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| author | lucy96chen <47800040+lucy96chen@users.noreply.github.com> | 2022-10-12 09:55:09 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-10-12 09:55:09 -0700 |
| commit | f0cd62b37c5dfbbdb3fb205f1be2b8beba0dfed4 (patch) | |
| tree | 97d031e889046ac992b729d85e2db1cd3597e317 /slang-gfx.h | |
| parent | 5128de89a9a8da09587f20e8fb5bc324ea14e0df (diff) | |
Shader caching (#2432)
* Changed all getEntryPointCode calls to use RendererBase::getEntryPointCodeFromShaderCache
* Hashing hooked up, tests pass but need to add more to fully test functionality
* checkpoint
* Checkpoint: File system creation seems functional, saving is broken
* checkpoint: Fixed filename generation from MD5 hash, shader blob might be going missing ahead of pipeline state creation
* Fixed a lot of bugs related to hash code generation, shader cache is likely working but needs further testing
* Added workaround for module loading by re-creating the test device, shader cache test functional
* Vulkan shader caching bug fixed, checkpoint commit before more refinement
* pre-ToT merge checkpoint
* checkpoint commit, improving cache keys
* Significantly expanded items included in the dependency hash for Module; Added dependency hash functions to SpecializedComponentType and RenamedEntryPointComponentType
* Temporarily disable shader cache test
* Mid cleanup changes, solution successfully builds
* Added several helper update functions to slang-md5 to help simplify usage; Added a function under ISession to compute a hash for all linkage-related items; Function renames and cleaned up some comments
* Ran premake.bat; Renamed getASTBasedHashCode to computeASTBasedHash
* Added slang unit tests for Checksum and MD5; Extended gfx shader cache test to test with multiple shader files and one shader file with multiple entry points
* Solution builds and shader cache tests pass, but at least a couple other tests now failing
* ran premake.bat
* More cleanup changes
* Added shaderCachePath field to IDevice desc in gfx.slang, gfx-smoke.slang should be functional
* ran premake
* cleanup changes; Adding test printf to getEntryPointCodeFromShaderCache to see if output can be seen in CI
* Removed debugging printfs; Added handling for getEntryPointCode() failing
* Cleanup changes; Jonathan's fixes to SerialWriter to zero initialize otherwise uninitialized memory; Change to SwizzleExpr creation to zero initialize elementCount
* Changed enable_if_t to enable_if
* Fixed enable_if
* Added test for import vs include and changes to included and imported files; Fixed build errors in CUDA; Renamed shader cache statistics fields
* cleanup changes
* Readd removed file
* Restructured computeDependencyBasedHash calls, added computeDependencyBasedHashImpl to all classes dervied from ComponentType
* Applied same restructuring to the AST hash functions
* Cleanup changes; Moved HashBuilder out to slang-digest.h and added some helper functions to streamline the process of adding items to a hash
* Cleanup; Fixed incorrect expected results for shader import and include test
Diffstat (limited to 'slang-gfx.h')
| -rw-r--r-- | slang-gfx.h | 24 |
1 files changed, 22 insertions, 2 deletions
diff --git a/slang-gfx.h b/slang-gfx.h index 233d963e9..18395e3f2 100644 --- a/slang-gfx.h +++ b/slang-gfx.h @@ -2052,6 +2052,25 @@ public: 0xbe91ba6c, 0x784, 0x4308, { 0xa1, 0x0, 0x19, 0xc3, 0x66, 0x83, 0x44, 0xb2 } \ } +// These are exclusively used to track hit/miss counts for shader cache entries. Entry hit and +// miss counts specifically indicate if the file containing relevant shader code was found in +// the cache, while the general hit and miss counts indicate whether the file was both found and +// up-to-date. +class IShaderCacheStatistics : public ISlangUnknown +{ +public: + virtual SLANG_NO_THROW GfxCount SLANG_MCALL getCacheMissCount() = 0; + virtual SLANG_NO_THROW GfxCount SLANG_MCALL getCacheHitCount() = 0; + virtual SLANG_NO_THROW GfxCount SLANG_MCALL getCacheEntryDirtyCount() = 0; + + virtual SLANG_NO_THROW Result SLANG_MCALL resetCacheStatistics() = 0; +}; + +#define SLANG_UUID_IShaderCacheStatistics \ + { \ + 0x8eccc8ec, 0x5c04, 0x4a51, { 0x99, 0x75, 0x13, 0xf8, 0xfe, 0xa1, 0x59, 0xf3 } \ + } + struct DeviceInfo { DeviceType deviceType; @@ -2089,7 +2108,7 @@ public: handleMessage(DebugMessageType type, DebugMessageSource source, const char* message) = 0; }; -class IDevice: public ISlangUnknown +class IDevice : public ISlangUnknown { public: struct SlangDesc @@ -2134,6 +2153,8 @@ public: ISlangUnknown* apiCommandDispatcher = nullptr; // The slot (typically UAV) used to identify NVAPI intrinsics. If >=0 NVAPI is required. GfxIndex nvapiExtnSlot = -1; + // The root directory for the shader cache. + const char* shaderCachePath = nullptr; // The file system for loading cached shader kernels. The layer does not maintain a strong reference to the object, // instead the user is responsible for holding the object alive during the lifetime of an `IDevice`. ISlangFileSystem* shaderCacheFileSystem = nullptr; @@ -2473,7 +2494,6 @@ public: 0x715bdf26, 0x5135, 0x11eb, { 0xAE, 0x93, 0x02, 0x42, 0xAC, 0x13, 0x00, 0x02 } \ } - class IPipelineCreationAPIDispatcher : public ISlangUnknown { public: |
