try hashing shaders via their program
1) add a hash() method to skvm::Builder This is cheap... we're hashing instructions as we go anyway. Small refactoring to keep all its hashing close and clear. 2) split Key into Key (a small bytey hashy identifier) and Params (a pointery typey payload struct) 3) dummy call ->program() on shaders as we build our Key, and then include that dummy Builder's hash() in the key. This lets us reuse cached programs when effects vary only in their uniforms. The approach in 3) is meant to be a first draft, a kind of can-we-get-away-with-this hack. We may need to change this with, - stronger equality than just a hash of the instructions; - a new cheaper hook that avoids the cost of skvm::Builder. Cq-Include-Trybots: skia.primary:Test-Debian9-Clang-GCE-CPU-AVX2-x86_64-Debug-All-SK_USE_SKVM_BLITTER Change-Id: I5f3839d3f7de40043fcb6177b617672c56f0eb70 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/252019 Reviewed-by: Mike Reed <reed@google.com> Commit-Queue: Mike Klein <mtklein@google.com>
This commit is contained in:
parent
2b73e66ca5
commit
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@ -6,12 +6,14 @@
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*/
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#include "include/core/SkStream.h"
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#include "include/private/SkChecksum.h"
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#include "include/private/SkSpinlock.h"
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#include "include/private/SkTFitsIn.h"
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#include "include/private/SkThreadID.h"
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#include "include/private/SkVx.h"
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#include "src/core/SkCpu.h"
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#include "src/core/SkVM.h"
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#include <functional> // std::hash
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#include <string.h>
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#if defined(SKVM_JIT)
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#include <sys/mman.h>
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@ -404,22 +406,31 @@ namespace skvm {
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// TODO: replace with SkOpts::hash()?
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size_t Builder::InstructionHash::operator()(const Instruction& inst) const {
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return Hash((uint8_t)inst.op)
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^ Hash(inst.x)
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^ Hash(inst.y)
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^ Hash(inst.z)
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^ Hash(inst.imm)
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^ Hash(inst.death)
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^ Hash(inst.can_hoist)
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^ Hash(inst.used_in_loop);
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auto hash = [](auto v) {
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return std::hash<decltype(v)>{}(v);
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};
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return hash((uint8_t)inst.op)
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^ hash(inst.x)
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^ hash(inst.y)
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^ hash(inst.z)
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^ hash(inst.imm)
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^ hash(inst.death)
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^ hash(inst.can_hoist)
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^ hash(inst.used_in_loop);
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}
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uint32_t Builder::hash() const { return fHash; }
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// Most instructions produce a value and return it by ID,
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// the value-producing instruction's own index in the program vector.
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Val Builder::push(Op op, Val x, Val y, Val z, int imm) {
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Instruction inst{op, x, y, z, imm,
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/*death=*/0, /*can_hoist=*/true, /*used_in_loop=*/false};
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// This InstructionHash{}() call should be free given we're about to use fIndex below.
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fHash ^= InstructionHash{}(inst);
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fHash = SkChecksum::CheapMix(fHash); // Make sure instruction order matters.
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// Basic common subexpression elimination:
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// if we've already seen this exact Instruction, use it instead of creating a new one.
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if (Val* id = fIndex.find(inst)) {
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@ -10,7 +10,6 @@
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#include "include/core/SkTypes.h"
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#include "include/private/SkTHash.h"
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#include <functional> // std::hash
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#include <vector> // std::vector
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class SkWStream;
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@ -431,12 +430,10 @@ namespace skvm {
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void dump(SkWStream* = nullptr) const;
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uint32_t hash() const;
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private:
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struct InstructionHash {
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template <typename T>
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static size_t Hash(T val) {
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return std::hash<T>{}(val);
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}
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size_t operator()(const Instruction& inst) const;
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};
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@ -446,6 +443,7 @@ namespace skvm {
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SkTHashMap<Instruction, Val, InstructionHash> fIndex;
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std::vector<Instruction> fProgram;
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std::vector<int> fStrides;
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uint32_t fHash{0};
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};
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using Reg = int;
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@ -18,54 +18,77 @@ namespace {
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enum class Coverage { Full, UniformA8, MaskA8, MaskLCD16, Mask3D };
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SK_BEGIN_REQUIRE_DENSE;
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struct Key {
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SkColorType colorType;
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SkAlphaType alphaType;
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Coverage coverage;
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SkBlendMode blendMode;
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struct Params {
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sk_sp<SkColorSpace> colorSpace;
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sk_sp<SkShader> shader;
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bool applyPaintAlphaToShader;
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uint8_t unusedBytes[7];
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SkColorType colorType;
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SkAlphaType alphaType;
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SkBlendMode blendMode;
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Coverage coverage;
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Params withCoverage(Coverage c) const {
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Params p = *this;
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p.coverage = c;
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return p;
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}
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};
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SK_BEGIN_REQUIRE_DENSE;
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struct Key {
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uint64_t colorSpace;
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uint32_t shader;
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uint8_t colorType,
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alphaType,
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blendMode,
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coverage;
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bool operator==(const Key& that) const {
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return this->colorSpace == that.colorSpace
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&& this->shader == that.shader
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&& this->colorType == that.colorType
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&& this->alphaType == that.alphaType
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&& this->blendMode == that.blendMode
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&& this->coverage == that.coverage;
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}
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Key withCoverage(Coverage c) const {
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Key k = *this;
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k.coverage = c;
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k.coverage = SkToU8(c);
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return k;
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}
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};
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SK_END_REQUIRE_DENSE;
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static bool operator==(const Key& x, const Key& y) {
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// N.B. using SkColorSpace::Equals() would make hashing unsound:
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// Keys that compare as == could have non-equal hashes.
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return x.colorType == y.colorType
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&& x.alphaType == y.alphaType
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&& x.coverage == y.coverage
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&& x.blendMode == y.blendMode
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&& x.colorSpace == y.colorSpace
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&& x.shader == y.shader
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&& x.applyPaintAlphaToShader == y.applyPaintAlphaToShader;
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static Key key(const Params& params) {
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uint32_t shaderHash = 0;
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if (const SkShaderBase* shader = as_SB(params.shader)) {
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skvm::Builder p;
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skvm::I32 r,g,b,a;
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if (shader->program(&p,
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params.colorSpace.get(),
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skvm::Arg{0}, 0,
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&r,&g,&b,&a)) {
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shaderHash = p.hash();
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}
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}
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return {
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params.colorSpace ? params.colorSpace->hash() : 0,
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shaderHash,
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SkToU8(params.colorType),
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SkToU8(params.alphaType),
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SkToU8(params.blendMode),
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SkToU8(params.coverage),
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};
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}
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// TODO: we could do with better hashing and equality here in general,
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// though I'm not sure how strictly important any of these ideas are:
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// - use SkColorSpace::hash() and SkColorSpace::Equals() to coalesce equivalent
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// color spaces by value
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// - come up with a mechanism to have SkShader identify itself except for its
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// uniforms, so that we can reuse programs with the same kind of shader but
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// different uniforms
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// - pack bits of Key more carefully
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static SkString debug_name(const Key& key) {
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return SkStringPrintf("CT%d-AT%d-Cov%d-Blend%d-CS%d-Shader%d",
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return SkStringPrintf("CT%d-AT%d-Cov%d-Blend%d-CS%llx-Shader%x",
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key.colorType,
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key.alphaType,
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key.coverage,
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key.blendMode,
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SkToBool(key.colorSpace),
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SkToBool(key.shader));
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key.colorSpace,
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key.shader);
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}
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static bool debug_dump(const Key& key) {
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@ -160,28 +183,28 @@ namespace {
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skvm::I32 min(skvm::I32 x, skvm::I32 y) { return select(lt(x,y), x,y); }
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skvm::I32 max(skvm::I32 x, skvm::I32 y) { return select(gt(x,y), x,y); }
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static bool CanBuild(const Key& key) {
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static bool CanBuild(const Params& params) {
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// These checks parallel the TODOs in Builder::Builder().
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if (key.shader) {
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// TODO: maybe passing the whole Key is going to be what we'll want here?
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if (!as_SB(key.shader)->program(nullptr,
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key.colorSpace.get(),
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if (params.shader) {
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// TODO: probably want to pass all of the device's SkColorInfo?
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if (!as_SB(params.shader)->program(nullptr,
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params.colorSpace.get(),
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skvm::Arg{0}, 0,
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nullptr,nullptr,nullptr,nullptr)) {
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return false;
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}
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}
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switch (key.colorType) {
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switch (params.colorType) {
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default: return false;
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case kRGB_565_SkColorType: break;
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case kRGBA_8888_SkColorType: break;
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case kBGRA_8888_SkColorType: break;
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}
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if (key.alphaType == kUnpremul_SkAlphaType) { return false; }
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if (params.alphaType == kUnpremul_SkAlphaType) { return false; }
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switch (key.blendMode) {
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switch (params.blendMode) {
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default: return false;
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case SkBlendMode::kSrc: break;
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case SkBlendMode::kSrcOver: break;
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@ -190,22 +213,22 @@ namespace {
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return true;
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}
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explicit Builder(const Key& key) {
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explicit Builder(const Params& params) {
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#define TODO SkUNREACHABLE
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SkASSERT(CanBuild(key));
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SkASSERT(CanBuild(params));
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skvm::Arg uniforms = uniform(),
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dst_ptr = arg(SkColorTypeBytesPerPixel(key.colorType));
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dst_ptr = arg(SkColorTypeBytesPerPixel(params.colorType));
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// If coverage is Mask3D there'll next come two varyings for mul and add planes,
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// and then finally if coverage is any Mask?? format, a varying for the mask.
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Color src = unpack_8888(uniform32(uniforms, offsetof(Uniforms, paint_color)));
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if (key.shader) {
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if (params.shader) {
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skvm::I32 paint_alpha = src.a;
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SkAssertResult(as_SB(key.shader)->program(this,
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key.colorSpace.get(),
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SkAssertResult(as_SB(params.shader)->program(this,
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params.colorSpace.get(),
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uniforms, sizeof(Uniforms),
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&src.r, &src.g, &src.b, &src.a));
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if (key.applyPaintAlphaToShader) {
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if (true/*TODO: make this conditional again with a wrapper shader*/) {
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src.r = scale_unorm8(src.r, paint_alpha);
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src.g = scale_unorm8(src.g, paint_alpha);
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src.b = scale_unorm8(src.b, paint_alpha);
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@ -213,7 +236,7 @@ namespace {
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}
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}
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if (key.coverage == Coverage::Mask3D) {
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if (params.coverage == Coverage::Mask3D) {
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skvm::I32 M = load8(varying<uint8_t>()),
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A = load8(varying<uint8_t>());
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@ -230,7 +253,7 @@ namespace {
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// load_coverage() returns false when there's no need to apply coverage.
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auto load_coverage = [&](Color* cov) {
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switch (key.coverage) {
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switch (params.coverage) {
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case Coverage::Full: return false;
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case Coverage::UniformA8: cov->r = cov->g = cov->b = cov->a =
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@ -257,8 +280,8 @@ namespace {
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// obviating the need for the lerp afterwards. This early-coverage strategy tends
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// to be both faster and require fewer registers.
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bool lerp_coverage_post_blend = true;
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if (SkBlendMode_ShouldPreScaleCoverage(key.blendMode,
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key.coverage == Coverage::MaskLCD16)) {
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if (SkBlendMode_ShouldPreScaleCoverage(params.blendMode,
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params.coverage == Coverage::MaskLCD16)) {
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Color cov;
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if (load_coverage(&cov)) {
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src.r = scale_unorm8(src.r, cov.r);
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@ -271,7 +294,7 @@ namespace {
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// Load up the destination color.
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SkDEBUGCODE(dst_loaded = true;)
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switch (key.colorType) {
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switch (params.colorType) {
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default: TODO;
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case kRGB_565_SkColorType: dst = unpack_565 (load16(dst_ptr)); break;
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case kRGBA_8888_SkColorType: dst = unpack_8888(load32(dst_ptr)); break;
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@ -283,14 +306,14 @@ namespace {
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// When a destination is tagged opaque, we may assume it both starts and stays fully
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// opaque, ignoring any math that disagrees. So anything involving force_opaque is
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// optional, and sometimes helps cut a small amount of work in these programs.
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const bool force_opaque = true && key.alphaType == kOpaque_SkAlphaType;
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const bool force_opaque = true && params.alphaType == kOpaque_SkAlphaType;
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if (force_opaque) { dst.a = splat(0xff); }
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// We'd need to premul dst after loading and unpremul before storing.
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if (key.alphaType == kUnpremul_SkAlphaType) { TODO; }
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if (params.alphaType == kUnpremul_SkAlphaType) { TODO; }
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// Blend src and dst.
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switch (key.blendMode) {
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switch (params.blendMode) {
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default: TODO;
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case SkBlendMode::kSrc: break;
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@ -316,7 +339,7 @@ namespace {
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if (force_opaque) { src.a = splat(0xff); }
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// Store back to the destination.
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switch (key.colorType) {
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switch (params.colorType) {
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default: SkUNREACHABLE;
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case kRGB_565_SkColorType: store16(dst_ptr, pack_565(src)); break;
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@ -334,16 +357,15 @@ namespace {
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Blitter(const SkPixmap& device, const SkPaint& paint)
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: fDevice(device)
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, fKey {
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device.colorType(),
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device.alphaType(),
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Coverage::Full,
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paint.getBlendMode(),
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, fParams {
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device.refColorSpace(),
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paint.refShader(),
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paint.getShader() && paint.getAlphaf() < 1.0f,
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{0,0,0,0,0,0,0},
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device.colorType(),
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device.alphaType(),
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paint.getBlendMode(),
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Coverage::Full,
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}
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, fKey(key(fParams))
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, fUniforms(sizeof(Uniforms))
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{
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// Color filters have been folded back into shader and/or paint color by now.
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@ -353,7 +375,7 @@ namespace {
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SkColorSpaceXformSteps{sk_srgb_singleton(), kUnpremul_SkAlphaType,
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device.colorSpace(), kUnpremul_SkAlphaType}.apply(color.vec());
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if (color.fitsInBytes() && Builder::CanBuild(fKey)) {
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if (color.fitsInBytes() && Builder::CanBuild(fParams)) {
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uint32_t rgba = color.premul().toBytes_RGBA();
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memcpy(fUniforms.data() + offsetof(Uniforms, paint_color), &rgba, sizeof(rgba));
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ok = true;
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@ -384,6 +406,7 @@ namespace {
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private:
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SkPixmap fDevice; // TODO: can this be const&?
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const Params fParams;
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const Key fKey;
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std::vector<uint8_t> fUniforms;
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skvm::Program fBlitH,
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@ -412,7 +435,7 @@ namespace {
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atexit([]{ SkDebugf("%d calls to done\n", done.load()); });
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}
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#endif
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Builder builder{key};
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Builder builder{fParams.withCoverage(coverage)};
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skvm::Program program = builder.done(debug_name(key).c_str());
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if (!program.hasJIT() && debug_dump(key)) {
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SkDebugf("\nfalling back to interpreter for blitter with this key.\n");
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@ -423,10 +446,10 @@ namespace {
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}
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void updateUniforms() {
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if (const SkShaderBase* shader = as_SB(fKey.shader)) {
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size_t extra = shader->uniforms(fKey.colorSpace.get(), nullptr);
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if (const SkShaderBase* shader = as_SB(fParams.shader)) {
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size_t extra = shader->uniforms(fParams.colorSpace.get(), nullptr);
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fUniforms.resize(sizeof(Uniforms) + extra);
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shader->uniforms(fKey.colorSpace.get(), fUniforms.data() + sizeof(Uniforms));
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shader->uniforms(fParams.colorSpace.get(), fUniforms.data() + sizeof(Uniforms));
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}
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}
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