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authorlucy96chen <47800040+lucy96chen@users.noreply.github.com>2022-10-12 09:55:09 -0700
committerGitHub <noreply@github.com>2022-10-12 09:55:09 -0700
commitf0cd62b37c5dfbbdb3fb205f1be2b8beba0dfed4 (patch)
tree97d031e889046ac992b729d85e2db1cd3597e317 /slang.h
parent5128de89a9a8da09587f20e8fb5bc324ea14e0df (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.h38
1 files changed, 38 insertions, 0 deletions
diff --git a/slang.h b/slang.h
index 42825f5c4..08279a1de 100644
--- a/slang.h
+++ b/slang.h
@@ -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