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-rw-r--r--src/opengl/gl2paintengineex/qglengineshadermanager.cpp294
-rw-r--r--src/opengl/gl2paintengineex/qglshadercache_meego_p.h457
-rw-r--r--src/opengl/gl2paintengineex/qglshadercache_p.h98
-rw-r--r--src/opengl/opengl.pro4
-rw-r--r--src/opengl/util/meego/main.cpp48
-rw-r--r--src/opengl/util/meego/shader-cache-introspector.pro7
6 files changed, 771 insertions, 137 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
index 93ff3f4..0723c28 100644
--- a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
+++ b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
@@ -42,6 +42,7 @@
#include "qglengineshadermanager_p.h"
#include "qglengineshadersource_p.h"
#include "qpaintengineex_opengl2_p.h"
+#include "qglshadercache_p.h"
#if defined(QT_DEBUG)
#include <QMetaEnum>
@@ -170,64 +171,92 @@ QGLEngineSharedShaders::QGLEngineSharedShaders(const QGLContext* context)
QGLShader* fragShader;
QGLShader* vertexShader;
- QByteArray source;
+ QByteArray vertexSource;
+ QByteArray fragSource;
// Compile up the simple shader:
- source.clear();
- source.append(qShaderSnippets[MainVertexShader]);
- source.append(qShaderSnippets[PositionOnlyVertexShader]);
- vertexShader = new QGLShader(QGLShader::Vertex, context, 0);
- shaders.append(vertexShader);
- if (!vertexShader->compileSourceCode(source))
- qWarning("Vertex shader for simpleShaderProg (MainVertexShader & PositionOnlyVertexShader) failed to compile");
-
- source.clear();
- source.append(qShaderSnippets[MainFragmentShader]);
- source.append(qShaderSnippets[ShockingPinkSrcFragmentShader]);
- fragShader = new QGLShader(QGLShader::Fragment, context, 0);
- shaders.append(fragShader);
- if (!fragShader->compileSourceCode(source))
- qWarning("Fragment shader for simpleShaderProg (MainFragmentShader & ShockingPinkSrcFragmentShader) failed to compile");
+ vertexSource.append(qShaderSnippets[MainVertexShader]);
+ vertexSource.append(qShaderSnippets[PositionOnlyVertexShader]);
+
+ fragSource.append(qShaderSnippets[MainFragmentShader]);
+ fragSource.append(qShaderSnippets[ShockingPinkSrcFragmentShader]);
simpleShaderProg = new QGLShaderProgram(context, 0);
- simpleShaderProg->addShader(vertexShader);
- simpleShaderProg->addShader(fragShader);
- simpleShaderProg->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
- simpleShaderProg->bindAttributeLocation("pmvMatrix1", QT_PMV_MATRIX_1_ATTR);
- simpleShaderProg->bindAttributeLocation("pmvMatrix2", QT_PMV_MATRIX_2_ATTR);
- simpleShaderProg->bindAttributeLocation("pmvMatrix3", QT_PMV_MATRIX_3_ATTR);
+
+ CachedShader simpleShaderCache(fragSource, vertexSource);
+
+ bool inCache = simpleShaderCache.load(simpleShaderProg, context);
+
+ if (!inCache) {
+ vertexShader = new QGLShader(QGLShader::Vertex, context, 0);
+ shaders.append(vertexShader);
+ if (!vertexShader->compileSourceCode(vertexSource))
+ qWarning("Vertex shader for simpleShaderProg (MainVertexShader & PositionOnlyVertexShader) failed to compile");
+
+ fragShader = new QGLShader(QGLShader::Fragment, context, 0);
+ shaders.append(fragShader);
+ if (!fragShader->compileSourceCode(fragSource))
+ qWarning("Fragment shader for simpleShaderProg (MainFragmentShader & ShockingPinkSrcFragmentShader) failed to compile");
+
+ simpleShaderProg->addShader(vertexShader);
+ simpleShaderProg->addShader(fragShader);
+
+ simpleShaderProg->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
+ simpleShaderProg->bindAttributeLocation("pmvMatrix1", QT_PMV_MATRIX_1_ATTR);
+ simpleShaderProg->bindAttributeLocation("pmvMatrix2", QT_PMV_MATRIX_2_ATTR);
+ simpleShaderProg->bindAttributeLocation("pmvMatrix3", QT_PMV_MATRIX_3_ATTR);
+ }
+
simpleShaderProg->link();
- if (!simpleShaderProg->isLinked()) {
+
+ if (simpleShaderProg->isLinked()) {
+ if (!inCache)
+ simpleShaderCache.store(simpleShaderProg, context);
+ } else {
qCritical() << "Errors linking simple shader:"
<< simpleShaderProg->log();
}
// Compile the blit shader:
- source.clear();
- source.append(qShaderSnippets[MainWithTexCoordsVertexShader]);
- source.append(qShaderSnippets[UntransformedPositionVertexShader]);
- vertexShader = new QGLShader(QGLShader::Vertex, context, 0);
- shaders.append(vertexShader);
- if (!vertexShader->compileSourceCode(source))
- qWarning("Vertex shader for blitShaderProg (MainWithTexCoordsVertexShader & UntransformedPositionVertexShader) failed to compile");
-
- source.clear();
- source.append(qShaderSnippets[MainFragmentShader]);
- source.append(qShaderSnippets[ImageSrcFragmentShader]);
- fragShader = new QGLShader(QGLShader::Fragment, context, 0);
- shaders.append(fragShader);
- if (!fragShader->compileSourceCode(source))
- qWarning("Fragment shader for blitShaderProg (MainFragmentShader & ImageSrcFragmentShader) failed to compile");
+ vertexSource.clear();
+ vertexSource.append(qShaderSnippets[MainWithTexCoordsVertexShader]);
+ vertexSource.append(qShaderSnippets[UntransformedPositionVertexShader]);
+
+ fragSource.clear();
+ fragSource.append(qShaderSnippets[MainFragmentShader]);
+ fragSource.append(qShaderSnippets[ImageSrcFragmentShader]);
blitShaderProg = new QGLShaderProgram(context, 0);
- blitShaderProg->addShader(vertexShader);
- blitShaderProg->addShader(fragShader);
- blitShaderProg->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR);
- blitShaderProg->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
+
+ CachedShader blitShaderCache(fragSource, vertexSource);
+
+ inCache = blitShaderCache.load(blitShaderProg, context);
+
+ if (!inCache) {
+ vertexShader = new QGLShader(QGLShader::Vertex, context, 0);
+ shaders.append(vertexShader);
+ if (!vertexShader->compileSourceCode(vertexSource))
+ qWarning("Vertex shader for blitShaderProg (MainWithTexCoordsVertexShader & UntransformedPositionVertexShader) failed to compile");
+
+ fragShader = new QGLShader(QGLShader::Fragment, context, 0);
+ shaders.append(fragShader);
+ if (!fragShader->compileSourceCode(fragSource))
+ qWarning("Fragment shader for blitShaderProg (MainFragmentShader & ImageSrcFragmentShader) failed to compile");
+
+ blitShaderProg->addShader(vertexShader);
+ blitShaderProg->addShader(fragShader);
+
+ blitShaderProg->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR);
+ blitShaderProg->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
+ }
+
blitShaderProg->link();
- if (!blitShaderProg->isLinked()) {
+ if (blitShaderProg->isLinked()) {
+ if (!inCache)
+ blitShaderCache.store(blitShaderProg, context);
+ } else {
qCritical() << "Errors linking blit shader:"
- << simpleShaderProg->log();
+ << blitShaderProg->log();
}
#ifdef QT_GL_SHARED_SHADER_DEBUG
@@ -279,101 +308,110 @@ QGLEngineShaderProg *QGLEngineSharedShaders::findProgramInCache(const QGLEngineS
}
}
- QGLShader *vertexShader = 0;
- QGLShader *fragShader = 0;
- QGLEngineShaderProg *newProg = 0;
- bool success = false;
+ QScopedPointer<QGLEngineShaderProg> newProg;
do {
- QByteArray source;
+ QByteArray fragSource;
// Insert the custom stage before the srcPixel shader to work around an ATI driver bug
// where you cannot forward declare a function that takes a sampler as argument.
if (prog.srcPixelFragShader == CustomImageSrcFragmentShader)
- source.append(prog.customStageSource);
- source.append(qShaderSnippets[prog.mainFragShader]);
- source.append(qShaderSnippets[prog.srcPixelFragShader]);
+ fragSource.append(prog.customStageSource);
+ fragSource.append(qShaderSnippets[prog.mainFragShader]);
+ fragSource.append(qShaderSnippets[prog.srcPixelFragShader]);
if (prog.compositionFragShader)
- source.append(qShaderSnippets[prog.compositionFragShader]);
+ fragSource.append(qShaderSnippets[prog.compositionFragShader]);
if (prog.maskFragShader)
- source.append(qShaderSnippets[prog.maskFragShader]);
- fragShader = new QGLShader(QGLShader::Fragment, ctxGuard.context(), 0);
- shaders.append(fragShader);
- QByteArray description;
+ fragSource.append(qShaderSnippets[prog.maskFragShader]);
+
+ QByteArray vertexSource;
+ vertexSource.append(qShaderSnippets[prog.mainVertexShader]);
+ vertexSource.append(qShaderSnippets[prog.positionVertexShader]);
+
+ QScopedPointer<QGLShaderProgram> shaderProgram(new QGLShaderProgram(ctxGuard.context(), 0));
+
+ CachedShader shaderCache(fragSource, vertexSource);
+ bool inCache = shaderCache.load(shaderProgram.data(), ctxGuard.context());
+
+ if (!inCache) {
+
+ QScopedPointer<QGLShader> fragShader(new QGLShader(QGLShader::Fragment, ctxGuard.context(), 0));
+ QByteArray description;
#if defined(QT_DEBUG)
- // Name the shader for easier debugging
- description.append("Fragment shader: main=");
- description.append(snippetNameStr(prog.mainFragShader));
- description.append(", srcPixel=");
- description.append(snippetNameStr(prog.srcPixelFragShader));
- if (prog.compositionFragShader) {
- description.append(", composition=");
- description.append(snippetNameStr(prog.compositionFragShader));
- }
- if (prog.maskFragShader) {
- description.append(", mask=");
- description.append(snippetNameStr(prog.maskFragShader));
- }
- fragShader->setObjectName(QString::fromLatin1(description));
+ // Name the shader for easier debugging
+ description.append("Fragment shader: main=");
+ description.append(snippetNameStr(prog.mainFragShader));
+ description.append(", srcPixel=");
+ description.append(snippetNameStr(prog.srcPixelFragShader));
+ if (prog.compositionFragShader) {
+ description.append(", composition=");
+ description.append(snippetNameStr(prog.compositionFragShader));
+ }
+ if (prog.maskFragShader) {
+ description.append(", mask=");
+ description.append(snippetNameStr(prog.maskFragShader));
+ }
+ fragShader->setObjectName(QString::fromLatin1(description));
#endif
- if (!fragShader->compileSourceCode(source)) {
- qWarning() << "Warning:" << description << "failed to compile!";
- break;
- }
+ if (!fragShader->compileSourceCode(fragSource)) {
+ qWarning() << "Warning:" << description << "failed to compile!";
+ break;
+ }
- source.clear();
- source.append(qShaderSnippets[prog.mainVertexShader]);
- source.append(qShaderSnippets[prog.positionVertexShader]);
- vertexShader = new QGLShader(QGLShader::Vertex, ctxGuard.context(), 0);
- shaders.append(vertexShader);
+ QScopedPointer<QGLShader> vertexShader(new QGLShader(QGLShader::Vertex, ctxGuard.context(), 0));
#if defined(QT_DEBUG)
- // Name the shader for easier debugging
- description.clear();
- description.append("Vertex shader: main=");
- description.append(snippetNameStr(prog.mainVertexShader));
- description.append(", position=");
- description.append(snippetNameStr(prog.positionVertexShader));
- vertexShader->setObjectName(QString::fromLatin1(description));
+ // Name the shader for easier debugging
+ description.clear();
+ description.append("Vertex shader: main=");
+ description.append(snippetNameStr(prog.mainVertexShader));
+ description.append(", position=");
+ description.append(snippetNameStr(prog.positionVertexShader));
+ vertexShader->setObjectName(QString::fromLatin1(description));
#endif
- if (!vertexShader->compileSourceCode(source)) {
- qWarning() << "Warning:" << description << "failed to compile!";
- break;
- }
+ if (!vertexShader->compileSourceCode(vertexSource)) {
+ qWarning() << "Warning:" << description << "failed to compile!";
+ break;
+ }
- newProg = new QGLEngineShaderProg(prog);
-
- // If the shader program's not found in the cache, create it now.
- newProg->program = new QGLShaderProgram(ctxGuard.context(), 0);
- newProg->program->addShader(vertexShader);
- newProg->program->addShader(fragShader);
-
- // We have to bind the vertex attribute names before the program is linked:
- newProg->program->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
- if (newProg->useTextureCoords)
- newProg->program->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR);
- if (newProg->useOpacityAttribute)
- newProg->program->bindAttributeLocation("opacityArray", QT_OPACITY_ATTR);
- if (newProg->usePmvMatrixAttribute) {
- newProg->program->bindAttributeLocation("pmvMatrix1", QT_PMV_MATRIX_1_ATTR);
- newProg->program->bindAttributeLocation("pmvMatrix2", QT_PMV_MATRIX_2_ATTR);
- newProg->program->bindAttributeLocation("pmvMatrix3", QT_PMV_MATRIX_3_ATTR);
+ shaders.append(vertexShader.data());
+ shaders.append(fragShader.data());
+ shaderProgram->addShader(vertexShader.take());
+ shaderProgram->addShader(fragShader.take());
+
+ // We have to bind the vertex attribute names before the program is linked:
+ shaderProgram->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
+ if (prog.useTextureCoords)
+ shaderProgram->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR);
+ if (prog.useOpacityAttribute)
+ shaderProgram->bindAttributeLocation("opacityArray", QT_OPACITY_ATTR);
+ if (prog.usePmvMatrixAttribute) {
+ shaderProgram->bindAttributeLocation("pmvMatrix1", QT_PMV_MATRIX_1_ATTR);
+ shaderProgram->bindAttributeLocation("pmvMatrix2", QT_PMV_MATRIX_2_ATTR);
+ shaderProgram->bindAttributeLocation("pmvMatrix3", QT_PMV_MATRIX_3_ATTR);
+ }
}
+ newProg.reset(new QGLEngineShaderProg(prog));
+ newProg->program = shaderProgram.take();
+
newProg->program->link();
- if (!newProg->program->isLinked()) {
+ if (newProg->program->isLinked()) {
+ if (!inCache)
+ shaderCache.store(newProg->program, ctxGuard.context());
+ } else {
QLatin1String none("none");
QLatin1String br("\n");
QString error;
- error = QLatin1String("Shader program failed to link,")
+ error = QLatin1String("Shader program failed to link,");
#if defined(QT_DEBUG)
- + br
- + QLatin1String(" Shaders Used:") + br
- + QLatin1String(" ") + vertexShader->objectName() + QLatin1String(": ") + br
- + QLatin1String(vertexShader->sourceCode()) + br
- + QLatin1String(" ") + fragShader->objectName() + QLatin1String(": ") + br
- + QLatin1String(fragShader->sourceCode()) + br
+ error += QLatin1String("\n Shaders Used:\n");
+ for (int i = 0; i < newProg->program->shaders().count(); ++i) {
+ QGLShader *shader = newProg->program->shaders().at(i);
+ error += QLatin1String(" ") + shader->objectName() + QLatin1String(": \n")
+ + QLatin1String(shader->sourceCode()) + br;
+ }
#endif
- + QLatin1String(" Error Log:\n")
- + QLatin1String(" ") + newProg->program->log();
+ error += QLatin1String(" Error Log:\n")
+ + QLatin1String(" ") + newProg->program->log();
qWarning() << error;
break;
}
@@ -395,26 +433,10 @@ QGLEngineShaderProg *QGLEngineSharedShaders::findProgramInCache(const QGLEngineS
}
}
- cachedPrograms.insert(0, newProg);
-
- success = true;
+ cachedPrograms.insert(0, newProg.data());
} while (false);
- // Clean up everything if we weren't successful
- if (!success) {
- if (newProg) {
- delete newProg; // Also deletes the QGLShaderProgram which in turn deletes the QGLShaders
- newProg = 0;
- }
- else {
- if (vertexShader)
- delete vertexShader;
- if (fragShader)
- delete fragShader;
- }
- }
-
- return newProg;
+ return newProg.take();
}
void QGLEngineSharedShaders::cleanupCustomStage(QGLCustomShaderStage* stage)
diff --git a/src/opengl/gl2paintengineex/qglshadercache_meego_p.h b/src/opengl/gl2paintengineex/qglshadercache_meego_p.h
new file mode 100644
index 0000000..5f51fc2
--- /dev/null
+++ b/src/opengl/gl2paintengineex/qglshadercache_meego_p.h
@@ -0,0 +1,457 @@
+/****************************************************************************
+**
+** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights. These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#ifndef QGLSHADERCACHE_MEEGO_P_H
+#define QGLSHADERCACHE_MEEGO_P_H
+
+#include <QtCore/qglobal.h>
+
+#if defined(QT_MEEGO_EXPERIMENTAL_SHADERCACHE) && defined(QT_OPENGL_ES_2)
+
+#include <QtCore/qcryptographichash.h>
+#include <QtCore/qsharedmemory.h>
+#include <QtCore/qsystemsemaphore.h>
+
+#ifndef QT_BOOTSTRAPPED
+# include <GLES2/gl2ext.h>
+#endif
+#if defined(QT_DEBUG) || defined(QT_MEEGO_EXPERIMENTAL_SHADERCACHE_TRACE)
+# include <syslog.h>
+#endif
+
+QT_BEGIN_HEADER
+
+/*
+ This cache stores internal Qt shader programs in shared memory.
+
+ This header file is ugly on purpose and can only be included once. It is only to be used
+ for the internal shader cache, not as a generic cache for anyone's shaders.
+
+ The cache stores either ShaderCacheMaxEntries shader programs or ShaderCacheDataSize kilobytes
+ of shader programs, whatever limit is reached first.
+
+ The layout of the cache is as outlined in the CachedShaders struct. After some
+ integers, an array of headers is reserved, then comes the space for the actual binaries.
+
+ Shader Programs are identified by the md5sum of their frag and vertex shader source code.
+
+ Shader Programs are never removed. The cache never shrinks or re-shuffles. This is done
+ on purpose to ensure minimum amount of locking, no alignment problems and very few write
+ operations.
+
+ Note: Locking the shader cache could be expensive, because the entire system might hang.
+ That's why the cache is immutable to minimize the time we need to keep it locked.
+
+ Why is it Meego specific?
+
+ First, the size is chosen so that it fits to generic meego usage. Second, on Meego, there's
+ always at least one Qt application active (the launcher), so the cache will never be destroyed.
+ Only when the last Qt app exits, the cache dies, which should only be when someone kills the
+ X11 server. And last but not least it was only tested with Meego's SGX driver.
+
+ There's a small tool in src/opengl/util/meego that dumps the contents of the cache.
+ */
+
+// anonymous namespace, prevent exporting of the private symbols
+namespace
+{
+
+struct CachedShaderHeader
+{
+ /* the index in the data[] member of CachedShaders */
+ int index;
+ /* the size of the binary shader */
+ GLsizei size;
+ /* the format of the binary shader */
+ GLenum format;
+ /* the md5sum of the frag+vertex shaders */
+ char md5Sum[16];
+};
+
+enum
+{
+ /* The maximum amount of shader programs the cache can hold */
+ ShaderCacheMaxEntries = 20
+};
+
+typedef CachedShaderHeader CachedShaderHeaders[ShaderCacheMaxEntries];
+
+enum
+{
+ // ShaderCacheDataSize is 20k minus the other data members of CachedShaders
+ ShaderCacheDataSize = 1024 * ShaderCacheMaxEntries - sizeof(CachedShaderHeaders) - 2 * sizeof(int)
+};
+
+struct CachedShaders
+{
+ /* How much space is still available in the cache */
+ inline int availableSize() const { return ShaderCacheDataSize - dataSize; }
+
+ /* The current amount of cached shaders */
+ int shaderCount;
+
+ /* The current amount (in bytes) of cached data */
+ int dataSize;
+
+ /* The headers describing the shaders */
+ CachedShaderHeaders headers;
+
+ /* The actual binary data of the shader programs */
+ char data[ShaderCacheDataSize];
+};
+
+//#define QT_DEBUG_SHADER_CACHE
+#ifdef QT_DEBUG_SHADER_CACHE
+static QDebug shaderCacheDebug()
+{
+ return QDebug(QtDebugMsg);
+}
+#else
+static inline QNoDebug shaderCacheDebug() { return QNoDebug(); }
+#endif
+
+class ShaderCacheSharedMemory
+{
+public:
+ ShaderCacheSharedMemory()
+ : shm(QLatin1String("qt_gles2_shadercache_" QT_VERSION_STR))
+ {
+ // we need a system semaphore here, since cache creation and initialization must be atomic
+ QSystemSemaphore attachSemaphore(QLatin1String("qt_gles2_shadercache_mutex_" QT_VERSION_STR), 1);
+
+ if (!attachSemaphore.acquire()) {
+ shaderCacheDebug() << "Unable to require shader cache semaphore:" << attachSemaphore.errorString();
+ return;
+ }
+
+ if (shm.attach()) {
+ // success!
+ shaderCacheDebug() << "Attached to shader cache";
+ } else {
+
+ // no cache exists - create and initialize it
+ if (shm.create(sizeof(CachedShaders))) {
+ shaderCacheDebug() << "Created new shader cache";
+ initializeCache();
+ } else {
+ shaderCacheDebug() << "Unable to create shader cache:" << shm.errorString();
+ }
+ }
+
+ attachSemaphore.release();
+ }
+
+ inline bool isAttached() const { return shm.isAttached(); }
+
+ inline bool lock() { return shm.lock(); }
+ inline bool unlock() { return shm.unlock(); }
+ inline void *data() { return shm.data(); }
+ inline QString errorString() { return shm.errorString(); }
+
+ ~ShaderCacheSharedMemory()
+ {
+ if (!shm.detach())
+ shaderCacheDebug() << "Unable to detach shader cache" << shm.errorString();
+ }
+
+private:
+ void initializeCache()
+ {
+ // no need to lock the shared memory since we're already protected by the
+ // attach system semaphore.
+
+ void *data = shm.data();
+ Q_ASSERT(data);
+
+ memset(data, 0, sizeof(CachedShaders));
+ }
+
+ QSharedMemory shm;
+};
+
+class ShaderCacheLocker
+{
+public:
+ inline ShaderCacheLocker(ShaderCacheSharedMemory *cache)
+ : shm(cache->lock() ? cache : (ShaderCacheSharedMemory *)0)
+ {
+ if (!shm)
+ shaderCacheDebug() << "Unable to lock shader cache" << cache->errorString();
+ }
+
+ inline bool isLocked() const { return shm; }
+
+ inline ~ShaderCacheLocker()
+ {
+ if (!shm)
+ return;
+ if (!shm->unlock())
+ shaderCacheDebug() << "Unable to unlock shader cache" << shm->errorString();
+ }
+
+private:
+ ShaderCacheSharedMemory *shm;
+};
+
+#ifdef QT_BOOTSTRAPPED
+} // end namespace
+#else
+
+static void traceCacheOverflow(const char *message)
+{
+#if defined(QT_DEBUG) || defined (QT_MEEGO_EXPERIMENTAL_SHADERCACHE_TRACE)
+ openlog(qPrintable(QCoreApplication::applicationName()), LOG_PID | LOG_ODELAY, LOG_USER);
+ syslog(LOG_DEBUG, message);
+ closelog();
+#endif
+ shaderCacheDebug() << message;
+}
+
+Q_GLOBAL_STATIC(ShaderCacheSharedMemory, shaderCacheSharedMemory)
+
+/*
+ Finds the index of the shader program identified by md5Sum in the cache.
+ Note: Does NOT lock the cache for reading, the cache must already be locked!
+
+ Returns -1 when no shader was found.
+ */
+static int qt_cache_index_unlocked(const QByteArray &md5Sum, CachedShaders *cache)
+{
+ for (int i = 0; i < cache->shaderCount; ++i) {
+ if (qstrncmp(md5Sum.constData(), cache->headers[i].md5Sum, 16) == 0) {
+ return i;
+ }
+ }
+ return -1;
+}
+
+/* Returns the index of the shader identified by md5Sum */
+static int qt_cache_index(const QByteArray &md5Sum)
+{
+ ShaderCacheSharedMemory *shm = shaderCacheSharedMemory();
+ if (!shm || !shm->isAttached())
+ return false;
+
+ Q_ASSERT(md5Sum.length() == 16);
+
+ ShaderCacheLocker locker(shm);
+ if (!locker.isLocked())
+ return false;
+
+ void *data = shm->data();
+ Q_ASSERT(data);
+
+ CachedShaders *cache = reinterpret_cast<CachedShaders *>(data);
+
+ return qt_cache_index_unlocked(md5Sum, cache);
+}
+
+/* Loads the cached shader at index \a shaderIndex into \a program
+ * Note: Since the cache is immutable, this operation doesn't lock the shared memory.
+ */
+static bool qt_cached_shader(QGLShaderProgram *program, const QGLContext *ctx, int shaderIndex)
+{
+ Q_ASSERT(shaderIndex >= 0 && shaderIndex <= ShaderCacheMaxEntries);
+ Q_ASSERT(program);
+
+ ShaderCacheSharedMemory *shm = shaderCacheSharedMemory();
+ if (!shm || !shm->isAttached())
+ return false;
+
+ void *data = shm->data();
+ Q_ASSERT(data);
+
+ CachedShaders *cache = reinterpret_cast<CachedShaders *>(data);
+
+ shaderCacheDebug() << "fetching cached shader at index" << shaderIndex
+ << "dataIndex" << cache->headers[shaderIndex].index
+ << "size" << cache->headers[shaderIndex].size
+ << "format" << cache->headers[shaderIndex].format;
+
+ // call program->programId first, since that resolves the glProgramBinaryOES symbol
+ GLuint programId = program->programId();
+ glProgramBinaryOES(programId, cache->headers[shaderIndex].format,
+ cache->data + cache->headers[shaderIndex].index,
+ cache->headers[shaderIndex].size);
+
+ return true;
+}
+
+/* Stores the shader program in the cache. Returns false if there's an error with the cache, or
+ if the cache is too small to hold the shader. */
+static bool qt_cache_shader(const QGLShaderProgram *shader, const QGLContext *ctx, const QByteArray &md5Sum)
+{
+ ShaderCacheSharedMemory *shm = shaderCacheSharedMemory();
+ if (!shm || !shm->isAttached())
+ return false;
+
+ void *data = shm->data();
+ Q_ASSERT(data);
+
+ CachedShaders *cache = reinterpret_cast<CachedShaders *>(data);
+
+ ShaderCacheLocker locker(shm);
+ if (!locker.isLocked())
+ return false;
+
+ int cacheIdx = cache->shaderCount;
+ if (cacheIdx >= ShaderCacheMaxEntries) {
+ traceCacheOverflow("Qt OpenGL shader cache index overflow!");
+ return false;
+ }
+
+ // now that we have the lock on the shared memory, make sure no one
+ // inserted the shader already while we were unlocked
+ if (qt_cache_index_unlocked(md5Sum, cache) != -1)
+ return true; // already cached
+
+ shaderCacheDebug() << "Caching shader at index" << cacheIdx;
+
+ GLint binaryLength = 0;
+ glGetProgramiv(shader->programId(), GL_PROGRAM_BINARY_LENGTH_OES, &binaryLength);
+
+ if (!binaryLength) {
+ shaderCacheDebug() << "Unable to determine binary shader size!";
+ return false;
+ }
+
+ if (binaryLength > cache->availableSize()) {
+ traceCacheOverflow("Qt OpenGL shader cache data overflow!");
+ return false;
+ }
+
+ GLsizei size = 0;
+ GLenum format = 0;
+ glGetProgramBinaryOES(shader->programId(), binaryLength, &size, &format,
+ cache->data + cache->dataSize);
+
+ if (!size) {
+ shaderCacheDebug() << "Unable to get binary shader!";
+ return false;
+ }
+
+ cache->headers[cacheIdx].index = cache->dataSize;
+ cache->dataSize += binaryLength;
+ ++cache->shaderCount;
+ cache->headers[cacheIdx].size = binaryLength;
+ cache->headers[cacheIdx].format = format;
+
+ memcpy(cache->headers[cacheIdx].md5Sum, md5Sum.constData(), 16);
+
+ shaderCacheDebug() << "cached shader size" << size
+ << "format" << format
+ << "binarySize" << binaryLength
+ << "cache index" << cacheIdx
+ << "data index" << cache->headers[cacheIdx].index;
+
+ return true;
+}
+
+} // namespace
+
+QT_BEGIN_NAMESPACE
+
+QT_MODULE(OpenGL)
+
+class CachedShader
+{
+public:
+ CachedShader(const QByteArray &fragSource, const QByteArray &vertexSource)
+ : cacheIdx(-1)
+ {
+ QCryptographicHash md5Hash(QCryptographicHash::Md5);
+
+ md5Hash.addData(fragSource);
+ md5Hash.addData(vertexSource);
+
+ md5Sum = md5Hash.result();
+ }
+
+ bool isCached()
+ {
+ return cacheIndex() != -1;
+ }
+
+ int cacheIndex()
+ {
+ if (cacheIdx != -1)
+ return cacheIdx;
+ cacheIdx = qt_cache_index(md5Sum);
+ return cacheIdx;
+ }
+
+ bool load(QGLShaderProgram *program, const QGLContext *ctx)
+ {
+ if (cacheIndex() == -1)
+ return false;
+ return qt_cached_shader(program, ctx, cacheIdx);
+ }
+
+ bool store(QGLShaderProgram *program, const QGLContext *ctx)
+ {
+ return qt_cache_shader(program, ctx, md5Sum);
+ }
+
+private:
+ QByteArray md5Sum;
+ int cacheIdx;
+};
+
+
+QT_END_NAMESPACE
+
+#endif
+
+QT_END_HEADER
+
+#endif
+#endif
diff --git a/src/opengl/gl2paintengineex/qglshadercache_p.h b/src/opengl/gl2paintengineex/qglshadercache_p.h
new file mode 100644
index 0000000..29616ae
--- /dev/null
+++ b/src/opengl/gl2paintengineex/qglshadercache_p.h
@@ -0,0 +1,98 @@
+/****************************************************************************
+**
+** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights. These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#ifndef QGLSHADERCACHE_P_H
+#define QGLSHADERCACHE_P_H
+
+#include <QtCore/qglobal.h>
+
+#if defined(QT_MEEGO_EXPERIMENTAL_SHADERCACHE) && defined(QT_OPENGL_ES_2)
+# include "qglshadercache_meego_p.h"
+#else
+
+QT_BEGIN_HEADER
+
+QT_BEGIN_NAMESPACE
+
+QT_MODULE(OpenGL)
+
+class QGLShaderProgram;
+class QGLContext;
+
+class CachedShader
+{
+public:
+ inline CachedShader(const QByteArray &, const QByteArray &)
+ {}
+
+ inline bool isCached()
+ {
+ return false;
+ }
+
+ inline bool load(QGLShaderProgram *, const QGLContext *)
+ {
+ return false;
+ }
+
+ inline bool store(QGLShaderProgram *, const QGLContext *)
+ {
+ return false;
+ }
+};
+
+QT_END_NAMESPACE
+
+QT_END_HEADER
+
+#endif
+#endif
diff --git a/src/opengl/opengl.pro b/src/opengl/opengl.pro
index 682e620..a089d55 100644
--- a/src/opengl/opengl.pro
+++ b/src/opengl/opengl.pro
@@ -60,7 +60,9 @@ SOURCES += qgl.cpp \
gl2paintengineex/qglcustomshaderstage_p.h \
gl2paintengineex/qtriangulatingstroker_p.h \
gl2paintengineex/qtriangulator_p.h \
- gl2paintengineex/qtextureglyphcache_gl_p.h
+ gl2paintengineex/qtextureglyphcache_gl_p.h \
+ gl2paintengineex/qglshadercache_p.h \
+ gl2paintengineex/qglshadercache_meego_p.h
SOURCES += qglshaderprogram.cpp \
qglpixmapfilter.cpp \
diff --git a/src/opengl/util/meego/main.cpp b/src/opengl/util/meego/main.cpp
new file mode 100644
index 0000000..0c9a915
--- /dev/null
+++ b/src/opengl/util/meego/main.cpp
@@ -0,0 +1,48 @@
+#include <QtCore/qdebug.h>
+
+#define QT_DEBUG_SHADER_CACHE
+#define QT_MEEGO_EXPERIMENTAL_SHADERCACHE
+#define QT_OPENGL_ES_2
+#define QT_BOOTSTRAPPED
+
+typedef int GLsizei;
+typedef unsigned int GLenum;
+
+#include "../../gl2paintengineex/qglshadercache_meego_p.h"
+
+#include <stdlib.h>
+#include <stdio.h>
+
+int main()
+{
+ ShaderCacheSharedMemory shm;
+
+ if (!shm.isAttached()) {
+ fprintf(stderr, "Unable to attach to shared memory\n");
+ return EXIT_FAILURE;
+ }
+
+ ShaderCacheLocker locker(&shm);
+ if (!locker.isLocked()) {
+ fprintf(stderr, "Unable to lock shared memory\n");
+ return EXIT_FAILURE;
+ }
+
+ void *data = shm.data();
+ Q_ASSERT(data);
+
+ CachedShaders *cache = reinterpret_cast<CachedShaders *>(data);
+
+ for (int i = 0; i < cache->shaderCount; ++i) {
+ printf("Shader %d: %d bytes\n", i, cache->headers[i].size);
+ }
+
+ printf("\nSummary:\n\n"
+ " Amount of cached shaders: %d\n"
+ " Bytes used: %d\n"
+ " Bytes available: %d\n",
+ cache->shaderCount, cache->dataSize, cache->availableSize());
+
+ return EXIT_SUCCESS;
+}
+
diff --git a/src/opengl/util/meego/shader-cache-introspector.pro b/src/opengl/util/meego/shader-cache-introspector.pro
new file mode 100644
index 0000000..520e9a5
--- /dev/null
+++ b/src/opengl/util/meego/shader-cache-introspector.pro
@@ -0,0 +1,7 @@
+TEMPLATE = app
+
+SOURCES += main.cpp
+
+TARGET = shader-cache-introspector
+
+QT = core