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When link_functions.cpp adds a new function to the final linked program, it needs to add it after any global variable declarations that the function refers to, otherwise the IR will be invalid (because variable declarations must occur before variable accesses). The easiest way to do that is to have the linker emit functions to the tail of the final linked program. The linker used to emit functions to the head of the final linked program, in an effort to keep callees sorted before their callers. However, this was not reliable: it didn't work for functions declared or defined in the same compilation unit as main, for diamond-shaped patterns in the call graph, or for some obscure cases involving overloaded functions. And no code currently relies on this sort order. No Piglit regressions with i965 Ironlake. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
286 lines
9.4 KiB
C++
286 lines
9.4 KiB
C++
/*
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* Copyright © 2010 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
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* DEALINGS IN THE SOFTWARE.
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*/
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#include "main/core.h"
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#include "glsl_symbol_table.h"
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#include "glsl_parser_extras.h"
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#include "ir.h"
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#include "program.h"
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#include "program/hash_table.h"
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#include "linker.h"
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static ir_function_signature *
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find_matching_signature(const char *name, const exec_list *actual_parameters,
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gl_shader **shader_list, unsigned num_shaders,
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bool use_builtin);
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class call_link_visitor : public ir_hierarchical_visitor {
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public:
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call_link_visitor(gl_shader_program *prog, gl_shader *linked,
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gl_shader **shader_list, unsigned num_shaders)
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{
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this->prog = prog;
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this->shader_list = shader_list;
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this->num_shaders = num_shaders;
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this->success = true;
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this->linked = linked;
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this->locals = hash_table_ctor(0, hash_table_pointer_hash,
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hash_table_pointer_compare);
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}
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~call_link_visitor()
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{
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hash_table_dtor(this->locals);
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}
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virtual ir_visitor_status visit(ir_variable *ir)
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{
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hash_table_insert(locals, ir, ir);
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return visit_continue;
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}
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virtual ir_visitor_status visit_enter(ir_call *ir)
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{
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/* If ir is an ir_call from a function that was imported from another
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* shader callee will point to an ir_function_signature in the original
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* shader. In this case the function signature MUST NOT BE MODIFIED.
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* Doing so will modify the original shader. This may prevent that
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* shader from being linkable in other programs.
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*/
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const ir_function_signature *const callee = ir->get_callee();
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assert(callee != NULL);
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const char *const name = callee->function_name();
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/* Determine if the requested function signature already exists in the
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* final linked shader. If it does, use it as the target of the call.
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*/
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ir_function_signature *sig =
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find_matching_signature(name, &callee->parameters, &linked, 1,
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ir->use_builtin);
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if (sig != NULL) {
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ir->set_callee(sig);
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return visit_continue;
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}
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/* Try to find the signature in one of the other shaders that is being
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* linked. If it's not found there, return an error.
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*/
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sig = find_matching_signature(name, &ir->actual_parameters, shader_list,
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num_shaders, ir->use_builtin);
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if (sig == NULL) {
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/* FINISHME: Log the full signature of unresolved function.
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*/
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linker_error(this->prog, "unresolved reference to function `%s'\n",
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name);
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this->success = false;
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return visit_stop;
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}
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/* Find the prototype information in the linked shader. Generate any
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* details that may be missing.
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*/
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ir_function *f = linked->symbols->get_function(name);
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if (f == NULL) {
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f = new(linked) ir_function(name);
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/* Add the new function to the linked IR. Put it at the end
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* so that it comes after any global variable declarations
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* that it refers to.
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*/
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linked->symbols->add_function(f);
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linked->ir->push_tail(f);
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}
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ir_function_signature *linked_sig =
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f->exact_matching_signature(&callee->parameters);
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if ((linked_sig == NULL)
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|| ((linked_sig != NULL)
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&& (linked_sig->is_builtin != ir->use_builtin))) {
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linked_sig = new(linked) ir_function_signature(callee->return_type);
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f->add_signature(linked_sig);
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}
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/* At this point linked_sig and called may be the same. If ir is an
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* ir_call from linked then linked_sig and callee will be
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* ir_function_signatures that have no definitions (is_defined is false).
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*/
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assert(!linked_sig->is_defined);
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assert(linked_sig->body.is_empty());
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/* Create an in-place clone of the function definition. This multistep
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* process introduces some complexity here, but it has some advantages.
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* The parameter list and the and function body are cloned separately.
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* The clone of the parameter list is used to prime the hashtable used
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* to replace variable references in the cloned body.
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*
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* The big advantage is that the ir_function_signature does not change.
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* This means that we don't have to process the rest of the IR tree to
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* patch ir_call nodes. In addition, there is no way to remove or
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* replace signature stored in a function. One could easily be added,
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* but this avoids the need.
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*/
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struct hash_table *ht = hash_table_ctor(0, hash_table_pointer_hash,
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hash_table_pointer_compare);
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exec_list formal_parameters;
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foreach_list_const(node, &sig->parameters) {
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const ir_instruction *const original = (ir_instruction *) node;
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assert(const_cast<ir_instruction *>(original)->as_variable());
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ir_instruction *copy = original->clone(linked, ht);
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formal_parameters.push_tail(copy);
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}
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linked_sig->replace_parameters(&formal_parameters);
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foreach_list_const(node, &sig->body) {
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const ir_instruction *const original = (ir_instruction *) node;
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ir_instruction *copy = original->clone(linked, ht);
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linked_sig->body.push_tail(copy);
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}
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linked_sig->is_defined = true;
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hash_table_dtor(ht);
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/* Patch references inside the function to things outside the function
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* (i.e., function calls and global variables).
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*/
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linked_sig->accept(this);
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ir->set_callee(linked_sig);
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return visit_continue;
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}
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virtual ir_visitor_status visit(ir_dereference_variable *ir)
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{
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if (hash_table_find(locals, ir->var) == NULL) {
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/* The non-function variable must be a global, so try to find the
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* variable in the shader's symbol table. If the variable is not
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* found, then it's a global that *MUST* be defined in the original
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* shader.
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*/
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ir_variable *var = linked->symbols->get_variable(ir->var->name);
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if (var == NULL) {
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/* Clone the ir_variable that the dereference already has and add
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* it to the linked shader.
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*/
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var = ir->var->clone(linked, NULL);
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linked->symbols->add_variable(var);
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linked->ir->push_head(var);
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} else if (var->type->is_array()) {
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/* It is possible to have a global array declared in multiple
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* shaders without a size. The array is implicitly sized by the
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* maximal access to it in *any* shader. Because of this, we
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* need to track the maximal access to the array as linking pulls
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* more functions in that access the array.
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*/
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var->max_array_access =
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MAX2(var->max_array_access, ir->var->max_array_access);
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if (var->type->length == 0 && ir->var->type->length != 0)
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var->type = ir->var->type;
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}
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ir->var = var;
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}
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return visit_continue;
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}
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/** Was function linking successful? */
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bool success;
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private:
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/**
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* Shader program being linked
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*
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* This is only used for logging error messages.
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*/
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gl_shader_program *prog;
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/** List of shaders available for linking. */
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gl_shader **shader_list;
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/** Number of shaders available for linking. */
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unsigned num_shaders;
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/**
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* Final linked shader
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*
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* This is used two ways. It is used to find global variables in the
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* linked shader that are accessed by the function. It is also used to add
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* global variables from the shader where the function originated.
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*/
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gl_shader *linked;
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/**
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* Table of variables local to the function.
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*/
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hash_table *locals;
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};
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/**
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* Searches a list of shaders for a particular function definition
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*/
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ir_function_signature *
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find_matching_signature(const char *name, const exec_list *actual_parameters,
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gl_shader **shader_list, unsigned num_shaders,
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bool use_builtin)
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{
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for (unsigned i = 0; i < num_shaders; i++) {
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ir_function *const f = shader_list[i]->symbols->get_function(name);
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if (f == NULL)
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continue;
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ir_function_signature *sig = f->matching_signature(actual_parameters);
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if ((sig == NULL) || !sig->is_defined)
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continue;
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/* If this function expects to bind to a built-in function and the
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* signature that we found isn't a built-in, keep looking. Also keep
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* looking if we expect a non-built-in but found a built-in.
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*/
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if (use_builtin != sig->is_builtin)
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continue;
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return sig;
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}
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return NULL;
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}
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bool
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link_function_calls(gl_shader_program *prog, gl_shader *main,
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gl_shader **shader_list, unsigned num_shaders)
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{
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call_link_visitor v(prog, main, shader_list, num_shaders);
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v.run(main->ir);
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return v.success;
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}
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