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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.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.h')
| -rw-r--r-- | slang.h | 38 |
1 files changed, 38 insertions, 0 deletions
@@ -4134,6 +4134,13 @@ namespace slang None, UnsizedArray, StructuredBuffer, ConstantBuffer, ParameterBlock }; + // A struct storing a single hash represented as a four element uint32_t array. + // This is intended to be used with the current MD5 hashing implementation. + struct Digest + { + uint32_t values[4] = { 0 }; + }; + /** A session provides a scope for code that is loaded. A session can be used to load modules of Slang source code, @@ -4421,6 +4428,37 @@ namespace slang IBlob** outCode, IBlob** outDiagnostics = nullptr) = 0; + /** Compute the hash code of all dependencies for this component type. This generally means file path + dependencies but can also include the component's name or sub-components. The dependency-based + hash effectively represents all the files that may be included/imported by a component type along with + any non-code-specific that helps define a component. This can be useful to simply check for a component + type without needing to inspect the code. For example, a shader cache might key its entries using the + dependency-based hash in order to determine at a glance if a particular shader is present, with no + regard for the shader's contents. + + This function should only have a meaningful implementation in ComponentType. All other types derived from + ComponentType that also inherit from IComponentType should do nothing. + */ + virtual SLANG_NO_THROW void SLANG_MCALL computeDependencyBasedHash( + SlangInt entryPointIndex, + SlangInt targetIndex, + Digest* outHash) = 0; + + /** Compute the hash code of this component type's AST. This hash effectively represents + the contents of the code covered by this component type, making its use ideal when we need + to confirm whether shader code changes have occurred. For example, a shader cache needs to be + able to check when a cache entry contains out-of-date code, which can be easily detected by + comparing the AST-based hashes since any change to the shader's code will be reflected in the + AST, and subsequently, the AST-based hash. + + Not all component types will store an AST, and consequently, not all component types will have a + meaningful implementation for this function. + + This function should only have a meaningful implementation in ComponentType. All other types derived + from ComponentType that also inherit from IComponentType should do nothing. + */ + virtual SLANG_NO_THROW void SLANG_MCALL computeASTBasedHash(Digest* outHash) = 0; + /** Specialize the component by binding its specialization parameters to concrete arguments. The `specializationArgs` array must have `specializationArgCount` entries, and |
