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1 /*
2  * Copyright © 2013 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
21  * DEALINGS IN THE SOFTWARE.
22  */
23 
24 #include "glsl_parser_extras.h"
25 #include "ir.h"
26 #include "ir_uniform.h"
27 #include "linker.h"
28 #include "main/errors.h"
29 #include "main/macros.h"
30 #include "main/mtypes.h"
31 
32 namespace {
33    /*
34     * Atomic counter uniform as seen by the program.
35     */
36    struct active_atomic_counter_uniform {
37       unsigned uniform_loc;
38       ir_variable *var;
39    };
40 
41    /*
42     * Atomic counter buffer referenced by the program.  There is a one
43     * to one correspondence between these and the objects that can be
44     * queried using glGetActiveAtomicCounterBufferiv().
45     */
46    struct active_atomic_buffer {
active_atomic_buffer__anon7e73dcd40111::active_atomic_buffer47       active_atomic_buffer()
48          : uniforms(0), num_uniforms(0), stage_counter_references(), size(0)
49       {}
50 
~active_atomic_buffer__anon7e73dcd40111::active_atomic_buffer51       ~active_atomic_buffer()
52       {
53          free(uniforms);
54       }
55 
push_back__anon7e73dcd40111::active_atomic_buffer56       void push_back(unsigned uniform_loc, ir_variable *var)
57       {
58          active_atomic_counter_uniform *new_uniforms;
59 
60          new_uniforms = (active_atomic_counter_uniform *)
61             realloc(uniforms, sizeof(active_atomic_counter_uniform) *
62                     (num_uniforms + 1));
63 
64          if (new_uniforms == NULL) {
65             _mesa_error_no_memory(__func__);
66             return;
67          }
68 
69          uniforms = new_uniforms;
70          uniforms[num_uniforms].uniform_loc = uniform_loc;
71          uniforms[num_uniforms].var = var;
72          num_uniforms++;
73       }
74 
75       active_atomic_counter_uniform *uniforms;
76       unsigned num_uniforms;
77       unsigned stage_counter_references[MESA_SHADER_STAGES];
78       unsigned size;
79    };
80 
81    int
cmp_actives(const void * a,const void * b)82    cmp_actives(const void *a, const void *b)
83    {
84       const active_atomic_counter_uniform *const first = (active_atomic_counter_uniform *) a;
85       const active_atomic_counter_uniform *const second = (active_atomic_counter_uniform *) b;
86 
87       return int(first->var->data.offset) - int(second->var->data.offset);
88    }
89 
90    bool
check_atomic_counters_overlap(const ir_variable * x,const ir_variable * y)91    check_atomic_counters_overlap(const ir_variable *x, const ir_variable *y)
92    {
93       return ((x->data.offset >= y->data.offset &&
94                x->data.offset < y->data.offset + y->type->atomic_size()) ||
95               (y->data.offset >= x->data.offset &&
96                y->data.offset < x->data.offset + x->type->atomic_size()));
97    }
98 
99    void
process_atomic_variable(const glsl_type * t,struct gl_shader_program * prog,unsigned * uniform_loc,ir_variable * var,active_atomic_buffer * const buffers,unsigned * num_buffers,int * offset,const unsigned shader_stage)100    process_atomic_variable(const glsl_type *t, struct gl_shader_program *prog,
101                            unsigned *uniform_loc, ir_variable *var,
102                            active_atomic_buffer *const buffers,
103                            unsigned *num_buffers, int *offset,
104                            const unsigned shader_stage)
105    {
106       /* FIXME: Arrays of arrays get counted separately. For example:
107        * x1[3][3][2] = 9 uniforms, 18 atomic counters
108        * x2[3][2]    = 3 uniforms, 6 atomic counters
109        * x3[2]       = 1 uniform, 2 atomic counters
110        *
111        * However this code marks all the counters as active even when they
112        * might not be used.
113        */
114       if (t->is_array() && t->fields.array->is_array()) {
115          for (unsigned i = 0; i < t->length; i++) {
116             process_atomic_variable(t->fields.array, prog, uniform_loc,
117                                     var, buffers, num_buffers, offset,
118                                     shader_stage);
119          }
120       } else {
121          active_atomic_buffer *buf = &buffers[var->data.binding];
122          gl_uniform_storage *const storage =
123             &prog->data->UniformStorage[*uniform_loc];
124 
125          /* If this is the first time the buffer is used, increment
126           * the counter of buffers used.
127           */
128          if (buf->size == 0)
129             (*num_buffers)++;
130 
131          buf->push_back(*uniform_loc, var);
132 
133          /* When checking for atomic counters we should count every member in
134           * an array as an atomic counter reference.
135           */
136          if (t->is_array())
137             buf->stage_counter_references[shader_stage] += t->length;
138          else
139             buf->stage_counter_references[shader_stage]++;
140          buf->size = MAX2(buf->size, *offset + t->atomic_size());
141 
142          storage->offset = *offset;
143          *offset += t->atomic_size();
144 
145          (*uniform_loc)++;
146       }
147    }
148 
149    active_atomic_buffer *
find_active_atomic_counters(struct gl_context * ctx,struct gl_shader_program * prog,unsigned * num_buffers)150    find_active_atomic_counters(struct gl_context *ctx,
151                                struct gl_shader_program *prog,
152                                unsigned *num_buffers)
153    {
154       active_atomic_buffer *const buffers =
155          new active_atomic_buffer[ctx->Const.MaxAtomicBufferBindings];
156 
157       *num_buffers = 0;
158 
159       for (unsigned i = 0; i < MESA_SHADER_STAGES; ++i) {
160          struct gl_linked_shader *sh = prog->_LinkedShaders[i];
161          if (sh == NULL)
162             continue;
163 
164          foreach_in_list(ir_instruction, node, sh->ir) {
165             ir_variable *var = node->as_variable();
166 
167             if (var && var->type->contains_atomic()) {
168                int offset = var->data.offset;
169                unsigned uniform_loc = var->data.location;
170                process_atomic_variable(var->type, prog, &uniform_loc,
171                                        var, buffers, num_buffers, &offset, i);
172             }
173          }
174       }
175 
176       for (unsigned i = 0; i < ctx->Const.MaxAtomicBufferBindings; i++) {
177          if (buffers[i].size == 0)
178             continue;
179 
180          qsort(buffers[i].uniforms, buffers[i].num_uniforms,
181                sizeof(active_atomic_counter_uniform),
182                cmp_actives);
183 
184          for (unsigned j = 1; j < buffers[i].num_uniforms; j++) {
185             /* If an overlapping counter found, it must be a reference to the
186              * same counter from a different shader stage.
187              */
188             if (check_atomic_counters_overlap(buffers[i].uniforms[j-1].var,
189                                               buffers[i].uniforms[j].var)
190                 && strcmp(buffers[i].uniforms[j-1].var->name,
191                           buffers[i].uniforms[j].var->name) != 0) {
192                linker_error(prog, "Atomic counter %s declared at offset %d "
193                             "which is already in use.",
194                             buffers[i].uniforms[j].var->name,
195                             buffers[i].uniforms[j].var->data.offset);
196             }
197          }
198       }
199       return buffers;
200    }
201 }
202 
203 void
link_assign_atomic_counter_resources(struct gl_context * ctx,struct gl_shader_program * prog)204 link_assign_atomic_counter_resources(struct gl_context *ctx,
205                                      struct gl_shader_program *prog)
206 {
207    unsigned num_buffers;
208    unsigned num_atomic_buffers[MESA_SHADER_STAGES] = {};
209    active_atomic_buffer *abs =
210       find_active_atomic_counters(ctx, prog, &num_buffers);
211 
212    prog->data->AtomicBuffers = rzalloc_array(prog->data, gl_active_atomic_buffer,
213                                              num_buffers);
214    prog->data->NumAtomicBuffers = num_buffers;
215 
216    unsigned i = 0;
217    for (unsigned binding = 0;
218         binding < ctx->Const.MaxAtomicBufferBindings;
219         binding++) {
220 
221       /* If the binding was not used, skip.
222        */
223       if (abs[binding].size == 0)
224          continue;
225 
226       active_atomic_buffer &ab = abs[binding];
227       gl_active_atomic_buffer &mab = prog->data->AtomicBuffers[i];
228 
229       /* Assign buffer-specific fields. */
230       mab.Binding = binding;
231       mab.MinimumSize = ab.size;
232       mab.Uniforms = rzalloc_array(prog->data->AtomicBuffers, GLuint,
233                                    ab.num_uniforms);
234       mab.NumUniforms = ab.num_uniforms;
235 
236       /* Assign counter-specific fields. */
237       for (unsigned j = 0; j < ab.num_uniforms; j++) {
238          ir_variable *const var = ab.uniforms[j].var;
239          gl_uniform_storage *const storage =
240             &prog->data->UniformStorage[ab.uniforms[j].uniform_loc];
241 
242          mab.Uniforms[j] = ab.uniforms[j].uniform_loc;
243          if (!var->data.explicit_binding)
244             var->data.binding = i;
245 
246          storage->atomic_buffer_index = i;
247          storage->offset = var->data.offset;
248          storage->array_stride = (var->type->is_array() ?
249                                   var->type->without_array()->atomic_size() : 0);
250          if (!var->type->is_matrix())
251             storage->matrix_stride = 0;
252       }
253 
254       /* Assign stage-specific fields. */
255       for (unsigned j = 0; j < MESA_SHADER_STAGES; ++j) {
256          if (ab.stage_counter_references[j]) {
257             mab.StageReferences[j] = GL_TRUE;
258             num_atomic_buffers[j]++;
259          } else {
260             mab.StageReferences[j] = GL_FALSE;
261          }
262       }
263 
264       i++;
265    }
266 
267    /* Store a list pointers to atomic buffers per stage and store the index
268     * to the intra-stage buffer list in uniform storage.
269     */
270    for (unsigned j = 0; j < MESA_SHADER_STAGES; ++j) {
271       if (prog->_LinkedShaders[j] && num_atomic_buffers[j] > 0) {
272          struct gl_program *gl_prog = prog->_LinkedShaders[j]->Program;
273          gl_prog->info.num_abos = num_atomic_buffers[j];
274          gl_prog->sh.AtomicBuffers =
275             rzalloc_array(gl_prog, gl_active_atomic_buffer *,
276                           num_atomic_buffers[j]);
277 
278          unsigned intra_stage_idx = 0;
279          for (unsigned i = 0; i < num_buffers; i++) {
280             struct gl_active_atomic_buffer *atomic_buffer =
281                &prog->data->AtomicBuffers[i];
282             if (atomic_buffer->StageReferences[j]) {
283                gl_prog->sh.AtomicBuffers[intra_stage_idx] = atomic_buffer;
284 
285                for (unsigned u = 0; u < atomic_buffer->NumUniforms; u++) {
286                   prog->data->UniformStorage[atomic_buffer->Uniforms[u]].opaque[j].index =
287                      intra_stage_idx;
288                   prog->data->UniformStorage[atomic_buffer->Uniforms[u]].opaque[j].active =
289                      true;
290                }
291 
292                intra_stage_idx++;
293             }
294          }
295       }
296    }
297 
298    delete [] abs;
299    assert(i == num_buffers);
300 }
301 
302 void
link_check_atomic_counter_resources(struct gl_context * ctx,struct gl_shader_program * prog)303 link_check_atomic_counter_resources(struct gl_context *ctx,
304                                     struct gl_shader_program *prog)
305 {
306    unsigned num_buffers;
307    active_atomic_buffer *const abs =
308       find_active_atomic_counters(ctx, prog, &num_buffers);
309    unsigned atomic_counters[MESA_SHADER_STAGES] = {};
310    unsigned atomic_buffers[MESA_SHADER_STAGES] = {};
311    unsigned total_atomic_counters = 0;
312    unsigned total_atomic_buffers = 0;
313 
314    /* Sum the required resources.  Note that this counts buffers and
315     * counters referenced by several shader stages multiple times
316     * against the combined limit -- That's the behavior the spec
317     * requires.
318     */
319    for (unsigned i = 0; i < ctx->Const.MaxAtomicBufferBindings; i++) {
320       if (abs[i].size == 0)
321          continue;
322 
323       for (unsigned j = 0; j < MESA_SHADER_STAGES; ++j) {
324          const unsigned n = abs[i].stage_counter_references[j];
325 
326          if (n) {
327             atomic_counters[j] += n;
328             total_atomic_counters += n;
329             atomic_buffers[j]++;
330             total_atomic_buffers++;
331          }
332       }
333    }
334 
335    /* Check that they are within the supported limits. */
336    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
337       if (atomic_counters[i] > ctx->Const.Program[i].MaxAtomicCounters)
338          linker_error(prog, "Too many %s shader atomic counters",
339                       _mesa_shader_stage_to_string(i));
340 
341       if (atomic_buffers[i] > ctx->Const.Program[i].MaxAtomicBuffers)
342          linker_error(prog, "Too many %s shader atomic counter buffers",
343                       _mesa_shader_stage_to_string(i));
344    }
345 
346    if (total_atomic_counters > ctx->Const.MaxCombinedAtomicCounters)
347       linker_error(prog, "Too many combined atomic counters");
348 
349    if (total_atomic_buffers > ctx->Const.MaxCombinedAtomicBuffers)
350       linker_error(prog, "Too many combined atomic buffers");
351 
352    delete [] abs;
353 }
354