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