• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
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/macros.h"
29 
30 namespace {
31    /*
32     * Atomic counter uniform as seen by the program.
33     */
34    struct active_atomic_counter_uniform {
35       unsigned uniform_loc;
36       ir_variable *var;
37    };
38 
39    /*
40     * Atomic counter buffer referenced by the program.  There is a one
41     * to one correspondence between these and the objects that can be
42     * queried using glGetActiveAtomicCounterBufferiv().
43     */
44    struct active_atomic_buffer {
active_atomic_buffer__anon54a60dec0111::active_atomic_buffer45       active_atomic_buffer()
46          : uniforms(0), num_uniforms(0), stage_counter_references(), size(0)
47       {}
48 
~active_atomic_buffer__anon54a60dec0111::active_atomic_buffer49       ~active_atomic_buffer()
50       {
51          free(uniforms);
52       }
53 
push_back__anon54a60dec0111::active_atomic_buffer54       void push_back(unsigned uniform_loc, ir_variable *var)
55       {
56          active_atomic_counter_uniform *new_uniforms;
57 
58          new_uniforms = (active_atomic_counter_uniform *)
59             realloc(uniforms, sizeof(active_atomic_counter_uniform) *
60                     (num_uniforms + 1));
61 
62          if (new_uniforms == NULL) {
63             _mesa_error_no_memory(__func__);
64             return;
65          }
66 
67          uniforms = new_uniforms;
68          uniforms[num_uniforms].uniform_loc = uniform_loc;
69          uniforms[num_uniforms].var = var;
70          num_uniforms++;
71       }
72 
73       active_atomic_counter_uniform *uniforms;
74       unsigned num_uniforms;
75       unsigned stage_counter_references[MESA_SHADER_STAGES];
76       unsigned size;
77    };
78 
79    int
cmp_actives(const void * a,const void * b)80    cmp_actives(const void *a, const void *b)
81    {
82       const active_atomic_counter_uniform *const first = (active_atomic_counter_uniform *) a;
83       const active_atomic_counter_uniform *const second = (active_atomic_counter_uniform *) b;
84 
85       return int(first->var->data.offset) - int(second->var->data.offset);
86    }
87 
88    bool
check_atomic_counters_overlap(const ir_variable * x,const ir_variable * y)89    check_atomic_counters_overlap(const ir_variable *x, const ir_variable *y)
90    {
91       return ((x->data.offset >= y->data.offset &&
92                x->data.offset < y->data.offset + y->type->atomic_size()) ||
93               (y->data.offset >= x->data.offset &&
94                y->data.offset < x->data.offset + x->type->atomic_size()));
95    }
96 
97    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)98    process_atomic_variable(const glsl_type *t, struct gl_shader_program *prog,
99                            unsigned *uniform_loc, ir_variable *var,
100                            active_atomic_buffer *const buffers,
101                            unsigned *num_buffers, int *offset,
102                            const unsigned shader_stage)
103    {
104       /* FIXME: Arrays of arrays get counted separately. For example:
105        * x1[3][3][2] = 9 uniforms, 18 atomic counters
106        * x2[3][2]    = 3 uniforms, 6 atomic counters
107        * x3[2]       = 1 uniform, 2 atomic counters
108        *
109        * However this code marks all the counters as active even when they
110        * might not be used.
111        */
112       if (t->is_array() && t->fields.array->is_array()) {
113          for (unsigned i = 0; i < t->length; i++) {
114             process_atomic_variable(t->fields.array, prog, uniform_loc,
115                                     var, buffers, num_buffers, offset,
116                                     shader_stage);
117          }
118       } else {
119          active_atomic_buffer *buf = &buffers[var->data.binding];
120          gl_uniform_storage *const storage =
121             &prog->data->UniformStorage[*uniform_loc];
122 
123          /* If this is the first time the buffer is used, increment
124           * the counter of buffers used.
125           */
126          if (buf->size == 0)
127             (*num_buffers)++;
128 
129          buf->push_back(*uniform_loc, var);
130 
131          /* When checking for atomic counters we should count every member in
132           * an array as an atomic counter reference.
133           */
134          if (t->is_array())
135             buf->stage_counter_references[shader_stage] += t->length;
136          else
137             buf->stage_counter_references[shader_stage]++;
138          buf->size = MAX2(buf->size, *offset + t->atomic_size());
139 
140          storage->offset = *offset;
141          *offset += t->atomic_size();
142 
143          (*uniform_loc)++;
144       }
145    }
146 
147    active_atomic_buffer *
find_active_atomic_counters(struct gl_context * ctx,struct gl_shader_program * prog,unsigned * num_buffers)148    find_active_atomic_counters(struct gl_context *ctx,
149                                struct gl_shader_program *prog,
150                                unsigned *num_buffers)
151    {
152       active_atomic_buffer *const buffers =
153          new active_atomic_buffer[ctx->Const.MaxAtomicBufferBindings];
154 
155       *num_buffers = 0;
156 
157       for (unsigned i = 0; i < MESA_SHADER_STAGES; ++i) {
158          struct gl_linked_shader *sh = prog->_LinkedShaders[i];
159          if (sh == NULL)
160             continue;
161 
162          foreach_in_list(ir_instruction, node, sh->ir) {
163             ir_variable *var = node->as_variable();
164 
165             if (var && var->type->contains_atomic()) {
166                int offset = var->data.offset;
167                unsigned uniform_loc = var->data.location;
168                process_atomic_variable(var->type, prog, &uniform_loc,
169                                        var, buffers, num_buffers, &offset, i);
170             }
171          }
172       }
173 
174       for (unsigned i = 0; i < ctx->Const.MaxAtomicBufferBindings; i++) {
175          if (buffers[i].size == 0)
176             continue;
177 
178          qsort(buffers[i].uniforms, buffers[i].num_uniforms,
179                sizeof(active_atomic_counter_uniform),
180                cmp_actives);
181 
182          for (unsigned j = 1; j < buffers[i].num_uniforms; j++) {
183             /* If an overlapping counter found, it must be a reference to the
184              * same counter from a different shader stage.
185              */
186             if (check_atomic_counters_overlap(buffers[i].uniforms[j-1].var,
187                                               buffers[i].uniforms[j].var)
188                 && strcmp(buffers[i].uniforms[j-1].var->name,
189                           buffers[i].uniforms[j].var->name) != 0) {
190                linker_error(prog, "Atomic counter %s declared at offset %d "
191                             "which is already in use.",
192                             buffers[i].uniforms[j].var->name,
193                             buffers[i].uniforms[j].var->data.offset);
194             }
195          }
196       }
197       return buffers;
198    }
199 }
200 
201 void
link_assign_atomic_counter_resources(struct gl_context * ctx,struct gl_shader_program * prog)202 link_assign_atomic_counter_resources(struct gl_context *ctx,
203                                      struct gl_shader_program *prog)
204 {
205    unsigned num_buffers;
206    unsigned num_atomic_buffers[MESA_SHADER_STAGES] = {};
207    active_atomic_buffer *abs =
208       find_active_atomic_counters(ctx, prog, &num_buffers);
209 
210    prog->data->AtomicBuffers = rzalloc_array(prog, gl_active_atomic_buffer,
211                                              num_buffers);
212    prog->data->NumAtomicBuffers = num_buffers;
213 
214    unsigned i = 0;
215    for (unsigned binding = 0;
216         binding < ctx->Const.MaxAtomicBufferBindings;
217         binding++) {
218 
219       /* If the binding was not used, skip.
220        */
221       if (abs[binding].size == 0)
222          continue;
223 
224       active_atomic_buffer &ab = abs[binding];
225       gl_active_atomic_buffer &mab = prog->data->AtomicBuffers[i];
226 
227       /* Assign buffer-specific fields. */
228       mab.Binding = binding;
229       mab.MinimumSize = ab.size;
230       mab.Uniforms = rzalloc_array(prog->data->AtomicBuffers, GLuint,
231                                    ab.num_uniforms);
232       mab.NumUniforms = ab.num_uniforms;
233 
234       /* Assign counter-specific fields. */
235       for (unsigned j = 0; j < ab.num_uniforms; j++) {
236          ir_variable *const var = ab.uniforms[j].var;
237          gl_uniform_storage *const storage =
238             &prog->data->UniformStorage[ab.uniforms[j].uniform_loc];
239 
240          mab.Uniforms[j] = ab.uniforms[j].uniform_loc;
241          if (!var->data.explicit_binding)
242             var->data.binding = i;
243 
244          storage->atomic_buffer_index = i;
245          storage->offset = var->data.offset;
246          storage->array_stride = (var->type->is_array() ?
247                                   var->type->without_array()->atomic_size() : 0);
248          if (!var->type->is_matrix())
249             storage->matrix_stride = 0;
250       }
251 
252       /* Assign stage-specific fields. */
253       for (unsigned j = 0; j < MESA_SHADER_STAGES; ++j) {
254          if (ab.stage_counter_references[j]) {
255             mab.StageReferences[j] = GL_TRUE;
256             num_atomic_buffers[j]++;
257          } else {
258             mab.StageReferences[j] = GL_FALSE;
259          }
260       }
261 
262       i++;
263    }
264 
265    /* Store a list pointers to atomic buffers per stage and store the index
266     * to the intra-stage buffer list in uniform storage.
267     */
268    for (unsigned j = 0; j < MESA_SHADER_STAGES; ++j) {
269       if (prog->_LinkedShaders[j] && num_atomic_buffers[j] > 0) {
270          struct gl_program *gl_prog = prog->_LinkedShaders[j]->Program;
271          gl_prog->info.num_abos = num_atomic_buffers[j];
272          gl_prog->sh.AtomicBuffers =
273             rzalloc_array(prog, gl_active_atomic_buffer *,
274                           num_atomic_buffers[j]);
275 
276          unsigned intra_stage_idx = 0;
277          for (unsigned i = 0; i < num_buffers; i++) {
278             struct gl_active_atomic_buffer *atomic_buffer =
279                &prog->data->AtomicBuffers[i];
280             if (atomic_buffer->StageReferences[j]) {
281                gl_prog->sh.AtomicBuffers[intra_stage_idx] = atomic_buffer;
282 
283                for (unsigned u = 0; u < atomic_buffer->NumUniforms; u++) {
284                   prog->data->UniformStorage[atomic_buffer->Uniforms[u]].opaque[j].index =
285                      intra_stage_idx;
286                   prog->data->UniformStorage[atomic_buffer->Uniforms[u]].opaque[j].active =
287                      true;
288                }
289 
290                intra_stage_idx++;
291             }
292          }
293       }
294    }
295 
296    delete [] abs;
297    assert(i == num_buffers);
298 }
299 
300 void
link_check_atomic_counter_resources(struct gl_context * ctx,struct gl_shader_program * prog)301 link_check_atomic_counter_resources(struct gl_context *ctx,
302                                     struct gl_shader_program *prog)
303 {
304    unsigned num_buffers;
305    active_atomic_buffer *const abs =
306       find_active_atomic_counters(ctx, prog, &num_buffers);
307    unsigned atomic_counters[MESA_SHADER_STAGES] = {};
308    unsigned atomic_buffers[MESA_SHADER_STAGES] = {};
309    unsigned total_atomic_counters = 0;
310    unsigned total_atomic_buffers = 0;
311 
312    /* Sum the required resources.  Note that this counts buffers and
313     * counters referenced by several shader stages multiple times
314     * against the combined limit -- That's the behavior the spec
315     * requires.
316     */
317    for (unsigned i = 0; i < ctx->Const.MaxAtomicBufferBindings; i++) {
318       if (abs[i].size == 0)
319          continue;
320 
321       for (unsigned j = 0; j < MESA_SHADER_STAGES; ++j) {
322          const unsigned n = abs[i].stage_counter_references[j];
323 
324          if (n) {
325             atomic_counters[j] += n;
326             total_atomic_counters += n;
327             atomic_buffers[j]++;
328             total_atomic_buffers++;
329          }
330       }
331    }
332 
333    /* Check that they are within the supported limits. */
334    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
335       if (atomic_counters[i] > ctx->Const.Program[i].MaxAtomicCounters)
336          linker_error(prog, "Too many %s shader atomic counters",
337                       _mesa_shader_stage_to_string(i));
338 
339       if (atomic_buffers[i] > ctx->Const.Program[i].MaxAtomicBuffers)
340          linker_error(prog, "Too many %s shader atomic counter buffers",
341                       _mesa_shader_stage_to_string(i));
342    }
343 
344    if (total_atomic_counters > ctx->Const.MaxCombinedAtomicCounters)
345       linker_error(prog, "Too many combined atomic counters");
346 
347    if (total_atomic_buffers > ctx->Const.MaxCombinedAtomicBuffers)
348       linker_error(prog, "Too many combined atomic buffers");
349 
350    delete [] abs;
351 }
352