Either we need to save this pointer or toss it.
==146166==ERROR: AddressSanitizer: heap-use-after-free on address 0x7bfe77013920 at pc 0x7b9e6fd5b978 bp 0x7ffc30ef18e0 sp 0x7ffc30ef18d8
READ of size 4 at 0x7bfe77013920 thread T0
#0 0x7b9e6fd5b977 in get_header ../src/util/ralloc.c:83
#1 0x7b9e6fd5b977 in ralloc_parent ../src/util/ralloc.c:382
#2 0x7b9e6fd5b977 in reralloc_size ../src/util/ralloc.c:198
#3 0x7b9e6fd5b977 in reralloc_array_size ../src/util/ralloc.c:241
#4 0x7b9e705f83c2 in range_minimum_query_table_resize ../src/util/range_minimum_query.c:21
#5 0x7b9e7018af1d in realloc_info ../src/compiler/nir/nir_dominance_lca.c:33
#6 0x7b9e7018af1d in nir_calc_dominance_lca_impl ../src/compiler/nir/nir_dominance_lca.c:126
#7 0x7b9e6ff9815c in nir_metadata_require ../src/compiler/nir/nir_metadata.c:42
#8 0x7b9e6ff998e4 in nir_metadata_require_most ../src/compiler/nir/nir_metadata.c:200
#9 0x7b9e6f8aab4d in st_finalize_nir ../src/mesa/state_tracker/st_glsl_to_nir.cpp:735
#10 0x7b9e6f0afb14 in st_create_common_variant ../src/mesa/state_tracker/st_program.c:858
#11 0x7b9e6f0be2d3 in st_get_common_variant ../src/mesa/state_tracker/st_program.c:973
#12 0x7b9e6f0bf9cf in st_precompile_shader_variant ../src/mesa/state_tracker/st_program.c:1478
#13 0x7b9e6f0bf9cf in st_finalize_program ../src/mesa/state_tracker/st_program.c:1596
#14 0x7b9e6f8b0127 in st_link_glsl_to_nir ../src/mesa/state_tracker/st_glsl_to_nir.cpp:633
#15 0x7b9e6f8b3611 in st_link_shader ../src/mesa/state_tracker/st_glsl_to_nir.cpp:816
#16 0x7b9e6f7bcf51 in link_program ../src/mesa/main/shaderapi.c:1412
#17 0x7b9e6f7bcf51 in link_program_error ../src/mesa/main/shaderapi.c:1474
#18 0x0000004020b0 in main._omp_fn.0 /home/alyssa/shader-db/run.c:872
#19 0x7f9e7893dd65 in GOMP_parallel (/lib64/libgomp.so.1+0xdd65) (BuildId: 9cc501fdca53b5d4ab094f709486781c98573bc9)
#20 0x000000400d6a in main /home/alyssa/shader-db/run.c:689
#21 0x7f9e78011574 in __libc_start_call_main (/lib64/libc.so.6+0x3574) (BuildId: 48c4b9b1efb1df15da8e787f489128bf31893317)
#22 0x7f9e78011627 in __libc_start_main@GLIBC_2.2.5 (/lib64/libc.so.6+0x3627) (BuildId: 48c4b9b1efb1df15da8e787f489128bf31893317)
#23 0x000000401014 in _start (/home/alyssa/shader-db/run+0x401014) (BuildId: a83b8d830cc265be3f54ea3e7a21a0fb5156624b)
0x7bfe77013920 is located 0 bytes inside of 64-byte region [0x7bfe77013920,0x7bfe77013960)
freed by thread T0 here:
#0 0x7f9e782e5beb in free.part.0 (/usr/lib64/libasan.so.8+0xe5beb) (BuildId: cab80046dbc1c97c6e14490acc37d079701f8d9a)
#1 0x7b9e6fd5bc39 in unsafe_free ../src/util/ralloc.c:319
#2 0x7b9e6fd5bc39 in ralloc_free ../src/util/ralloc.c:264
#3 0x7b9e70063d81 in nir_sweep ../src/compiler/nir/nir_sweep.c:219
#4 0x7b9e6f0bf499 in st_finalize_program ../src/mesa/state_tracker/st_program.c:1585
#5 0x7b9e6f8b0127 in st_link_glsl_to_nir ../src/mesa/state_tracker/st_glsl_to_nir.cpp:633
#6 0x7b9e6f8b3611 in st_link_shader ../src/mesa/state_tracker/st_glsl_to_nir.cpp:816
#7 0x7b9e6f7bcf51 in link_program ../src/mesa/main/shaderapi.c:1412
#8 0x7b9e6f7bcf51 in link_program_error ../src/mesa/main/shaderapi.c:1474
#9 0x0000004020b0 in main._omp_fn.0 /home/alyssa/shader-db/run.c:872
previously allocated by thread T0 here:
#0 0x7f9e782e5e4b in realloc.part.0 (/usr/lib64/libasan.so.8+0xe5e4b) (BuildId: cab80046dbc1c97c6e14490acc37d079701f8d9a)
#1 0x7b9e6fd5a883 in resize ../src/util/ralloc.c:167
#2 0x7b9e705f83c2 in range_minimum_query_table_resize ../src/util/range_minimum_query.c:21
#3 0x7b9e7018af1d in realloc_info ../src/compiler/nir/nir_dominance_lca.c:33
#4 0x7b9e7018af1d in nir_calc_dominance_lca_impl ../src/compiler/nir/nir_dominance_lca.c:126
#5 0x7b9e6ff9815c in nir_metadata_require ../src/compiler/nir/nir_metadata.c:42
#6 0x7b9e6ff998e4 in nir_metadata_require_most ../src/compiler/nir/nir_metadata.c:200
#7 0x7b9e6f8b0ede in st_link_glsl_to_nir ../src/mesa/state_tracker/st_glsl_to_nir.cpp:550
#8 0x7b9e6f8b3611 in st_link_shader ../src/mesa/state_tracker/st_glsl_to_nir.cpp:816
#9 0x7b9e6f7bcf51 in link_program ../src/mesa/main/shaderapi.c:1412
#10 0x7b9e6f7bcf51 in link_program_error ../src/mesa/main/shaderapi.c:1474
#11 0x0000004020b0 in main._omp_fn.0 /home/alyssa/shader-db/run.c:872
Fixes: 17876a00af ("nir: Add a faster lowest common ancestor algorithm")
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Reviewed-by: Mel Henning <mhenning@darkrefraction.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38412>
gc_ctx uses a slab allocator. This reduces GLSL compile times by 1-3%
with the gallium noop driver.
This reduces the number of ralloc_size calls for Heaven shaders by 14.3%.
Note that gc_ctx also uses ralloc_size, so the reduction is a net change.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36538>
In the C23 standard unreachable() is now a predefined function-like
macro in <stddef.h>
See https://android.googlesource.com/platform/bionic/+/HEAD/docs/c23.md#is-now-a-predefined-function_like-macro-in
And this causes build errors when building for C23:
-----------------------------------------------------------------------
In file included from ../src/util/log.h:30,
from ../src/util/log.c:30:
../src/util/macros.h:123:9: warning: "unreachable" redefined
123 | #define unreachable(str) \
| ^~~~~~~~~~~
In file included from ../src/util/macros.h:31:
/usr/lib/gcc/x86_64-linux-gnu/14/include/stddef.h:456:9: note: this is the location of the previous definition
456 | #define unreachable() (__builtin_unreachable ())
| ^~~~~~~~~~~
-----------------------------------------------------------------------
So don't redefine it with the same name, but use the name UNREACHABLE()
to also signify it's a macro.
Using a different name also makes sense because the behavior of the
macro was extending the one of __builtin_unreachable() anyway, and it
also had a different signature, accepting one argument, compared to the
standard unreachable() with no arguments.
This change improves the chances of building mesa with the C23 standard,
which for instance is the default in recent AOSP versions.
All the instances of the macro, including the definition, were updated
with the following command line:
git grep -l '[^_]unreachable(' -- "src/**" | sort | uniq | \
while read file; \
do \
sed -e 's/\([^_]\)unreachable(/\1UNREACHABLE(/g' -i "$file"; \
done && \
sed -e 's/#undef unreachable/#undef UNREACHABLE/g' -i src/intel/isl/isl_aux_info.c
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36437>
Liveness info can be huge, since with larger shaders it essentially
grows quadratically (linear increase in number of SSA defs *
linear increase in blocks).
Freeing liveness info early helps somewhat mitigate memory usage here.
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29577>
this creates a reference between variables and their access instrs
before the variables are deleted, which improves debugging
Acked-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28814>
Nothing produces them any more, so remove them from NIR. This massively reduces
the size of nir_src, which should improve performance all over.
nir_src size reduced from 56 bytes -> 40 bytes (pahole results on arm64, x86_64
should be similar.)
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Faith Ekstrand <faith.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24253>
Hoping that I didn't miss any, this *should* add assertions
to all functions and passes which explicitly handle 'nir_loop'.
Acked-by: Faith Ekstrand <faith.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13962>
We want to be able to carry this along with the shader instead of always
having to re-generate it from scratch. A new nir_gather_xfb_info()
helper is also added which, instead of returning it, adds it to the
shader.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Alyssa Rosenzweig <alyssa@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16750>
By replacing the 48-byte ralloc header with our exec_node gc_node (16
bytes), runtime of shader-db on my system across this series drops
-4.21738% +/- 1.47757% (n=5).
Inspired by discussion on #5034.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11776>
Right now we're using ralloc to GC our NIR instructions, but ralloc has
significant overhead for its recursive nature so it would be nice to use a
simpler mechanism for GCing instructions.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11776>
Instead of having separate lists of variables, roughly sorted by mode,
use a single list for all shader-level NIR variables. This makes a few
list walks a bit longer here and there but list walks aren't a very
common thing in NIR at all. On the other hand, it makes a lot of things
like validation, printing, etc. way simpler. Also, there are a number
of cases where we move variables from inputs/outputs to globals and this
makes it way easier because we no longer have to move them between
lists. We only have to deal with that if moving them from the shader to
a nir_function_impl.
Reviewed-by: Rob Clark <robdclark@chromium.org>
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Reviewed-by: Vasily Khoruzhick <anarsoul@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5966>
We have a pass to lower global registers to locals and many drivers
dutifully call it. However, no one ever creates a global register ever
so it's all dead code. It's time we bury it.
Acked-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
nir_sweep already marks all metadata invalid, so it is safe to release
the memory here too.
mean soft fp64 using uint64: 1,342,759,331 => 1,010,670,475
gfxbench5 aztec ruins high 11: 63,555,571 => 61,889,811
deus ex mankind divided 148: 62,845,304 => 62,829,640
deus ex mankind divided 2890: 71,922,686 => 71,922,686
dirt showdown 676: 69,238,607 => 69,238,607
dolphin ubershaders 210: 77,822,072 => 77,822,072
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This commit adds a concept to NIR of having a blob of constant data
associated with a shader. Instead of being a UBO or uniform that can be
manipulated by the client, this constant data considered part of the
shader and remains constant across all invocations of the given shader
until the end of time. To access this constant data from the shader, we
add a new load_constant intrinsic. The intention is that drivers will
eventually lower load_constant intrinsics to load_ubo, load_uniform, or
something similar. Constant data will be used by the optimization pass
in the next commit but this concept may also be useful for OpenCL.
v2 (Jason Ekstrand):
- Rename num_constants to constant_data_size (anholt)
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit completely reworks function calls in NIR. Instead of having
a set of variables for the parameters and return value, nir_call_instr
now has simply has a number of sources which get mapped to load_param
intrinsics inside the functions. It's up to the client API to build an
ABI on top of that. In SPIR-V, out parameters are handled by passing
the result of a deref through as an SSA value and storing to it.
This virtue of this approach can be seen by how much it allows us to
delete from core NIR. In particular, nir_inline_functions gets halved
and goes from a fairly difficult pass to understand in detail to almost
trivial. It also simplifies spirv_to_nir somewhat because NIR functions
never were a good fit for SPIR-V.
Unfortunately, there is no good way to do this without a mega-commit.
Core NIR and SPIR-V have to be changed at the same time. This also
requires changes to anv and radv because nir_inline_functions couldn't
handle deref instructions before this change and can't work without them
after this change.
Acked-by: Rob Clark <robdclark@gmail.com>
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Acked-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Commit e1af20f18a changed the shader_info
from being embedded into being just a pointer. The idea was that
sharing the shader_info between NIR and GLSL would be easier if it were
a pointer pointing to the same shader_info struct. This, however, has
caused a few problems:
1) There are many things which generate NIR without GLSL. This means
we have to support both NIR shaders which come from GLSL and ones
that don't and need to have an info elsewhere.
2) The solution to (1) raises all sorts of ownership issues which have
to be resolved with ralloc_parent checks.
3) Ever since 00620782c9, we've been
using nir_gather_info to fill out the final shader_info. Thanks to
cloning and the above ownership issues, the nir_shader::info may not
point back to the gl_shader anymore and so we have to do a copy of
the shader_info from NIR back to GLSL anyway.
All of these issues go away if we just embed the shader_info in the
nir_shader. There's a little downside of having to copy it back after
calling nir_gather_info but, as explained above, we have to do that
anyway.
Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
These were broken in e1af20f18a when the info field in nir_shader was
turned into a pointer.
Clone was copying the pointer rather than the data and nir_sweep was
cleaning up shader_info rather than claiming it.
Reviewed-by: Eric Anholt <eric@anholt.net>
When restoring something from shader cache we won't have and don't
want to create a nir_shader this change detaches the two.
There are other advantages such as being able to reuse the
shader info populated by GLSL IR.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This matches the "foreach x in container" pattern found in many other
programming languages. Generated by the following regular expression:
s/nir_foreach_instr(\([^,]*\),\s*\([^,]*\))/nir_foreach_instr(\2, \1)/
and similar expressions for nir_foreach_instr_safe etc.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Previously we were receiving shared variable accesses via a lowered
intrinsic function from glsl. This change allows us to send in
variables instead. For example, when converting from SPIR-V.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>