
This will be shared by a new NIR varying linking pass in following patches but probably fits better here anyway considering its also used by shader_query.cpp Reviewed-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15731>
441 lines
16 KiB
C++
441 lines
16 KiB
C++
/*
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* Copyright © 2018 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*
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*/
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#include <ctype.h>
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#include "glsl_types.h"
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#include "linker_util.h"
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#include "util/bitscan.h"
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#include "util/set.h"
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#include "ir_uniform.h" /* for gl_uniform_storage */
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#include "main/shader_types.h"
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#include "main/consts_exts.h"
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/**
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* Given a string identifying a program resource, break it into a base name
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* and an optional array index in square brackets.
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*
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* If an array index is present, \c out_base_name_end is set to point to the
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* "[" that precedes the array index, and the array index itself is returned
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* as a long.
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*
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* If no array index is present (or if the array index is negative or
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* mal-formed), \c out_base_name_end, is set to point to the null terminator
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* at the end of the input string, and -1 is returned.
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*
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* Only the final array index is parsed; if the string contains other array
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* indices (or structure field accesses), they are left in the base name.
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*
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* No attempt is made to check that the base name is properly formed;
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* typically the caller will look up the base name in a hash table, so
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* ill-formed base names simply turn into hash table lookup failures.
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*/
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long
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link_util_parse_program_resource_name(const GLchar *name, const size_t len,
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const GLchar **out_base_name_end)
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{
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/* Section 7.3.1 ("Program Interfaces") of the OpenGL 4.3 spec says:
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*
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* "When an integer array element or block instance number is part of
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* the name string, it will be specified in decimal form without a "+"
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* or "-" sign or any extra leading zeroes. Additionally, the name
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* string will not include white space anywhere in the string."
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*/
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*out_base_name_end = name + len;
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if (len == 0 || name[len-1] != ']')
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return -1;
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/* Walk backwards over the string looking for a non-digit character. This
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* had better be the opening bracket for an array index.
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*
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* Initially, i specifies the location of the ']'. Since the string may
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* contain only the ']' charcater, walk backwards very carefully.
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*/
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unsigned i;
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for (i = len - 1; (i > 0) && isdigit(name[i-1]); --i)
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/* empty */ ;
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if ((i == 0) || name[i-1] != '[')
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return -1;
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long array_index = strtol(&name[i], NULL, 10);
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if (array_index < 0)
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return -1;
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/* Check for leading zero */
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if (name[i] == '0' && name[i+1] != ']')
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return -1;
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*out_base_name_end = name + (i - 1);
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return array_index;
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}
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/* Utility methods shared between the GLSL IR and the NIR */
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/* From the OpenGL 4.6 specification, 7.3.1.1 Naming Active Resources:
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*
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* "For an active shader storage block member declared as an array of an
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* aggregate type, an entry will be generated only for the first array
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* element, regardless of its type. Such block members are referred to as
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* top-level arrays. If the block member is an aggregate type, the
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* enumeration rules are then applied recursively."
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*/
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bool
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link_util_should_add_buffer_variable(struct gl_shader_program *prog,
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struct gl_uniform_storage *uniform,
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int top_level_array_base_offset,
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int top_level_array_size_in_bytes,
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int second_element_offset,
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int block_index)
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{
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/* If the uniform is not a shader storage buffer or is not an array return
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* true.
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*/
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if (!uniform->is_shader_storage || top_level_array_size_in_bytes == 0)
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return true;
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int after_top_level_array = top_level_array_base_offset +
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top_level_array_size_in_bytes;
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/* Check for a new block, or that we are not dealing with array elements of
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* a top member array other than the first element.
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*/
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if (block_index != uniform->block_index ||
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uniform->offset >= after_top_level_array ||
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uniform->offset < second_element_offset) {
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return true;
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}
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return false;
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}
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bool
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link_util_add_program_resource(struct gl_shader_program *prog,
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struct set *resource_set,
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GLenum type, const void *data, uint8_t stages)
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{
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assert(data);
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/* If resource already exists, do not add it again. */
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if (_mesa_set_search(resource_set, data))
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return true;
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prog->data->ProgramResourceList =
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reralloc(prog->data,
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prog->data->ProgramResourceList,
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gl_program_resource,
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prog->data->NumProgramResourceList + 1);
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if (!prog->data->ProgramResourceList) {
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linker_error(prog, "Out of memory during linking.\n");
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return false;
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}
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struct gl_program_resource *res =
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&prog->data->ProgramResourceList[prog->data->NumProgramResourceList];
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res->Type = type;
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res->Data = data;
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res->StageReferences = stages;
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prog->data->NumProgramResourceList++;
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_mesa_set_add(resource_set, data);
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return true;
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}
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/**
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* Search through the list of empty blocks to find one that fits the current
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* uniform.
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*/
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int
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link_util_find_empty_block(struct gl_shader_program *prog,
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struct gl_uniform_storage *uniform)
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{
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const unsigned entries = MAX2(1, uniform->array_elements);
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foreach_list_typed(struct empty_uniform_block, block, link,
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&prog->EmptyUniformLocations) {
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/* Found a block with enough slots to fit the uniform */
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if (block->slots == entries) {
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unsigned start = block->start;
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exec_node_remove(&block->link);
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ralloc_free(block);
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return start;
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/* Found a block with more slots than needed. It can still be used. */
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} else if (block->slots > entries) {
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unsigned start = block->start;
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block->start += entries;
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block->slots -= entries;
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return start;
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}
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}
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return -1;
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}
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void
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link_util_update_empty_uniform_locations(struct gl_shader_program *prog)
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{
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struct empty_uniform_block *current_block = NULL;
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for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
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/* We found empty space in UniformRemapTable. */
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if (prog->UniformRemapTable[i] == NULL) {
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/* We've found the beginning of a new continous block of empty slots */
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if (!current_block || current_block->start + current_block->slots != i) {
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current_block = rzalloc(prog, struct empty_uniform_block);
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current_block->start = i;
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exec_list_push_tail(&prog->EmptyUniformLocations,
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¤t_block->link);
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}
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/* The current block continues, so we simply increment its slots */
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current_block->slots++;
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}
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}
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}
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void
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link_util_check_subroutine_resources(struct gl_shader_program *prog)
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{
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unsigned mask = prog->data->linked_stages;
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while (mask) {
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const int i = u_bit_scan(&mask);
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struct gl_program *p = prog->_LinkedShaders[i]->Program;
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if (p->sh.NumSubroutineUniformRemapTable > MAX_SUBROUTINE_UNIFORM_LOCATIONS) {
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linker_error(prog, "Too many %s shader subroutine uniforms\n",
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_mesa_shader_stage_to_string(i));
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}
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}
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}
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/**
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* Validate uniform resources used by a program versus the implementation limits
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*/
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void
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link_util_check_uniform_resources(const struct gl_constants *consts,
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struct gl_shader_program *prog)
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{
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unsigned total_uniform_blocks = 0;
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unsigned total_shader_storage_blocks = 0;
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for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
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struct gl_linked_shader *sh = prog->_LinkedShaders[i];
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if (sh == NULL)
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continue;
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if (sh->num_uniform_components >
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consts->Program[i].MaxUniformComponents) {
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if (consts->GLSLSkipStrictMaxUniformLimitCheck) {
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linker_warning(prog, "Too many %s shader default uniform block "
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"components, but the driver will try to optimize "
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"them out; this is non-portable out-of-spec "
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"behavior\n",
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_mesa_shader_stage_to_string(i));
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} else {
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linker_error(prog, "Too many %s shader default uniform block "
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"components\n",
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_mesa_shader_stage_to_string(i));
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}
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}
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if (sh->num_combined_uniform_components >
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consts->Program[i].MaxCombinedUniformComponents) {
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if (consts->GLSLSkipStrictMaxUniformLimitCheck) {
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linker_warning(prog, "Too many %s shader uniform components, "
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"but the driver will try to optimize them out; "
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"this is non-portable out-of-spec behavior\n",
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_mesa_shader_stage_to_string(i));
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} else {
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linker_error(prog, "Too many %s shader uniform components\n",
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_mesa_shader_stage_to_string(i));
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}
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}
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total_shader_storage_blocks += sh->Program->info.num_ssbos;
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total_uniform_blocks += sh->Program->info.num_ubos;
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}
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if (total_uniform_blocks > consts->MaxCombinedUniformBlocks) {
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linker_error(prog, "Too many combined uniform blocks (%d/%d)\n",
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total_uniform_blocks, consts->MaxCombinedUniformBlocks);
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}
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if (total_shader_storage_blocks > consts->MaxCombinedShaderStorageBlocks) {
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linker_error(prog, "Too many combined shader storage blocks (%d/%d)\n",
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total_shader_storage_blocks,
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consts->MaxCombinedShaderStorageBlocks);
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}
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for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
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if (prog->data->UniformBlocks[i].UniformBufferSize >
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consts->MaxUniformBlockSize) {
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linker_error(prog, "Uniform block %s too big (%d/%d)\n",
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prog->data->UniformBlocks[i].name.string,
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prog->data->UniformBlocks[i].UniformBufferSize,
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consts->MaxUniformBlockSize);
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}
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}
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for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
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if (prog->data->ShaderStorageBlocks[i].UniformBufferSize >
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consts->MaxShaderStorageBlockSize) {
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linker_error(prog, "Shader storage block %s too big (%d/%d)\n",
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prog->data->ShaderStorageBlocks[i].name.string,
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prog->data->ShaderStorageBlocks[i].UniformBufferSize,
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consts->MaxShaderStorageBlockSize);
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}
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}
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}
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void
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link_util_calculate_subroutine_compat(struct gl_shader_program *prog)
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{
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unsigned mask = prog->data->linked_stages;
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while (mask) {
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const int i = u_bit_scan(&mask);
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struct gl_program *p = prog->_LinkedShaders[i]->Program;
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for (unsigned j = 0; j < p->sh.NumSubroutineUniformRemapTable; j++) {
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if (p->sh.SubroutineUniformRemapTable[j] == INACTIVE_UNIFORM_EXPLICIT_LOCATION)
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continue;
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struct gl_uniform_storage *uni = p->sh.SubroutineUniformRemapTable[j];
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if (!uni)
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continue;
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int count = 0;
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if (p->sh.NumSubroutineFunctions == 0) {
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linker_error(prog, "subroutine uniform %s defined but no valid functions found\n", uni->type->name);
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continue;
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}
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for (unsigned f = 0; f < p->sh.NumSubroutineFunctions; f++) {
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struct gl_subroutine_function *fn = &p->sh.SubroutineFunctions[f];
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for (int k = 0; k < fn->num_compat_types; k++) {
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if (fn->types[k] == uni->type) {
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count++;
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break;
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}
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}
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}
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uni->num_compatible_subroutines = count;
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}
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}
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}
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/**
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* Recursive part of the public mark_array_elements_referenced function.
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*
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* The recursion occurs when an entire array-of- is accessed. See the
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* implementation for more details.
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*
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* \param dr List of array_deref_range elements to be
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* processed.
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* \param count Number of array_deref_range elements to be
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* processed.
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* \param scale Current offset scale.
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* \param linearized_index Current accumulated linearized array index.
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*/
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void
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_mark_array_elements_referenced(const struct array_deref_range *dr,
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unsigned count, unsigned scale,
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unsigned linearized_index,
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BITSET_WORD *bits)
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{
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/* Walk through the list of array dereferences in least- to
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* most-significant order. Along the way, accumulate the current
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* linearized offset and the scale factor for each array-of-.
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*/
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for (unsigned i = 0; i < count; i++) {
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if (dr[i].index < dr[i].size) {
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linearized_index += dr[i].index * scale;
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scale *= dr[i].size;
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} else {
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/* For each element in the current array, update the count and
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* offset, then recurse to process the remaining arrays.
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*
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* There is some inefficency here if the last eBITSET_WORD *bitslement in the
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* array_deref_range list specifies the entire array. In that case,
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* the loop will make recursive calls with count == 0. In the call,
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* all that will happen is the bit will be set.
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*/
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for (unsigned j = 0; j < dr[i].size; j++) {
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_mark_array_elements_referenced(&dr[i + 1],
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count - (i + 1),
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scale * dr[i].size,
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linearized_index + (j * scale),
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bits);
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}
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return;
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}
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}
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BITSET_SET(bits, linearized_index);
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}
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/**
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* Mark a set of array elements as accessed.
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*
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* If every \c array_deref_range is for a single index, only a single
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* element will be marked. If any \c array_deref_range is for an entire
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* array-of-, then multiple elements will be marked.
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*
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* Items in the \c array_deref_range list appear in least- to
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* most-significant order. This is the \b opposite order the indices
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* appear in the GLSL shader text. An array access like
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*
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* x = y[1][i][3];
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*
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* would appear as
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*
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* { { 3, n }, { m, m }, { 1, p } }
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*
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* where n, m, and p are the sizes of the arrays-of-arrays.
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*
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* The set of marked array elements can later be queried by
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* \c ::is_linearized_index_referenced.
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*
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* \param dr List of array_deref_range elements to be processed.
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* \param count Number of array_deref_range elements to be processed.
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*/
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void
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link_util_mark_array_elements_referenced(const struct array_deref_range *dr,
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unsigned count, unsigned array_depth,
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BITSET_WORD *bits)
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{
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if (count != array_depth)
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return;
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_mark_array_elements_referenced(dr, count, 1, 0, bits);
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}
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