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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 <ctype.h>
25 
26 #include "glsl_types.h"
27 #include "linker_util.h"
28 #include "util/bitscan.h"
29 #include "util/set.h"
30 #include "ir_uniform.h" /* for gl_uniform_storage */
31 #include "main/shader_types.h"
32 #include "main/consts_exts.h"
33 
34 /**
35  * Given a string identifying a program resource, break it into a base name
36  * and an optional array index in square brackets.
37  *
38  * If an array index is present, \c out_base_name_end is set to point to the
39  * "[" that precedes the array index, and the array index itself is returned
40  * as a long.
41  *
42  * If no array index is present (or if the array index is negative or
43  * mal-formed), \c out_base_name_end, is set to point to the null terminator
44  * at the end of the input string, and -1 is returned.
45  *
46  * Only the final array index is parsed; if the string contains other array
47  * indices (or structure field accesses), they are left in the base name.
48  *
49  * No attempt is made to check that the base name is properly formed;
50  * typically the caller will look up the base name in a hash table, so
51  * ill-formed base names simply turn into hash table lookup failures.
52  */
53 long
link_util_parse_program_resource_name(const GLchar * name,const size_t len,const GLchar ** out_base_name_end)54 link_util_parse_program_resource_name(const GLchar *name, const size_t len,
55                                       const GLchar **out_base_name_end)
56 {
57    /* Section 7.3.1 ("Program Interfaces") of the OpenGL 4.3 spec says:
58     *
59     *     "When an integer array element or block instance number is part of
60     *     the name string, it will be specified in decimal form without a "+"
61     *     or "-" sign or any extra leading zeroes. Additionally, the name
62     *     string will not include white space anywhere in the string."
63     */
64 
65    *out_base_name_end = name + len;
66 
67    if (len == 0 || name[len-1] != ']')
68       return -1;
69 
70    /* Walk backwards over the string looking for a non-digit character.  This
71     * had better be the opening bracket for an array index.
72     *
73     * Initially, i specifies the location of the ']'.  Since the string may
74     * contain only the ']' charcater, walk backwards very carefully.
75     */
76    unsigned i;
77    for (i = len - 1; (i > 0) && isdigit(name[i-1]); --i)
78       /* empty */ ;
79 
80    if ((i == 0) || name[i-1] != '[')
81       return -1;
82 
83    long array_index = strtol(&name[i], NULL, 10);
84    if (array_index < 0)
85       return -1;
86 
87    /* Check for leading zero */
88    if (name[i] == '0' && name[i+1] != ']')
89       return -1;
90 
91    *out_base_name_end = name + (i - 1);
92    return array_index;
93 }
94 
95 /* Utility methods shared between the GLSL IR and the NIR */
96 
97 /* From the OpenGL 4.6 specification, 7.3.1.1 Naming Active Resources:
98  *
99  *    "For an active shader storage block member declared as an array of an
100  *     aggregate type, an entry will be generated only for the first array
101  *     element, regardless of its type. Such block members are referred to as
102  *     top-level arrays. If the block member is an aggregate type, the
103  *     enumeration rules are then applied recursively."
104  */
105 bool
link_util_should_add_buffer_variable(struct gl_shader_program * prog,struct gl_uniform_storage * uniform,int top_level_array_base_offset,int top_level_array_size_in_bytes,int second_element_offset,int block_index)106 link_util_should_add_buffer_variable(struct gl_shader_program *prog,
107                                      struct gl_uniform_storage *uniform,
108                                      int top_level_array_base_offset,
109                                      int top_level_array_size_in_bytes,
110                                      int second_element_offset,
111                                      int block_index)
112 {
113    /* If the uniform is not a shader storage buffer or is not an array return
114     * true.
115     */
116    if (!uniform->is_shader_storage || top_level_array_size_in_bytes == 0)
117       return true;
118 
119    int after_top_level_array = top_level_array_base_offset +
120       top_level_array_size_in_bytes;
121 
122    /* Check for a new block, or that we are not dealing with array elements of
123     * a top member array other than the first element.
124     */
125    if (block_index != uniform->block_index ||
126        uniform->offset >= after_top_level_array ||
127        uniform->offset < second_element_offset) {
128       return true;
129    }
130 
131    return false;
132 }
133 
134 bool
link_util_add_program_resource(struct gl_shader_program * prog,struct set * resource_set,GLenum type,const void * data,uint8_t stages)135 link_util_add_program_resource(struct gl_shader_program *prog,
136                                struct set *resource_set,
137                                GLenum type, const void *data, uint8_t stages)
138 {
139    assert(data);
140 
141    /* If resource already exists, do not add it again. */
142    if (_mesa_set_search(resource_set, data))
143       return true;
144 
145    prog->data->ProgramResourceList =
146       reralloc(prog->data,
147                prog->data->ProgramResourceList,
148                gl_program_resource,
149                prog->data->NumProgramResourceList + 1);
150 
151    if (!prog->data->ProgramResourceList) {
152       linker_error(prog, "Out of memory during linking.\n");
153       return false;
154    }
155 
156    struct gl_program_resource *res =
157       &prog->data->ProgramResourceList[prog->data->NumProgramResourceList];
158 
159    res->Type = type;
160    res->Data = data;
161    res->StageReferences = stages;
162 
163    prog->data->NumProgramResourceList++;
164 
165    _mesa_set_add(resource_set, data);
166 
167    return true;
168 }
169 
170 /**
171  * Search through the list of empty blocks to find one that fits the current
172  * uniform.
173  */
174 int
link_util_find_empty_block(struct gl_shader_program * prog,struct gl_uniform_storage * uniform)175 link_util_find_empty_block(struct gl_shader_program *prog,
176                            struct gl_uniform_storage *uniform)
177 {
178    const unsigned entries = MAX2(1, uniform->array_elements);
179 
180    foreach_list_typed(struct empty_uniform_block, block, link,
181                       &prog->EmptyUniformLocations) {
182       /* Found a block with enough slots to fit the uniform */
183       if (block->slots == entries) {
184          unsigned start = block->start;
185          exec_node_remove(&block->link);
186          ralloc_free(block);
187 
188          return start;
189       /* Found a block with more slots than needed. It can still be used. */
190       } else if (block->slots > entries) {
191          unsigned start = block->start;
192          block->start += entries;
193          block->slots -= entries;
194 
195          return start;
196       }
197    }
198 
199    return -1;
200 }
201 
202 void
link_util_update_empty_uniform_locations(struct gl_shader_program * prog)203 link_util_update_empty_uniform_locations(struct gl_shader_program *prog)
204 {
205    struct empty_uniform_block *current_block = NULL;
206 
207    for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
208       /* We found empty space in UniformRemapTable. */
209       if (prog->UniformRemapTable[i] == NULL) {
210          /* We've found the beginning of a new continous block of empty slots */
211          if (!current_block || current_block->start + current_block->slots != i) {
212             current_block = rzalloc(prog, struct empty_uniform_block);
213             current_block->start = i;
214             exec_list_push_tail(&prog->EmptyUniformLocations,
215                                 &current_block->link);
216          }
217 
218          /* The current block continues, so we simply increment its slots */
219          current_block->slots++;
220       }
221    }
222 }
223 
224 void
link_util_check_subroutine_resources(struct gl_shader_program * prog)225 link_util_check_subroutine_resources(struct gl_shader_program *prog)
226 {
227    unsigned mask = prog->data->linked_stages;
228    while (mask) {
229       const int i = u_bit_scan(&mask);
230       struct gl_program *p = prog->_LinkedShaders[i]->Program;
231 
232       if (p->sh.NumSubroutineUniformRemapTable > MAX_SUBROUTINE_UNIFORM_LOCATIONS) {
233          linker_error(prog, "Too many %s shader subroutine uniforms\n",
234                       _mesa_shader_stage_to_string(i));
235       }
236    }
237 }
238 
239 /**
240  * Validate uniform resources used by a program versus the implementation limits
241  */
242 void
link_util_check_uniform_resources(const struct gl_constants * consts,struct gl_shader_program * prog)243 link_util_check_uniform_resources(const struct gl_constants *consts,
244                                   struct gl_shader_program *prog)
245 {
246    unsigned total_uniform_blocks = 0;
247    unsigned total_shader_storage_blocks = 0;
248 
249    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
250       struct gl_linked_shader *sh = prog->_LinkedShaders[i];
251 
252       if (sh == NULL)
253          continue;
254 
255       if (sh->num_uniform_components >
256           consts->Program[i].MaxUniformComponents) {
257          if (consts->GLSLSkipStrictMaxUniformLimitCheck) {
258             linker_warning(prog, "Too many %s shader default uniform block "
259                            "components, but the driver will try to optimize "
260                            "them out; this is non-portable out-of-spec "
261                            "behavior\n",
262                            _mesa_shader_stage_to_string(i));
263          } else {
264             linker_error(prog, "Too many %s shader default uniform block "
265                          "components\n",
266                          _mesa_shader_stage_to_string(i));
267          }
268       }
269 
270       if (sh->num_combined_uniform_components >
271           consts->Program[i].MaxCombinedUniformComponents) {
272          if (consts->GLSLSkipStrictMaxUniformLimitCheck) {
273             linker_warning(prog, "Too many %s shader uniform components, "
274                            "but the driver will try to optimize them out; "
275                            "this is non-portable out-of-spec behavior\n",
276                            _mesa_shader_stage_to_string(i));
277          } else {
278             linker_error(prog, "Too many %s shader uniform components\n",
279                          _mesa_shader_stage_to_string(i));
280          }
281       }
282 
283       total_shader_storage_blocks += sh->Program->info.num_ssbos;
284       total_uniform_blocks += sh->Program->info.num_ubos;
285    }
286 
287    if (total_uniform_blocks > consts->MaxCombinedUniformBlocks) {
288       linker_error(prog, "Too many combined uniform blocks (%d/%d)\n",
289                    total_uniform_blocks, consts->MaxCombinedUniformBlocks);
290    }
291 
292    if (total_shader_storage_blocks > consts->MaxCombinedShaderStorageBlocks) {
293       linker_error(prog, "Too many combined shader storage blocks (%d/%d)\n",
294                    total_shader_storage_blocks,
295                    consts->MaxCombinedShaderStorageBlocks);
296    }
297 
298    for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
299       if (prog->data->UniformBlocks[i].UniformBufferSize >
300           consts->MaxUniformBlockSize) {
301          linker_error(prog, "Uniform block %s too big (%d/%d)\n",
302                       prog->data->UniformBlocks[i].name.string,
303                       prog->data->UniformBlocks[i].UniformBufferSize,
304                       consts->MaxUniformBlockSize);
305       }
306    }
307 
308    for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
309       if (prog->data->ShaderStorageBlocks[i].UniformBufferSize >
310           consts->MaxShaderStorageBlockSize) {
311          linker_error(prog, "Shader storage block %s too big (%d/%d)\n",
312                       prog->data->ShaderStorageBlocks[i].name.string,
313                       prog->data->ShaderStorageBlocks[i].UniformBufferSize,
314                       consts->MaxShaderStorageBlockSize);
315       }
316    }
317 }
318 
319 void
link_util_calculate_subroutine_compat(struct gl_shader_program * prog)320 link_util_calculate_subroutine_compat(struct gl_shader_program *prog)
321 {
322    unsigned mask = prog->data->linked_stages;
323    while (mask) {
324       const int i = u_bit_scan(&mask);
325       struct gl_program *p = prog->_LinkedShaders[i]->Program;
326 
327       for (unsigned j = 0; j < p->sh.NumSubroutineUniformRemapTable; j++) {
328          if (p->sh.SubroutineUniformRemapTable[j] == INACTIVE_UNIFORM_EXPLICIT_LOCATION)
329             continue;
330 
331          struct gl_uniform_storage *uni = p->sh.SubroutineUniformRemapTable[j];
332 
333          if (!uni)
334             continue;
335 
336          int count = 0;
337          if (p->sh.NumSubroutineFunctions == 0) {
338             linker_error(prog, "subroutine uniform %s defined but no valid functions found\n", uni->type->name);
339             continue;
340          }
341          for (unsigned f = 0; f < p->sh.NumSubroutineFunctions; f++) {
342             struct gl_subroutine_function *fn = &p->sh.SubroutineFunctions[f];
343             for (int k = 0; k < fn->num_compat_types; k++) {
344                if (fn->types[k] == uni->type) {
345                   count++;
346                   break;
347                }
348             }
349          }
350          uni->num_compatible_subroutines = count;
351       }
352    }
353 }
354 
355 /**
356  * Recursive part of the public mark_array_elements_referenced function.
357  *
358  * The recursion occurs when an entire array-of- is accessed.  See the
359  * implementation for more details.
360  *
361  * \param dr                List of array_deref_range elements to be
362  *                          processed.
363  * \param count             Number of array_deref_range elements to be
364  *                          processed.
365  * \param scale             Current offset scale.
366  * \param linearized_index  Current accumulated linearized array index.
367  */
368 void
_mark_array_elements_referenced(const struct array_deref_range * dr,unsigned count,unsigned scale,unsigned linearized_index,BITSET_WORD * bits)369 _mark_array_elements_referenced(const struct array_deref_range *dr,
370                                 unsigned count, unsigned scale,
371                                 unsigned linearized_index,
372                                 BITSET_WORD *bits)
373 {
374    /* Walk through the list of array dereferences in least- to
375     * most-significant order.  Along the way, accumulate the current
376     * linearized offset and the scale factor for each array-of-.
377     */
378    for (unsigned i = 0; i < count; i++) {
379       if (dr[i].index < dr[i].size) {
380          linearized_index += dr[i].index * scale;
381          scale *= dr[i].size;
382       } else {
383          /* For each element in the current array, update the count and
384           * offset, then recurse to process the remaining arrays.
385           *
386           * There is some inefficency here if the last eBITSET_WORD *bitslement in the
387           * array_deref_range list specifies the entire array.  In that case,
388           * the loop will make recursive calls with count == 0.  In the call,
389           * all that will happen is the bit will be set.
390           */
391          for (unsigned j = 0; j < dr[i].size; j++) {
392             _mark_array_elements_referenced(&dr[i + 1],
393                                             count - (i + 1),
394                                             scale * dr[i].size,
395                                             linearized_index + (j * scale),
396                                             bits);
397          }
398 
399          return;
400       }
401    }
402 
403    BITSET_SET(bits, linearized_index);
404 }
405 
406 /**
407  * Mark a set of array elements as accessed.
408  *
409  * If every \c array_deref_range is for a single index, only a single
410  * element will be marked.  If any \c array_deref_range is for an entire
411  * array-of-, then multiple elements will be marked.
412  *
413  * Items in the \c array_deref_range list appear in least- to
414  * most-significant order.  This is the \b opposite order the indices
415  * appear in the GLSL shader text.  An array access like
416  *
417  *     x = y[1][i][3];
418  *
419  * would appear as
420  *
421  *     { { 3, n }, { m, m }, { 1, p } }
422  *
423  * where n, m, and p are the sizes of the arrays-of-arrays.
424  *
425  * The set of marked array elements can later be queried by
426  * \c ::is_linearized_index_referenced.
427  *
428  * \param dr     List of array_deref_range elements to be processed.
429  * \param count  Number of array_deref_range elements to be processed.
430  */
431 void
link_util_mark_array_elements_referenced(const struct array_deref_range * dr,unsigned count,unsigned array_depth,BITSET_WORD * bits)432 link_util_mark_array_elements_referenced(const struct array_deref_range *dr,
433                                          unsigned count, unsigned array_depth,
434                                          BITSET_WORD *bits)
435 {
436    if (count != array_depth)
437       return;
438 
439    _mark_array_elements_referenced(dr, count, 1, 0, bits);
440 }
441