning that creating 2 shaders with * the same IR will return the same CSO. * * How to use this: * * - create_xx_state should only call util_live_shader_cache_get. * * - delete_xx_state should only call util_shader_reference(&shader, NULL). * This will decrease the reference count. * * - Driver shaders must inherit util_live_shader. They don't have to * initialize it. * * - Declare struct util_live_shader_cache in your pipe_screen (no pointer) if * you support shareable shaders. If not, declare it in your pipe_context. * * - Set your create_shader and destroy_shader driver callbacks with * util_live_shader_cache_init. These are your driver versions of * create_xx_state and delete_xx_state. There is no distinction between * vs, tcs, tes, gs, fs. Instead, get the shader type from the IR. * * - Call util_live_shader_cache_deinit when you destroy your screen or context. */ #ifndef U_LIVE_SHADER_CACHE_H #define U_LIVE_SHADER_CACHE_H #include "util/simple_mtx.h" #include "pipe/p_state.h" struct util_live_shader_cache { simple_mtx_t lock; struct hash_table *hashtable; void *(*create_shader)(struct pipe_context *, const struct pipe_shader_state *state); void (*destroy_shader)(struct pipe_context *, void *); unsigned hits, misses; }; struct util_live_shader { struct pipe_reference reference; unsigned char sha1[20]; }; void util_live_shader_cache_init(struct util_live_shader_cache *cache, void *(*create_shader)(struct pipe_context *, const struct pipe_shader_state *state), void (*destroy_shader)(struct pipe_context *, void *)); void util_live_shader_cache_deinit(struct util_live_shader_cache *cache); void * util_live_shader_cache_get(struct pipe_context *ctx, struct util_live_shader_cache *cache, const struct pipe_shader_state *state, bool* cache_hit); void util_shader_reference(struct pipe_context *ctx, struct util_live_shader_cache *cache, void **dst, void *src); #endif