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1 /*
2  * Copyright © 2018 Intel Corporation
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21  * IN THE SOFTWARE.
22  */
23 
24 #include "nir.h"
25 #include "GL/gl.h"
26 #include "linker_util.h"
27 #include "gl_nir_linker.h"
28 #include "compiler/glsl/ir_uniform.h" /* for gl_uniform_storage */
29 #include "main/consts_exts.h"
30 #include "main/shader_types.h"
31 
32 /**
33  * This file do the common link for GLSL atomic counter uniforms, using NIR,
34  * instead of IR as the counter-part glsl/link_uniforms.cpp
35  */
36 
37 struct active_atomic_counter_uniform {
38    unsigned loc;
39    nir_variable *var;
40 };
41 
42 struct active_atomic_buffer {
43    struct active_atomic_counter_uniform *uniforms;
44    unsigned num_uniforms;
45    unsigned uniform_buffer_size;
46    unsigned stage_counter_references[MESA_SHADER_STAGES];
47    unsigned size;
48 };
49 
50 static void
add_atomic_counter(const void * ctx,struct active_atomic_buffer * buffer,unsigned uniform_loc,nir_variable * var)51 add_atomic_counter(const void *ctx,
52                    struct active_atomic_buffer *buffer,
53                    unsigned uniform_loc,
54                    nir_variable *var)
55 {
56    if (buffer->num_uniforms >= buffer->uniform_buffer_size) {
57       if (buffer->uniform_buffer_size == 0)
58          buffer->uniform_buffer_size = 1;
59       else
60          buffer->uniform_buffer_size *= 2;
61       buffer->uniforms = reralloc(ctx,
62                                   buffer->uniforms,
63                                   struct active_atomic_counter_uniform,
64                                   buffer->uniform_buffer_size);
65    }
66 
67    struct active_atomic_counter_uniform *uniform =
68       buffer->uniforms + buffer->num_uniforms;
69    uniform->loc = uniform_loc;
70    uniform->var = var;
71    buffer->num_uniforms++;
72 }
73 
74 static void
process_atomic_variable(const struct glsl_type * t,struct gl_shader_program * prog,unsigned * uniform_loc,nir_variable * var,struct active_atomic_buffer * buffers,unsigned * num_buffers,int * offset,unsigned shader_stage)75 process_atomic_variable(const struct glsl_type *t,
76                         struct gl_shader_program *prog,
77                         unsigned *uniform_loc,
78                         nir_variable *var,
79                         struct active_atomic_buffer *buffers,
80                         unsigned *num_buffers,
81                         int *offset,
82                         unsigned shader_stage)
83 {
84    /* FIXME: Arrays of arrays get counted separately. For example:
85     * x1[3][3][2] = 9 uniforms, 18 atomic counters
86     * x2[3][2]    = 3 uniforms, 6 atomic counters
87     * x3[2]       = 1 uniform, 2 atomic counters
88     *
89     * However this code marks all the counters as active even when they
90     * might not be used.
91     */
92    if (glsl_type_is_array(t) &&
93        glsl_type_is_array(glsl_get_array_element(t))) {
94       for (unsigned i = 0; i < glsl_get_length(t); i++) {
95          process_atomic_variable(glsl_get_array_element(t),
96                                  prog,
97                                  uniform_loc,
98                                  var,
99                                  buffers, num_buffers,
100                                  offset,
101                                  shader_stage);
102       }
103    } else {
104       struct active_atomic_buffer *buf = buffers + var->data.binding;
105       struct gl_uniform_storage *const storage =
106          &prog->data->UniformStorage[*uniform_loc];
107 
108       /* If this is the first time the buffer is used, increment
109        * the counter of buffers used.
110        */
111       if (buf->size == 0)
112          (*num_buffers)++;
113 
114       add_atomic_counter(buffers, /* ctx */
115                          buf,
116                          *uniform_loc,
117                          var);
118 
119       /* When checking for atomic counters we should count every member in
120        * an array as an atomic counter reference.
121        */
122       if (glsl_type_is_array(t))
123          buf->stage_counter_references[shader_stage] += glsl_get_length(t);
124       else
125          buf->stage_counter_references[shader_stage]++;
126       buf->size = MAX2(buf->size, *offset + glsl_atomic_size(t));
127 
128       storage->offset = *offset;
129       *offset += glsl_atomic_size(t);
130 
131       (*uniform_loc)++;
132    }
133 }
134 
135 static struct active_atomic_buffer *
find_active_atomic_counters(const struct gl_constants * consts,struct gl_shader_program * prog,unsigned * num_buffers)136 find_active_atomic_counters(const struct gl_constants *consts,
137                             struct gl_shader_program *prog,
138                             unsigned *num_buffers)
139 {
140    struct active_atomic_buffer *buffers =
141       rzalloc_array(NULL, /* ctx */
142                     struct active_atomic_buffer,
143                     consts->MaxAtomicBufferBindings);
144    *num_buffers = 0;
145 
146    for (unsigned i = 0; i < MESA_SHADER_STAGES; ++i) {
147       struct gl_linked_shader *sh = prog->_LinkedShaders[i];
148       if (sh == NULL)
149          continue;
150 
151       nir_shader *nir = sh->Program->nir;
152 
153       nir_foreach_uniform_variable(var, nir) {
154          if (!glsl_contains_atomic(var->type))
155             continue;
156 
157          int offset = var->data.offset;
158          unsigned uniform_loc = var->data.location;
159 
160          process_atomic_variable(var->type,
161                                  prog,
162                                  &uniform_loc,
163                                  var,
164                                  buffers,
165                                  num_buffers,
166                                  &offset,
167                                  i);
168       }
169    }
170 
171    return buffers;
172 }
173 
174 static bool
check_atomic_counters_overlap(const nir_variable * x,const nir_variable * y)175 check_atomic_counters_overlap(const nir_variable *x, const nir_variable *y)
176 {
177    return ((x->data.offset >= y->data.offset &&
178             x->data.offset < y->data.offset + glsl_atomic_size(y->type)) ||
179            (y->data.offset >= x->data.offset &&
180             y->data.offset < x->data.offset + glsl_atomic_size(x->type)));
181 }
182 
183 static int
cmp_active_counter_offsets(const void * a,const void * b)184 cmp_active_counter_offsets(const void *a, const void *b)
185 {
186    const struct active_atomic_counter_uniform *const first =
187       (struct active_atomic_counter_uniform *) a;
188    const struct active_atomic_counter_uniform *const second =
189       (struct active_atomic_counter_uniform *) b;
190 
191    return first->var->data.offset - second->var->data.offset;
192 }
193 
194 void
gl_nir_link_assign_atomic_counter_resources(const struct gl_constants * consts,struct gl_shader_program * prog)195 gl_nir_link_assign_atomic_counter_resources(const struct gl_constants *consts,
196                                             struct gl_shader_program *prog)
197 {
198    unsigned num_buffers;
199    unsigned num_atomic_buffers[MESA_SHADER_STAGES] = {0};
200    struct active_atomic_buffer *abs =
201       find_active_atomic_counters(consts, prog, &num_buffers);
202 
203    prog->data->AtomicBuffers =
204       rzalloc_array(prog->data, struct gl_active_atomic_buffer, num_buffers);
205    prog->data->NumAtomicBuffers = num_buffers;
206 
207    unsigned buffer_idx = 0;
208    for (unsigned binding = 0;
209         binding < consts->MaxAtomicBufferBindings;
210         binding++) {
211 
212       /* If the binding was not used, skip.
213        */
214       if (abs[binding].size == 0)
215          continue;
216 
217       struct active_atomic_buffer *ab = abs + binding;
218       struct gl_active_atomic_buffer *mab =
219          prog->data->AtomicBuffers + buffer_idx;
220 
221       /* Assign buffer-specific fields. */
222       mab->Binding = binding;
223       mab->MinimumSize = ab->size;
224       mab->Uniforms = rzalloc_array(prog->data->AtomicBuffers, GLuint,
225                                     ab->num_uniforms);
226       mab->NumUniforms = ab->num_uniforms;
227 
228       /* Assign counter-specific fields. */
229       for (unsigned j = 0; j < ab->num_uniforms; j++) {
230          nir_variable *var = ab->uniforms[j].var;
231          struct gl_uniform_storage *storage =
232             &prog->data->UniformStorage[ab->uniforms[j].loc];
233 
234          mab->Uniforms[j] = ab->uniforms[j].loc;
235 
236          storage->atomic_buffer_index = buffer_idx;
237          storage->offset = var->data.offset;
238          if (glsl_type_is_array(var->type)) {
239             const struct glsl_type *without_array =
240                glsl_without_array(var->type);
241             storage->array_stride = glsl_atomic_size(without_array);
242          } else {
243             storage->array_stride = 0;
244          }
245          if (!glsl_type_is_matrix(var->type))
246             storage->matrix_stride = 0;
247       }
248 
249       /* Assign stage-specific fields. */
250       for (unsigned stage = 0; stage < MESA_SHADER_STAGES; ++stage) {
251          if (ab->stage_counter_references[stage]) {
252             mab->StageReferences[stage] = GL_TRUE;
253             num_atomic_buffers[stage]++;
254          } else {
255             mab->StageReferences[stage] = GL_FALSE;
256          }
257       }
258 
259       buffer_idx++;
260    }
261 
262    /* Store a list pointers to atomic buffers per stage and store the index
263     * to the intra-stage buffer list in uniform storage.
264     */
265    for (unsigned stage = 0; stage < MESA_SHADER_STAGES; ++stage) {
266       if (prog->_LinkedShaders[stage] == NULL ||
267           num_atomic_buffers[stage] <= 0)
268          continue;
269 
270       struct gl_program *gl_prog = prog->_LinkedShaders[stage]->Program;
271       gl_prog->info.num_abos = num_atomic_buffers[stage];
272       gl_prog->sh.AtomicBuffers =
273          rzalloc_array(gl_prog,
274                        struct gl_active_atomic_buffer *,
275                        num_atomic_buffers[stage]);
276 
277       gl_prog->nir->info.num_abos = num_atomic_buffers[stage];
278 
279       unsigned intra_stage_idx = 0;
280       for (unsigned i = 0; i < num_buffers; i++) {
281          struct gl_active_atomic_buffer *atomic_buffer =
282             &prog->data->AtomicBuffers[i];
283          if (!atomic_buffer->StageReferences[stage])
284             continue;
285 
286          gl_prog->sh.AtomicBuffers[intra_stage_idx] = atomic_buffer;
287 
288          for (unsigned u = 0; u < atomic_buffer->NumUniforms; u++) {
289             GLuint uniform_loc = atomic_buffer->Uniforms[u];
290             struct gl_opaque_uniform_index *opaque =
291                prog->data->UniformStorage[uniform_loc].opaque + stage;
292             opaque->index = intra_stage_idx;
293             opaque->active = true;
294          }
295 
296          intra_stage_idx++;
297       }
298    }
299 
300    assert(buffer_idx == num_buffers);
301 
302    ralloc_free(abs);
303 }
304 
305 void
gl_nir_link_check_atomic_counter_resources(const struct gl_constants * consts,struct gl_shader_program * prog)306 gl_nir_link_check_atomic_counter_resources(const struct gl_constants *consts,
307                                            struct gl_shader_program *prog)
308 {
309    unsigned num_buffers;
310    struct active_atomic_buffer *abs =
311       find_active_atomic_counters(consts, prog, &num_buffers);
312    unsigned atomic_counters[MESA_SHADER_STAGES] = {0};
313    unsigned atomic_buffers[MESA_SHADER_STAGES] = {0};
314    unsigned total_atomic_counters = 0;
315    unsigned total_atomic_buffers = 0;
316 
317    /* Sum the required resources.  Note that this counts buffers and
318     * counters referenced by several shader stages multiple times
319     * against the combined limit -- That's the behavior the spec
320     * requires.
321     */
322    for (unsigned i = 0; i < consts->MaxAtomicBufferBindings; i++) {
323       if (abs[i].size == 0)
324          continue;
325 
326       qsort(abs[i].uniforms, abs[i].num_uniforms,
327             sizeof(struct active_atomic_counter_uniform),
328             cmp_active_counter_offsets);
329 
330       for (unsigned j = 1; j < abs[i].num_uniforms; j++) {
331          /* If an overlapping counter found, it must be a reference to the
332           * same counter from a different shader stage.
333           */
334          if (check_atomic_counters_overlap(abs[i].uniforms[j-1].var,
335                                            abs[i].uniforms[j].var)
336              && strcmp(abs[i].uniforms[j-1].var->name,
337                        abs[i].uniforms[j].var->name) != 0) {
338             linker_error(prog, "Atomic counter %s declared at offset %d "
339                          "which is already in use.",
340                          abs[i].uniforms[j].var->name,
341                          abs[i].uniforms[j].var->data.offset);
342          }
343       }
344 
345       for (unsigned j = 0; j < MESA_SHADER_STAGES; ++j) {
346          const unsigned n = abs[i].stage_counter_references[j];
347 
348          if (n) {
349             atomic_counters[j] += n;
350             total_atomic_counters += n;
351             atomic_buffers[j]++;
352             total_atomic_buffers++;
353          }
354       }
355    }
356 
357    /* Check that they are within the supported limits. */
358    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
359       if (atomic_counters[i] > consts->Program[i].MaxAtomicCounters)
360          linker_error(prog, "Too many %s shader atomic counters",
361                       _mesa_shader_stage_to_string(i));
362 
363       if (atomic_buffers[i] > consts->Program[i].MaxAtomicBuffers)
364          linker_error(prog, "Too many %s shader atomic counter buffers",
365                       _mesa_shader_stage_to_string(i));
366    }
367 
368    if (total_atomic_counters > consts->MaxCombinedAtomicCounters)
369       linker_error(prog, "Too many combined atomic counters");
370 
371    if (total_atomic_buffers > consts->MaxCombinedAtomicBuffers)
372       linker_error(prog, "Too many combined atomic buffers");
373 
374    ralloc_free(abs);
375 }
376