/* * Copyright © 2011 Intel Corporation * Copyright © 2024 Valve Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ /** * Determine whether a shader contains static recursion. * * Consider the (possibly disjoint) graph of function calls in a shader. If a * program contains recursion, this graph will contain a cycle. If a function * is part of a cycle, it will have a caller and it will have a callee (it * calls another function). * * To detect recursion, the function call graph is constructed. The graph is * repeatedly reduced by removing any function that either has no callees * (leaf functions) or has no caller. Eventually the only functions that * remain will be the functions in the cycles. * * The GLSL spec is a bit wishy-washy about recursion. * * From page 39 (page 45 of the PDF) of the GLSL 1.10 spec: * * "Behavior is undefined if recursion is used. Recursion means having any * function appearing more than once at any one time in the run-time stack * of function calls. That is, a function may not call itself either * directly or indirectly. Compilers may give diagnostic messages when * this is detectable at compile time, but not all such cases can be * detected at compile time." * * From page 79 (page 85 of the PDF): * * "22) Should recursion be supported? * * DISCUSSION: Probably not necessary, but another example of limiting * the language based on how it would directly map to hardware. One * thought is that recursion would benefit ray tracing shaders. On the * other hand, many recursion operations can also be implemented with the * user managing the recursion through arrays. RenderMan doesn't support * recursion. This could be added at a later date, if it proved to be * necessary. * * RESOLVED on September 10, 2002: Implementations are not required to * support recursion. * * CLOSED on September 10, 2002." * * From page 79 (page 85 of the PDF): * * "56) Is it an error for an implementation to support recursion if the * specification says recursion is not supported? * * ADDED on September 10, 2002. * * DISCUSSION: This issues is related to Issue (22). If we say that * recursion (or some other piece of functionality) is not supported, is * it an error for an implementation to support it? Perhaps the * specification should remain silent on these kind of things so that they * could be gracefully added later as an extension or as part of the * standard. * * RESOLUTION: Languages, in general, have programs that are not * well-formed in ways a compiler cannot detect. Portability is only * ensured for well-formed programs. Detecting recursion is an example of * this. The language will say a well-formed program may not recurse, but * compilers are not forced to detect that recursion may happen. * * CLOSED: November 29, 2002." * * In GLSL 1.10 the behavior of recursion is undefined. Compilers don't have * to reject shaders (at compile-time or link-time) that contain recursion. * Instead they could work, or crash. * * From page 44 (page 50 of the PDF) of the GLSL 1.20 spec: * * "Recursion is not allowed, not even statically. Static recursion is * present if the static function call graph of the program contains * cycles." * * This langauge clears things up a bit, but it still leaves a lot of * questions unanswered. * * - Is the error generated at compile-time or link-time? * * - Is it an error to have a recursive function that is never statically * called by main or any function called directly or indirectly by main? * Technically speaking, such a function is not in the "static function * call graph of the program" at all. * * \bug * If a shader has multiple cycles, this algorithm may erroneously complain * about functions that aren't in any cycle, but are in the part of the call * tree that connects them. For example, if the call graph consists of a * cycle between A and B, and a cycle between D and E, and B also calls C * which calls D, then this algorithm will report C as a function which "has * static recursion" even though it is not part of any cycle. * * A better algorithm for cycle detection that doesn't have this drawback can * be found here: * * http://en.wikipedia.org/wiki/Tarjan%E2%80%99s_strongly_connected_components_algorithm * */ #include "gl_nir_linker.h" #include "linker_util.h" #include "nir.h" #include "util/hash_table.h" struct function_state { nir_function *sig; /** List of functions called by this function. */ struct list_head callees; /** List of functions that call this function. */ struct list_head callers; }; struct has_recursion_state { struct hash_table *function_hash; bool progress; }; struct call_node { struct list_head call_link; struct function_state *func; }; static struct function_state * get_function(void *mem_ctx, nir_function *function_sig, struct hash_table *function_hash) { struct function_state *f; struct hash_entry *entry = _mesa_hash_table_search(function_hash, function_sig); if (entry == NULL) { f = ralloc(mem_ctx, struct function_state); f->sig = function_sig; list_inithead(&f->callers); list_inithead(&f->callees); _mesa_hash_table_insert(function_hash, function_sig, f); } else { f = (struct function_state *) entry->data; } return f; } static void find_recursion(void *mem_ctx, nir_shader *shader, struct hash_table *function_hash) { nir_foreach_function_impl(impl, shader) { struct function_state *current = get_function(mem_ctx, impl->function, function_hash); nir_foreach_block(block, impl) { nir_foreach_instr(instr, block) { if (instr->type == nir_instr_type_call) { nir_call_instr *call = nir_instr_as_call(instr); struct function_state *target = get_function(mem_ctx, call->callee, function_hash); /* Create a link from the caller to the callee. */ struct call_node *node = ralloc(mem_ctx, struct call_node); node->func = target; list_addtail(&node->call_link, ¤t->callees); /* Create a link from the callee to the caller. */ node = ralloc(mem_ctx, struct call_node); node->func = current; list_addtail(&node->call_link, &target->callers); } } } } } /** * Generate a ralloced string representing the prototype of the function. */ static char * prototype_string(nir_function *sig) { char *str = NULL; unsigned i = 0; if (sig->params && sig->params[0].is_return) { str = ralloc_asprintf(NULL, "%s ", glsl_get_type_name(sig->params[i].type)); i = 1; } ralloc_asprintf_append(&str, "%s(", sig->name); const char *comma = ""; for ( ; i < sig->num_params; i++) { ralloc_asprintf_append(&str, "%s%s", comma, glsl_get_type_name(sig->params[i].type)); comma = ", "; } ralloc_strcat(&str, ")"); return str; } static void destroy_links(struct list_head *list, struct function_state *f) { list_for_each_entry_safe(struct call_node, n, list, call_link) { /* If this is the right function, remove it. Note that the loop cannot * terminate now. There can be multiple links to a function if it is * either called multiple times or calls multiple times. */ if (n->func == f) list_del(&n->call_link); } } /** * Remove a function if it has either no in or no out links */ static void remove_unlinked_functions(const void *key, void *data, void *closure) { struct has_recursion_state *state = (struct has_recursion_state *) closure; struct function_state *f = (struct function_state *) data; if (list_is_empty(&f->callers) || list_is_empty(&f->callees)) { list_for_each_entry_safe(struct call_node, n, &f->callers, call_link) { list_del(&n->call_link); ralloc_free(n); } list_for_each_entry_safe(struct call_node, n, &f->callees, call_link) { destroy_links(&n->func->callers, f); } struct hash_entry *entry = _mesa_hash_table_search(state->function_hash, key); _mesa_hash_table_remove(state->function_hash, entry); state->progress = true; } } static void emit_errors_linked(const void *key, void *data, void *closure) { struct gl_shader_program *prog = (struct gl_shader_program *) closure; struct function_state *f = (struct function_state *) data; (void) key; char *proto = prototype_string(f->sig); linker_error(prog, "function `%s' has static recursion.\n", proto); ralloc_free(proto); } void gl_nir_detect_recursion_linked(struct gl_shader_program *prog, nir_shader *shader) { void *mem_ctx = ralloc_context(NULL); struct hash_table *function_hash = _mesa_pointer_hash_table_create(mem_ctx); /* Collect all of the information about which functions call which other * functions. */ find_recursion(mem_ctx, shader, function_hash); /* Remove from the set all of the functions that either have no caller or * call no other functions. Repeat until no functions are removed. */ struct has_recursion_state state; state.function_hash = function_hash; do { state.progress = false; hash_table_call_foreach(state.function_hash, remove_unlinked_functions, &state); } while (state.progress); /* At this point any functions still in the hash must be part of a cycle. */ hash_table_call_foreach(state.function_hash, emit_errors_linked, prog); ralloc_free(mem_ctx); }