vkd3d-shader: Use a hash to build the filename when dumping shaders.

This way the same shader is always dumped to the same path and when
launching the same program over and over we avoid both creating new
copies of the same file each time and overwriting different dumped
shaders.
This commit is contained in:
Giovanni Mascellani
2024-08-12 15:17:30 +02:00
committed by Henri Verbeet
parent 0e72aba0bc
commit 1a0d6a4db4
Notes: Henri Verbeet 2024-08-29 19:26:26 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/992
4 changed files with 70 additions and 26 deletions

View File

@@ -20,6 +20,19 @@
#include "vkd3d_shader_private.h"
#define DXBC_CHECKSUM_SKIP_BYTE_COUNT 20
static void compute_dxbc_checksum(const void *dxbc, size_t size, uint32_t checksum[4])
{
const uint8_t *ptr = dxbc;
VKD3D_ASSERT(size > DXBC_CHECKSUM_SKIP_BYTE_COUNT);
ptr += DXBC_CHECKSUM_SKIP_BYTE_COUNT;
size -= DXBC_CHECKSUM_SKIP_BYTE_COUNT;
vkd3d_compute_md5(ptr, size, checksum, VKD3D_MD5_DXBC);
}
void dxbc_writer_init(struct dxbc_writer *dxbc)
{
memset(dxbc, 0, sizeof(*dxbc));
@@ -72,7 +85,7 @@ int vkd3d_shader_serialize_dxbc(size_t section_count, const struct vkd3d_shader_
}
set_u32(&buffer, size_position, bytecode_get_size(&buffer));
vkd3d_compute_dxbc_checksum(buffer.data, buffer.size, checksum);
compute_dxbc_checksum(buffer.data, buffer.size, checksum);
for (i = 0; i < 4; ++i)
set_u32(&buffer, checksum_position + i * sizeof(uint32_t), checksum[i]);
@@ -188,7 +201,7 @@ static int parse_dxbc(const struct vkd3d_shader_code *dxbc, struct vkd3d_shader_
checksum[3] = read_u32(&ptr);
if (!(flags & VKD3D_SHADER_PARSE_DXBC_IGNORE_CHECKSUM))
{
vkd3d_compute_dxbc_checksum(data, data_size, calculated_checksum);
compute_dxbc_checksum(data, data_size, calculated_checksum);
if (memcmp(checksum, calculated_checksum, sizeof(checksum)))
{
WARN("Checksum {0x%08x, 0x%08x, 0x%08x, 0x%08x} does not match "
@@ -1488,7 +1501,7 @@ int vkd3d_shader_serialize_root_signature(const struct vkd3d_shader_versioned_ro
dxbc->code = context.buffer.data;
dxbc->size = total_size;
vkd3d_compute_dxbc_checksum(dxbc->code, dxbc->size, checksum);
compute_dxbc_checksum(dxbc->code, dxbc->size, checksum);
for (i = 0; i < 4; ++i)
set_u32(&context.buffer, (i + 1) * sizeof(uint32_t), checksum[i]);