mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-11 05:38:31 +09:00
[Perf] (ShaderTranspiler, ProgramState): memoize the glslang parse verdict so a repeated compile skips the parse
This commit is contained in:
@@ -16,12 +16,16 @@ namespace MobileGL::MG_Util::ShaderTranspiler {
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// even if their inputs happened to serialize identically.
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constexpr Uint32 kSpirvKeyTag = 0x4d474c31u; // "MGL1"
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constexpr Uint32 kEsslKeyTag = 0x4d474c32u; // "MGL2"
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constexpr Uint32 kParseVerdictKeyTag = 0x4d474c43u; // "MGLC" - L1c, the compile half
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// Bumped whenever the SHAPE of a key changes (a field added, a field's
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// meaning changed). It is in every blob, so a stale in-memory entry from a
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// previous shape cannot be honoured - and a future disk tier gets the same
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// protection for free.
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constexpr Uint32 kKeyLayoutVersion = 1u;
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//
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// 2: L2 gained atomicCounterEsslBindingTop (wave3's atomic-counter block rebinding
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// prints it into the emitted ESSL), and L1c was added.
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constexpr Uint32 kKeyLayoutVersion = 2u;
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// The repo's existing cache epoch (MG_Config::CacheVersion, the seed
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// ProgramFactory::ComputeHash uses). Strictly redundant for an in-memory
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@@ -42,6 +46,21 @@ namespace MobileGL::MG_Util::ShaderTranspiler {
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// stages' SPIR-V out).
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constexpr SizeT kEsslCacheMaxEntries = 128;
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constexpr SizeT kEsslCacheMaxBytes = 12u * 1024u * 1024u;
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// ---- L1c caps ------------------------------------------------------
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// 256 entries / 8 MiB. Per-STAGE like L2, so twice L1's entry count again, and
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// deliberately generous on count because an L1c entry's PAYLOAD is two words and a
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// usually-empty string - all of an entry's weight is its key, i.e. the preprocessed
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// source. 8 MiB is exactly ShaderPreprocessCache's budget, and for the same reason:
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// these two store the same kind of thing (one copy of a shader's text) and neither
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// should be the one that decides how much source a process keeps resident.
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//
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// Sized for REPETITION, like the other two. A CTS smoke case has fewer than ten
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// distinct stages and fits many times over; an Iris pack load is hundreds of ~100 KB
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// mostly-distinct stages that would not hit at any cap, so a bigger budget there buys
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// nothing and costs resident memory on a phone.
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constexpr SizeT kParseVerdictCacheMaxEntries = 256;
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constexpr SizeT kParseVerdictCacheMaxBytes = 8u * 1024u * 1024u;
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} // namespace
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Bool ShaderTranslationCacheEnabled() {
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@@ -108,6 +127,26 @@ namespace MobileGL::MG_Util::ShaderTranspiler {
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return MakeTranslationCacheKey(builder);
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}
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TranslationCacheKey BuildShaderParseVerdictKey(const ShaderParseVerdictKeyInputs& inputs) {
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TranslationKeyBuilder builder;
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AppendCommonKeyPrefix(builder, kParseVerdictKeyTag);
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builder.Value(inputs.frontendFingerprint);
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builder.Value(static_cast<Uint32>(inputs.shaderType));
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builder.Value(inputs.shaderCompileFlags);
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builder.Text(inputs.preprocessedSource);
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return MakeTranslationCacheKey(builder);
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}
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SizeT ShaderParseVerdictBytes(const ShaderParseVerdict& verdict) { return verdict.infoLog.size(); }
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// Leaked for the same exit-order reason as the other two; see the note below.
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BoundedTranslationCache<ShaderParseVerdict>& GetShaderParseVerdictCache() {
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static auto* const kCache = new BoundedTranslationCache<ShaderParseVerdict>(
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"ShaderTranslationCache L1c (GLSL->parse verdict)", kParseVerdictCacheMaxEntries,
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kParseVerdictCacheMaxBytes);
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return *kCache;
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}
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TranslationCacheKey BuildEsslTranslationKey(const EsslTranslationKeyInputs& inputs) {
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TranslationKeyBuilder builder;
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AppendCommonKeyPrefix(builder, kEsslKeyTag);
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@@ -167,7 +206,13 @@ namespace MobileGL::MG_Util::ShaderTranspiler {
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return *kCache;
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}
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void ClearShaderTranslationCaches() { GetEsslTranslationCache().Clear(); }
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void ClearShaderTranslationCaches() {
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GetShaderParseVerdictCache().Clear();
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GetEsslTranslationCache().Clear();
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}
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void LogShaderTranslationCacheStats() { GetEsslTranslationCache().LogStats(); }
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void LogShaderTranslationCacheStats() {
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GetShaderParseVerdictCache().LogStats();
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GetEsslTranslationCache().LogStats();
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}
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} // namespace MobileGL::MG_Util::ShaderTranspiler
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@@ -15,7 +15,7 @@
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namespace MobileGL::MG_Util::ShaderTranspiler {
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// ===========================================================================
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// The two-level shader translation memo.
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// The three-level shader translation memo.
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//
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// MOTIVATION (measured). KHR-GL33.texture_swizzle.smoke_* builds 2592 programs
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// per case out of a handful of DISTINCT sources - the CTS template substitutes
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@@ -27,24 +27,41 @@ namespace MobileGL::MG_Util::ShaderTranspiler {
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// --[GlslangToSpv]--> SPIR-V --[SanitizeAndOptimizeBinary]--> SPIR-V'
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// --[backend SPIR-V pass chain]--> SPIR-V'' --[SPIRV-Cross]--> ESSL
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//
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// L1 memoizes the segment from the parsed program to SPIR-V'; L2 memoizes the
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// segment from SPIR-V' to the emitted backend payload. The two are kept apart
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// on purpose: L1 is backend-agnostic (the same module feeds DirectGLES and
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// DirectVulkan), while L2's key is made almost entirely of BACKEND capability
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// bits, and folding them into one key would make every DirectGLES capability a
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// reason to miss on the frontend half as well.
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// THE LEVELS FOLLOW THE GL ENTRY POINTS, not the arrows above, and that is the
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// key to reading this file:
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// * L1c memoizes what one glCompileShader produces - the PARSE VERDICT;
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// * L1 memoizes what one glLinkProgram produces - the whole front end from
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// the link through SPIR-V';
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// * L2 memoizes the segment from SPIR-V' to the emitted backend payload.
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//
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// AN L1 HIT SKIPS THE WHOLE FRONT END - the glslang parse, the link and mapIO,
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// GlslangToSpv, spirv-opt, buildReflection and the global-UBO routing. No
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// TShader and no TProgram is constructed. That is possible because the payload
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// is the whole front-end OUTPUT (LinkArtifacts + SpirvArtifacts, both plain
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// owned data) rather than the SPIR-V alone, and because the GL query surface no
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// longer reads a live TProgram to answer anything - see
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// ProgramObject::UniformReflection and ProgramLinkTask::SnapshotGlslangReflection.
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// Caching the live glslang object graph instead would have been the other way to
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// get here, and was rejected: TObjectReflection::type points into the TProgram's
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// own pool allocator, so sharing one between ProgramObjects is an aliasing and
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// consume-once hazard.
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// L1 could never have covered the parse, however wide its payload got, because
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// the parse does not happen during glLinkProgram: it happens one entry point and
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// one job earlier, and by the time a link consults L1 it has already been paid
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// for. That is why the compile half is a separate level rather than a bigger
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// payload - see the L1c section below for the measurement that forced it.
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//
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// L1c and L1 are both backend-agnostic (the same modules feed DirectGLES and
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// DirectVulkan) and share one environment key, CompileEnv::frontendFingerprint.
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// L2 is kept apart on purpose: its key is made almost entirely of BACKEND
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// capability bits, and folding them in would make every DirectGLES capability a
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// reason to miss on the front-end half as well.
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//
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// WITH BOTH FRONT-END LEVELS HIT, NO GLSLANG OBJECT IS CONSTRUCTED AT ALL - no
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// TShader (L1c) and no TProgram (L1) - so the parse, the link and mapIO,
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// GlslangToSpv, spirv-opt, buildReflection and the global-UBO routing are all
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// skipped. On the L1 side that is possible because the payload is the whole
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// front-end OUTPUT (LinkArtifacts + SpirvArtifacts, both plain owned data)
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// rather than the SPIR-V alone, and because the GL query surface no longer reads
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// a live TProgram to answer anything - see ProgramObject::UniformReflection and
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// ProgramLinkTask::SnapshotGlslangReflection.
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//
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// NEITHER LEVEL EVER CACHES A LIVE GLSLANG OBJECT GRAPH, and both had the option:
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// TObjectReflection::type points into the TProgram's own pool allocator, so
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// sharing a TProgram between ProgramObjects is an aliasing hazard, and mapIO
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// mutates a TShader's aliased intermediate, so sharing a parse is a consume-once
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// hazard. L1 sidesteps the first by storing the reflection as owned data; L1c
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// sidesteps the second by storing only the VERDICT and letting the one link that
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// actually needs an AST parse it on demand.
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//
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// CORRECTNESS RULE, non-negotiable. A wrong hit is a silently miscompiled
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// shader - far worse than a slow one. So:
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@@ -53,8 +70,8 @@ namespace MobileGL::MG_Util::ShaderTranspiler {
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// hash is a bucket selector only; a collision degrades to a miss.
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// * every input that can change the output is in the blob. Adding an input
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// to a translation step MEANS adding it to that level's key builder.
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// * MOBILEGL_SHADER_CACHE=0 turns both levels off, so a field miscompile can
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// be bisected against the cache in one run.
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// * MOBILEGL_SHADER_CACHE=0 turns ALL THREE levels off, so a field miscompile
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// can be bisected against the cache in one run.
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//
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// NO DISK TIER IN THIS CHANGE. Persistence needs its own invalidation story
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// (driver/vendor string, MobileGL build id, glslang and SPIRV-Cross revisions)
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@@ -66,7 +83,7 @@ namespace MobileGL::MG_Util::ShaderTranspiler {
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// the payloads are already plain data.
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// ===========================================================================
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// The process-wide master switch, mirroring MOBILEGL_SHADER_CACHE.
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// The process-wide master switch for ALL THREE levels, mirroring MOBILEGL_SHADER_CACHE.
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// QuirkOverride semantics: unset (Auto) is ON, an explicitly falsy value is
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// OFF. Read once from MG_Config::Features, so a worker never touches the
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// environment.
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@@ -314,7 +331,8 @@ namespace MobileGL::MG_Util::ShaderTranspiler {
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};
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// =======================================================================
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// L1 - the FRONT END: parsed GLSL program -> sanitized SPIR-V modules.
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// L1 - the LINK half of the front end: parsed GLSL program -> sanitized SPIR-V
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// modules, plus the whole GL query surface. (The PARSE half is L1c, below.)
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// =======================================================================
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//
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// The cached artifact is the module AFTER SanitizeAndOptimizeBinary, not the
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@@ -395,6 +413,111 @@ namespace MobileGL::MG_Util::ShaderTranspiler {
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// MG_State. Only the key - which is plain bytes - is built here, so both layers agree on
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// one definition of "the same front-end input".
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// =======================================================================
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// L1c - the COMPILE half of the front end: one glCompileShader's PARSE VERDICT.
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// =======================================================================
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//
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// WHY THIS EXISTS. L1 above memoizes one glLinkProgram. It skips the link, mapIO,
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// GlslangToSpv, spirv-opt, buildReflection and the routing pass - but NOT the glslang
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// parse, because the parse does not happen at glLinkProgram. It happens at
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// glCompileShader, one job earlier, and by the time the link hits L1 the parse has
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// already been paid for. Measured: the parse is ~322 us of a ~650 us CTS-shaped program
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// build, and on a Mali Immortalis-G925 an L1-only build of
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// KHR-GL33.texture_swizzle.smoke_access_idx_0_channel_idx_0 (2592 programs) ran 50.65 s
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// against 75.16/72.68 s with the cache off - 1.45-1.48x, which is what "everything but
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// the parse" buys. This level is the other half.
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//
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// WHAT IS MEMOIZED IS THE VERDICT, NOT THE PARSE. glCompileShader produces exactly three
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// parse-derived things: GL_COMPILE_STATUS, the info log, and a glslang::TShader. The
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// first two are a pure function of the key below. The third is CONSUME-ONCE - mapIO
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// mutates its aliased intermediate at link - so it can be neither cached nor shared, and
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// caching a live glslang object graph was rejected for L1 for exactly that reason.
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//
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// So a hit publishes the verdict and NO TShader at all, and the parse becomes LAZY:
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// ShaderCompileTask::ClaimParsedShader already re-parses on demand when the node carries
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// no stored parse, because stage 4 built that path for the CAS loser (one shader linked
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// into a second program). A link that HITS L1 never calls it, so the parse never happens.
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// A link that MISSES calls it and pays the parse there instead - the same single parse,
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// moved, not duplicated.
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//
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// WHAT THIS DELIBERATELY IS NOT: an extension of ShaderCompileAdoptionMap. That map
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// indexes LIVE compile nodes by WeakPtr, per context, so that a burst of shader objects
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// handed byte-identical source shares one job. It structurally cannot serve this case:
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// the CTS shape deletes its shader objects every iteration, so the node expires and the
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// entry with it, and even a hit would hand over a parse whose single use the first link
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// already consumed. Making it hold strong references would pin one glslang arena per
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// distinct source for the life of the context - megabytes per shaderpack, and precisely
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// the live-object-graph hazard this design avoids.
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//
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// BACKEND-AGNOSTIC, on the same contract as L1: the key carries
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// CompileEnv::frontendFingerprint and never CompileEnv::fingerprint.
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//
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// IF THE KEY IS EVER WRONG, the two directions fail very differently, and it is worth
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// knowing which one to fear:
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// * a wrong `parsed = true` is CAUGHT. The stage holds no AST, so the first link that
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// needs one re-parses - and that parse fails, ConsumeShaders reports "Internal error:
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// re-parsing an attached <stage> for linking failed" and the link returns GL_FALSE.
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// Wrong, loud, and named.
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// * a wrong `parsed = false` is NOT caught. Nothing re-derives it, so a shader that
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// would have compiled reports GL_COMPILE_STATUS false with a stale log.
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// Neither is a silent MISCOMPILE - no wrong SPIR-V can be produced through this level,
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// because it caches no translated output at all - but the second is the one that would
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// reach an application as an inexplicable failure. Both are why the key carries the full
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// source bytes and is compared in full.
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struct ShaderParseVerdict {
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// What ShaderCompileTask publishes as GL_COMPILE_STATUS.
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Bool parsed = false;
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// What it publishes as the info log. EMPTY whenever `parsed`, and that is a property
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// of the pipeline rather than of glslang: RunCompilePipeline clears the log on a
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// successful parse, so a successful compile's observable log is empty no matter what
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// glslang wrote into it. Stored rather than assumed so the two cannot drift.
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String infoLog;
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};
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using ShaderParseVerdictPtr = SharedPtr<const ShaderParseVerdict>;
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// WHAT IS IN THE KEY - the complete input set of ShaderCompiler::CompileShader, which is
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// the only thing between this cache and the verdict:
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// * frontendFingerprint - BuildTBuiltInResource is the one thing ParseShaderSource
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// reads from the environment, and glslang both ENFORCES those limits at parse and
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// expands several of them into built-in constants;
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// * shaderType - it selects the EShLanguage parsed against, and it is also printed
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// verbatim into the failure log this cache reproduces;
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// * the FULL preprocessed source, byte for byte. This is the text ParseShaderSource is
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// handed, and it also covers CompileShader's legacy-#version retry, which is a pure
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// function of that text (RetargetLegacyVersionDirectiveTo460);
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// * the ShaderCompileBits - CompileForOpenGL selects a different setEnvClient /
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// setEnvTarget triple and skips setEnvInputVulkanRulesRelaxed, which changes both
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// what parses and what the parse produces. Always 0 on both production paths; in the
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// key so a future non-zero value cannot alias a parse made without it.
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//
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// WHAT IS DELIBERATELY OUT:
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// * everything else ParseShaderSource touches, because all of it is a COMPILE-TIME
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// CONSTANT: the 460/ECoreProfile default version, EShMsgDefault, forwardCompatible,
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// the "#undef VULKAN" preamble, setNanMinMaxClamp/setInvertY/setAutoMapLocations/
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// setAutoMapBindings, and GLOBAL_UBO_NAME. A build that changes one of them is a
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// different binary and cannot share an in-memory cache with the old one.
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// * enableSpirvValidation. It is not an argument of CompileShader at all - the parse
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// never reaches the SPIR-V validator. (L1 carries it because SanitizeAndOptimizeBinary
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// does take it.)
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// * backend identity and advertisedExtensions, on exactly L1's argument: the only
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// front-end consumer of the extension list REWRITES THE SOURCE TEXT, and the
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// preprocessed text is in this key verbatim - a strictly finer discriminator.
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// * the ORIGINAL (pre-preprocess) source. The preprocessed text is what the parse
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// consumes, so keying on the original would be both coarser in the wrong direction
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// and redundant; ShaderPreprocessCache is the memo that keys on the original.
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struct ShaderParseVerdictKeyInputs {
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// CompileEnv::frontendFingerprint, NEVER CompileEnv::fingerprint.
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Uint64 frontendFingerprint = 0;
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GLenum shaderType = 0;
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StringView preprocessedSource;
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Uint32 shaderCompileFlags = 0;
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};
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TranslationCacheKey BuildShaderParseVerdictKey(const ShaderParseVerdictKeyInputs& inputs);
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SizeT ShaderParseVerdictBytes(const ShaderParseVerdict& verdict);
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BoundedTranslationCache<ShaderParseVerdict>& GetShaderParseVerdictCache();
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// =======================================================================
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// L2 - the BACK END: sanitized SPIR-V -> DirectGLES ESSL payload.
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// =======================================================================
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@@ -489,9 +612,10 @@ namespace MobileGL::MG_Util::ShaderTranspiler {
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BoundedTranslationCache<EsslTranslationResult>& GetEsslTranslationCache();
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// Drops both levels. Called from the same teardown that resets the glslang
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// prewarm latch: nothing here holds a glslang object, so this is RSS hygiene
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// rather than a correctness requirement.
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// Drops L1c and L2 (L1 lives in MG_State and has its own
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// ClearProgramTranslationCache). Called from the same teardown that resets the
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// glslang prewarm latch: nothing here holds a glslang object, so this is RSS
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// hygiene rather than a correctness requirement.
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void ClearShaderTranslationCaches();
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// One MGLOG_D line per level. Called at teardown and cheap enough to call from
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